Distant Fist Style 
	Proposed by Santo.  This style of fighting has its roots in deception and distance.  It teaches that proper combative distance is the key to battle, and he who controls distance attains victory in all things.  Practitioners of the style train with all manner of weapons, large, small, and unarmed to learn how to take advantage of and counter the advantages of a variety of combat situations and weapons.  
	The overt use and control of distance sees its execution in a variety of deceptive maneuvers and distracting flurries that the Distant Fist practitioner learns to quickly defeat enemies that may have a longer reach weapon, or any weapon at all to the practitioner’s bare hands, if need be.  Such deceptive techniques can even be taken to the point of disguising one’s own range, often by using attacks that never go into full extension and fooling a foe into believing one lacks the reach to attack at a certain range, or hiding weapons in one’s sleeves that are drawn at the last moment to strike a foe. 
Eventually, however, such techniques become obsolete when the practitioner’s qi is developed to such an extent that they control the battlefield by commanding the distance and space all around them, manifesting the power to project their qi at a range to defeat their foes.
Description of Fighting Style: Forthcoming from Santo; hand positions, long or short distance fighting, grapples, punches favored, kicking favored, high risk maneuvers, tactics used (in addition to deception of range).
Practitioners often wear long robes with wide, wing-like sleeves and other body-concealing garments, often enough such that it’s difficult to tell whether or not the practitioner is a man or woman.  
The practitioner uses mostly arm movements in combat, often alternating and using combinations of long and short punches to throw an enemy off-guard, such as initially using a series of short punches, followed by a step back and long punch to throw off a fight’s rhythm.  The hand positions are all up to the individual practitioners, though the idea of misdirection and constantly changing range and rhythm, such as a hard driving fist suddenly flicking out into a two fingertip strike, is always kept in mind.  
The means of deception extends from range to even skill.  While this style lacks a variety of stances unique to itself, practitioners in battle will often assume well known and universal stances in the world of combat, but often deliberately adopt them “badly” to give the impression of weakness to their foes.  
In combat, practitioners often concentrate on unarmed maneuvers and weapons that can be easily concealed in their robes, such as knives, katars, and ceti. 

Skills 
Bluff (Cha): You can use Bluff to mislead an opponent in melee by making an opposed check against their Sense Motive (the enemy gets to add their base attack bonus to the roll in addition to any other modifiers to their Sense Motive checks).  If your Bluff check wins, your target is denied its Dex bonus to AC for the next melee attack you make against it which must be made by your next turn. 
	Feinting against a nonhumanoid is difficult because it’s difficult to read a strange creature’s body language; you take a -4 penalty to your Bluff check.  Against a creature of animal intelligence (1 or 2) it’s even harder, forcing a -8 penalty.  Against a non-intelligent creature, it’s impossible.  
	Feinting in combat does not provoke an attack of opportunity. 

Sleight of Hand (Dex, trained only, armor check penalty): You can hide a small object (such as a light weapon, an easily concealed ranged weapon such as a dart, sling, or hand crossbow) on your body.  Your Sleight of Hand check is opposed by an observer’s Spot check or someone’s Search check for frisking you (subjects gain a +4 bonus to their Search check).  
	Daggers are easier to hide than most light weapons and have a +2 bonus to conceal it.  An extremely small object such as a coin, shuriken, or ring has a +4 bonus to conceal, and heavy or baggy clothing (such as voluminous robes and cloaks) grant a +2 bonus to checks. 
	Drawing a hidden weapon is a standard action that doesn’t provoke an attack of opportunity.  
	If you have 5+ ranks in Bluff, you gain a +2 bonus on Sleight of Hand.

Feinting and Deception feats
Expert Feint 
You are very skilled at feinting in battle.
Prerequisite: Bluff skill.
Benefit: You gain a +4 bonus to your Bluff check to feint in combat.

Improved Feint 
You are skilled in getting around an enemy’s guard in battle.
Prerequisite: Int 13, Combat Expertise. 
Benefit: You can make a Bluff check to Feint as a move action (and thus may feint and do a full attack in the same round).
Normal: Feinting is a standard action.

Knife Trick
You can do surprising things with a knife.
Prerequisites: Improved Feint, Quick Draw.
Benefit: Whenever you draw a light weapon, you may make a Bluff check to feint in combat as a part of that action (this can be the “hide a katar in your sleeve” trick).
Normal: Feinting in combat is a standard action.  

Flick of the Wrist
With a single motion, you can draw a light weapon and make a devastating attack.
Prerequisites: Dex 17, Sleight of Hand skill, Quick Draw
Benefit: If you draw a light weapon and make a melee attack in the same round, you can catch your opponent flat-footed (for the purpose of this attack only).  You can use this feat only once per round and only once per opponent during any single combat encounter.  
Note: This functions much as Knife Trick, except there’s no Bluff check at all, and can only be used once per opponent per battle, whereas Knife Trick can be used multiple times per foe in a single combat. 

Bushwhack 
You can take advantage of a foe’s distraction.
Prerequisite: Dex 15, base attack bonus +3.
Benefit: You gain sneak attack +1d6.  This stacks with any existing sneak attack. 
Special: You may take this feat multiple times.  Its effects stack.

First Blood
Strike first, ask questions later.
Benefit: You gain a +4 competence bonus to attack rolls against flat-footed opponents in melee (this includes people you’ve feinted).

Tumbling Feint 
When you move near a foe, your acrobatic maneuvers render him confused and unable to properly defend himself.
Prerequisites: Bluff 4 ranks, Tumble 4 ranks.
Benefit: As a swift action at the start of your turn, you designate a single opponent as the target of this feat.  If you successfully use your Tumble skill to avoid provoking an attack of opportunity from that foe, you gain a +5 bonus on your next Bluff check to feint against him.  You must use this benefit on or before your next turn.

Combat Cloak Expert 
You are adept at turning your cloak into a vital part of your combat repertoire.  By twirling it about you, sweeping it over enemies, and using it to conceal your weapons, you can catch a foe by surprise.
Prerequisite: Dex 15, Int 13, Combat Expertise, Dodge, base attack bonus +6.
Benefit: This feat grants you access to three special tactical maneuvers.  You must wear a cloak in order to utilize them.
	Cloak Defense: When fighting defensively, you can use your cloak to confuse your foes.  You hold it before your chest like a curtain, making it difficult for enemies to read your defensive moves.  Your cloak grants you a +1 shield bonus to AC.  If you use the total defense action, the cloak’s shield bonus improves to +2 (shield bonuses do not stack, making it likely this maneuver is a poor option if you already carry a shield).
	Cloaked Strike: You can use your cloak to hide a light weapon.  To utilize this maneuver, on the first round you must move adjacent to an opponent while you do not have a weapon in either hand.  On the second round, you make a Bluff check opposed by your foe’s Sense Motive check as you use a move action to draw or ready your weapon.  If this check succeeds, your opponent loses either his Dex bonud or shield  bonus to AC (your choice) until the end of your current turn.
	Whirling Cloak: You can attempt to use your cloak to confuse your opponent.  As a move action after successfully striking an opponent in melee, make a melee touch attack against that foe.  If this attack hits, you whirl your cloak around him, temporarily ruining his defenses.  Your opponent cannot make attacks of opportunity against a particular ally of your choice until the start of his next turn.

Feats for the “Distant Attack” stuff
	General stuff that all the feat chains will require or benefit from.  More options for uses of Stunning Fist can be found a few pages down.
Improved Unarmed Strike
You are skilled at fighting while unarmed.
Benefit: You are considered armed even when unarmed, that is, armed opponents do not get attacks of opportunity when you attack them while unarmed.  However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you that does not possess this feat.
Special: Monks gain this as a bonus feat.  Spellcasters can use an unarmed strike to deliver a touch spell and are considered to be armed, dealing unarmed damage in addition to the spell’s effects if you make a normal melee attack (the defender gets the benefit of armor and shield).

Extra Stunning 
You gain extra stunning attacks.
Prerequisite: Stunning Fist, Base attack bonus +2
Benefit: You gain 3 more stunning attacks per day.
Special: You can take this feat multiple times.  Its effects stack.

Ability Focus
You are particularly adept at one of your special attacks.
Prerequisite: Special attack
Benefit: Add +2 to the DC against the special attack.
Note: You can take this feat for Stunning Fist and for a whole lot of other things that key off of Stunning Fist (such as the various attacks in the Northern Fist Mastery chain), all taken individually.

Combat Reflexes 
You can take advantage of foes’ vulnerable states more often.
Benefit: You may make an additional number of attacks of opportunity per round equal to your Dexterity bonus.  You may also make attacks of opportunity while flat-footed.
Normal: You can only make one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. 
Special: This feat does not allow a rogue to use Opportunist more than once per round.  A monk may gain this feat as a bonus feat at 2nd level. 

Rapid Stunning 
You can use your stunning attacks in rapid succession.  
Prerequisite: Combat Reflexes, Stunning Fist, base attack bonus +6
Benefit: You may perform one additional stunning attack (or any other special attack that spends usages of stunning attacks) per round.
Special: You may take this feat multiple times.  Its effects stack.
Normal: You may only attempt one stunning attack (or any other special attack that spends usages of stunning attacks) per round.

Stunning Fist 
You are skilled at striking enemies in vital areas.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Base Attack Bonus +8.
Benefit: You must declare you are using this feat before your attack (a failed attack ruins the attempt).  A foe damaged by your unarmed attack must make a Fort save (DC 10 + ½ character level + Wis mod) in addition to the damage.  A foe who fails the save is stunned for 1 round (drops everything held, can’t take actions, -2 penalty to AC, loses Dex mod to AC).  Creatures immune to critical hits, constructs, oozes, plants, undead, and incorporeal creatures cannot be stunned.  You can use this feat 1/day/four character levels (see special) and no more than once per round.
Special: A monk may select Stunning Fist as a bonus feat at 1st level even without the prerequisites.  A monk who gains this feat may attempt a stunning attack a number of times per day equal to class level, plus 1 more time per day for every four levels she has in a class other than monk.  

Far Strike – 
The Far Strike feat gives an immediate distant attack, but no special abilities can be used with the distant attack.  
Far Strike
Your powerful unarmed strikes can project through the air to hit an opponent at a distance.
Prerequisite: Improved Unarmed Strike, Stunning Fist, Wis 15.
Benefit: By giving up one of your stunning attacks per day, for one round your unarmed strikes can be used as ranged attacks.  These imprecise attacks cannot be used for finishing moves, stunning attacks, sneak attacks, or subdual damage.  Treat a Far Strike as a thrown attack with a range increment of 10 ft. that does damage as a normal unarmed strike.  

Ki Blast – 
This feat chain also concludes in a distant blow attack, but uses Fiery Fists as the branching feat from Stunning Fist to gain the distant blow.  There’s very little “flavor” to this style, as it’s just a few feats from the PHB II.
Fiery Fists 
By channeling your qi energy, you sheathe your natural weapons with fire. 
Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +8.
Benefit: As a swift action, you can spend a usage of Stunning Fist to surround your fists and feet in flame.  For the rest of your turn, you deal +1d6 fire damage on unarmed strikes.  When you select this feat, you gain an additional daily use of Stunning Fist.
Special: A monk with Stunning Fist can select Fiery Fist as a bonus feat at 2nd level, even if she does not meet the other prerequisites.

Ki Blast 
You focus your qi into a ball of energy that you can hurl at your foes.
Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Fiery Fists, base attack bonus +8.
Benefit: You may expend two usages of Stunning Fist as a move action to create an orb of raw qi energy that can be thrown as a standard action to a range of 60 ft.  This ranged touch attack deals 3d6 + your Wisdom modifier in damage.  It is a force effect.  If you fail to throw the orb by the start of your next turn, it dissipates harmlessly.  When you take this feat, you gain an additional usage of Stunning Fist.
Special: A monk with Stunning Fist and Fiery Fists and a base attack bonus of +6 may select this as a bonus feat at 6th level (other prerequisites can be ignored).

Ring the Golden Bell – This feat chain is designed to get to the “distant blow” attack quickly through the Ring the Golden Bell feat with no other particular abilities or fighting style recommendations. 
Recommended Progression: Human, Monk 1 (Stunning Fist), Monk 3 (Weapon Focus), Monk 7, 8, or 9 (Ring the Golden Bell, either by giving up Wholeness of Body at 7 [not recommended], Slow Fall 40 ft. [most recommended] if you want to give up an ability], or just using a normal feat slot at Monk 9).

Weapon Focus 
You are especially skilled at using one type of weapon, or even “unarmed strike” and “grapple.”  It can even be applied to weapon-like spells (ray, energy missile, touch spell).
Prerequisite: Proficiency with weapon, base attack bonus +1 or higher.
Benefit: You gain a +1 bonus to attack rolls with the selected weapon.
Special: You can gain this feat multiple times.  Its effects do not stack.  Each time you take this feat, it applies to a new weapon.

Ring the Golden Bell
With the rush of air from a single precise strike, skilled martial artists can extinguish a candle flame from several feet away.  Legendary masters developed this ability to the point that they could ring a thousand pound bell using only a finger strike from twenty feet away.
Prerequisite: Wis 13, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike), Base Attack bonus +5.
Benefit: A number of times per day equal to 1 + Wisdom bonus, you may inflict unarmed strike damage with a successful ranged attack.  This attack has a range increment equal to 5 + 5 feet/point of Wisdom bonus.  Normal cover modifiers apply.  This attack can deliver any effect your unarmed strike can normally deliver, such as a Stunning Fist attack.

Southern Star Mastery – 
This feat chain culminates in the Southern Star Mastery style, one that emphasizes defense, dodging, keeping the enemy off-balance, and generally not taking the initiative until the enemy has attacked.  Unlike Ring the Golden Bell, Southern Star Mastery spends usages of Stunning Fist, which you can get more per day through the Extra Stunning feat (see above).
Recommended Progression: Human (Dodge), Monk 1 (Stunning Fist, Unbalancing Strike), Monk 3 (Combat Expertise), Monk 6 (Improved Trip, Defensive Strike), Monk 9 (Southern Star Mastery).
Unbalancing Strike
You make a flurry of light blows targeted at a humanoid opponent’s joints to knock them off-balance. 
Prerequisite: Improved Unarmed Strike, Stunning Fist, Wis 15+
Benefit: Against a humanoid foe, you can make an unarmed attack that has a chance of unbalancing them.  If your attack hits, you deal normal damage and the target must make a Reflex save (DC 10 + ½ your level + your Wis modifier) or is thrown off balance for 1 round, losing any Dex bonus to AC and giving attackers a +2 bonus on their attack.

Dodge
You are skilled at dodging blows from single foes.
Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to AC against attacks from that foe.  You can select a new opponent on any action.  A condition that makes you lose your Dex bonus to AC also makes you lose dodge bonuses.  Dodge bonuses stack with one another, unlike most other types of bonus. 

Combat Expertise
You are skilled at fighting carefully and defensively.
Prerequisite: Int 13.
Benefit: When you ues the attack or full attack action in melee, you can take a penalty to attack as much as -5 (or your base attack bonus, whichever is smaller) to gain a like bonus as a dodge bonus to AC.  The changes to attacks and AC last until your next action.
Normal: A character can fight defensively to take a -4 penalty to attacks to gain a +2 dodge bonus to AC.

Combat Expertise, Greater
You are able to block attacks very effectively.
Prerequisite: Int 13, Tumble 5 ranks, Combat Expertise, base attack bonus +5
Benefit: When wearing light or no armor and not carrying a shield, and holding a light or one-handed weapon, you gain twice the normal AC bonus from Combat Expertise, fighting defensively, or taking the full defense action.
Normal: Characters gain an AC bonus equal to the penalty taken for Combat Expertise, +2 AC for fighting defensively, and a +4 AC bonus for total defense.  Characters with 5+ ranks of Tumble instead gain +3 AC for fighting defensively and +6 for full defense. 

Defensive Strike
You can turn a strong defense into a powerful offense.
Prerequisite: Dex 13, Int 13, Combat Expertise, Dodge.
Benefit: If an opponent attacks you and misses while you are using total defense, you can attack that opponent on your next turn with a +4 bonus to attacks.  You gain no bonus against an opponent that does not attack you or against an opponent that attacked and hit.

Improved Trip 
You are skilled in sending a foe to the ground.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip a foe while you are unarmed.  You gain a +4 bonus to the Strength check to trip a foe.  If you trip an opponent in melee, you immediately gain a melee attack against your foe as if you hadn’t used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip a foe while you are unarmed.
Special: At 6th level, a monk may select this as a bonus feat even if they do not have the prerequisites.  

Southern Star Mastery 
You have mastered the secrets of the Southern Star style, a soft style emphasizing the manipulation of ki as if it were a physical force.
Prerequisite: Improved Unarmed Strike, Stunning Fist, Unbalancing Strike, Combat Expertise, Improved Trip, Dodge, Defensive Strike, Concentration 9 ranks.
Benefit: You must declare that you are using this ability before making an attack (a failed attack ruins the attempt).  If you damage a foe with your unarmed attack, the foe must make a Will save (DC 10 + ½ your character level + your Wisdom modifier) or be hurled back 10 feet as if thrown by the violent thrust use of the telekinesis spell.  If the creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 damage).
	Using this ability counts as a usage of Stunning Fist for the day.

Northern Fist Mastery – 
The chain that culminates in Northern Fist Mastery is a much more aggressive feat chain that focuses on fingertip and pressure point attacks on enemy’s vital areas to deal a multitude of effects on an enemy.  It is a soft style that gives the practitioner many more options for what one wishes to do to an enemy, such as stunning them, nauseating them, blinding, paralyzing, etc.  It also culminates in a “ranged” attack, but it does not spend any usages of Stunning Fist, nor does it have any limit.
The minimum level a dedicated monk will be able to gain the “ranged attack” maneuver of this feat chain is 14th level on account of the +10 base attack bonus requisite of Freezing the Lifeblood. 
Recommended Progression: Human (expertise), Monk 1 (Stunning Fist, Unbalancing Strike), Monk 3 (Pain Touch), Monk 6 (Falling Star Strike), Monk 14 (give up Slow Fall 70 ft. for Freezing the Lifeblood), Monk 15 (Northern Fist Mastery).

Pain Touch 
You cause intense pain in an opponent with a successful stunning attack.
Prerequisite: Wis 15, Stunning Fist, Base attack bonus +2.
Benefit: Victims of your stunning attacks are subject to such debilitating pain that they are nauseated for 1 round following the round they are stunned.  Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.  They can only take a single move action per turn.  
Creatures immune to stunning attacks are also immune to the effects of this feat, as are any creatures that are more than one size category larger than you.

Falling Star Strike 
You have mastered the art of striking a vital point that blinds a humanoid foe.
Prerequisite: Improved Unarmed strike, base attack bonus +4, Stunning Fist, Wis 17.
Benefit: You can make an unarmed attack against a humanoid foe.  If it deals damage, your target must make a Fort save (DC 10 + ½ your character level + your Wis mod) or be blinded for 1 round per character level you possess.  
	In addition to the obvious, a blinded creature suffers a 50% miss chance (all opponents have full concealment), loses any Dex bonus to AC, attackers have a +2 bonus against them (they are effectively invisible), they move at half speed, and suffers a -4 penalty on most Strength and Dexterity based skills.  

Freezing the Lifeblood 
You can strike a vital point to paralyze a humanoid foe.
Prerequisite: Improved Unarmed Strike, Stunning Fist, Wis 17, base attack bonus +10.
Benefit: Declare you are using this feat before making an attack roll (a missed attack ruins the attempt).  If you make an unarmed attack that deals damage against a humanoid foe, they must make a Fort save (DC 10 + ½ your character level + your Wis mod) or be paralyzed for 1d4+1 rounds.  
	Each attempt to paralyze a foe counts as one use of Stunning Fist per day.  Creatures immune to stunning cannot be paralyzed in this manner.

Northern Fist Mastery 
You have mastered the Northern Fist style, a soft style emphasizing attacks on opponents’ vital areas.
Prerequisite: Improved Unarmed Strike, Stunning Fist, Falling Star Strike, Freezing the Lifeblood, Unbalancing Strike, Pain Touch, Combat Expertise. 
Benefit: As a full round action, you can make a ranged attack at a single target with a range of 5 feet per five character levels (no range increment).  If you hit, you deal normal unarmed damage.  You can use one of the following feat sin conjunction with this attack, exactly as if you were making a normal unarmed strike: Stunning Fist, Falling Star Strike, Freezing the Lifeblood, Unbalancing Strike, or Pain Touch.  If you choose not to apply one of these feats to your attack, you deal double normal damage instead.  Use of this ability is a supernatural effect.  

Other usages for Stunning Fist: 
Weakening Touch 
You can temporarily weaken a foe with an unarmed strike.
Prerequisite: Wis 17, Improved Unarmed Strike, stunning Fist, base attack bonus +2.
Benefit: You must declare you are using this feat before your attack roll (a missed attack ruins the attempt).  You can make an unarmed attack that deals no damage but instead applies a -6 penalty to the target’s Strength score for 1 minute.  Multiple weakening touches on the same target are not cumulative.  Each attempt to deliver a weakening touch counts as one of your Stunning Fist attacks for the day.  Creatures immune to stun effects cannot be affected by this feat.

Distant Touch 
You can strike from a distance with a stunning attack.
Prerequisite: Wis 19, Concentration 4+ ranks, Pain Touch, Stunning Fist, Bab +8.
Benefit: By intensely focusing your qi, you can gain the benefits of either Pain Touch or Stunning Fist with a ranged attack (range increment 10 ft).  You make a normal ranged attack using your unarmed attack bonus.  If successful, the Stunning Fist or Pain Touch attack affects the target even though you did not touch your foe. 

Fiery Ki Defense 
By channeling your qi, you can create a cloak of flame that burns those who strike you.
Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +8.
Benefit: As a swift action, you can spend a usage of Stunning Fist to cloak yourself in flame.  Anyone that hits you with a melee attack takes 1d6 fire damage.  This lasts until the start of your next turn.
Special: A monk with Stunning Fist can select this as a bonus feat at 6th level as long as she also possesses the Fiery Fist feat (all other prerequisites can be ignored).

Fists of Iron 
You have learned the secrets of imbuing your unarmed attacks with extra force.
Prerequisites: Improved Unarmed Strike, Stunning Fist, base attack bonus +2.
Benefit: Declare you are using this feat before your attack roll (a missed attack ruins the attempt).  You deal +1d6 damage on a successful unarmed attack.  Each attempt counts as one of your uses of Stunning Fist for the day.

Other feats that might be useful for a Monk
Improved Natural Attack
You can deal more damage with your natural weapons.
Prerequisites: Natural weapon (such as monk’s unarmed strike), base attack bonus +4.
Benefit: The damage for your natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
	An attack that deals 1d10 points of damage instead increases as following: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Versatile Unarmed Strike
You employ a variety of unarmed fighting strikes, allowing you to alter the type of damage your attacks deal.
Prerequisite: Improved Unarmed Strike.
Benefit: As a swift action, you can opt for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage.  Once you make this choice, your unarmed strikes continue to deal the chosen damage type until you use another swift action to change it. 

Flying Kick 
You literally leap into battle, dealing devastating damage.
Prerequisite: Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack.
Benefit: When fighting unarmed and using the charge action, you deal an extra 1d12 points of damage with your unarmed attack.

Defensive Throw
You can use your opponent’s weight, strength, and momentum against him, deflecting his attack and throwing him to the ground.
Prerequisite: Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike.
Benefit: If the opponent you have chosen to use Dodge against attacks you and misses, you can make an immediate trip attack against that opponent.  This attempt counts as one of your allowed attacks of opportunity per round.

Roundabout Kick 
You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.
Prerequisites: Str 15, Improved Unarmed Strike, Power Attack.
Benefit: If you score a critical hit on an unarmed attack, you can immediately make an additional unarmed attack against the same opponent using the same attack bonus that you used for the critical hit roll. 

Prestige Classes
Crooked Monk (from Beyond Monks): Chaotic monks who will do anything just because it hasn’t been done before, pretty wild guys.  “If it’s completely illogical, chances are that a crooked monk will try to do it.”  Requires Escape Artist 10 ranks, levels in at least 3 different core (non-prestige) classes, Chaotic alignment.  At 4th level, can extend limbs to gain an additional 5 feet of reach. 

Ki Blaster (from Beyond Monks): A 5 level PrC, requires one to be Good or Evil, base attack bonus +5; Improved Unarmed Strike, Stunning Fist, Far Strike, Focus Ki, and Inner Darkness or Inner Light.  Entirely focused on using distance attacks with ki.

Equipment
Forthcoming.