These monks study a fighting style featuring lightning-fast strikes that mimic both dervish dances and the searing winds of the arid desert, favoring mobility and endurance.
A monk of the seven winds loses the ability to take Improved Disarm, Improved Feint, Improved Grapple, and Improved Trip as bonus feats. He adds Nimble Moves to his list of bonus feats. At 6th level, he also adds Acrobatic Steps and Wind Stance to his list of bonus feats. At 10th level, he adds Lightning Stance to his list of bonus feats.
At 1st level, as an immediate action, a monk of the seven winds can make a single attack with a manufactured light or one-handed slashing weapon he is currently wielding against any target he has successfully hit at least twice with his unarmed strike during his turn. This attack deals normal damage but without the normal Strength bonus to damage.
At 4th level, he can take a 5-foot step before or after performing a lightning finish so long as he ends adjacent to his target, though if he takes this step, he cannot perform a 5-foot step during his next turn. At 8th level, he applies his full Strength bonus to his damage roll for the extra attack, even if he made the attack with an off-hand weapon or with a weapon wielded in two hands. At 12th level, if he hit the target at least three times with his unarmed strike during his turn, taking the 5-foot step granted by lightning finish does not prevent him from taking a 5-foot step during his next turn.
A monk of the seven winds can use this ability a number of times per day equal to his monk level, but no more than once per round.
This ability replaces stunning fist.
At 3rd level, a monk of the seven winds gains Endurance as a bonus feat.
This ability replaces maneuver training.
At 11th level, a monk of the seven winds can spend 2 ki points as a full-round action to enter a meditative trance that replicates the spell dance of a hundred cuts, using his monk level as his caster level. Unlike the spell, a monk of the seven winds must both move 10 feet and make a melee attack each round after he begins this trance to prevent the effect from ending. At 15th level, he can instead spend 3 ki points when using this ability to make his trance replicate dance of a thousand cuts with the same limitations.
Pathfinder Campaign Setting: Inner Sea Combat © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Compton, and Thurston Hillman.