Big Bang

**Level:** Close Monk/ Double 9

**Spell Resistance:** yes

Big bang is a powerful martial arts technique that can be performed 4 different ways depending on the outcome desired. Regardless of the option selected, by spending 1 point of Ki when using this technique, you can make an intimidate check against all enemies caught in the blast whenever the technique resolves.

*Star Exploder:* You tear a chunk of ground up and grab hold of the platform, flinging it into the sun, allowing it to explode and incinerate your foes. As a standard action, create a 30 foot burst with it’s edge placed just in front  of you must make a DC 19+ Wisdom modifier reflex saving throw. This deals critical damage as well as 1d10 force damage as well as 1d10 fire damage per level (Max 10d10 force, 10d10 fire). In addition, the enemy is blinded for 1d6+2 rounds and takes 1d6 strength damage. This damage can be halved, the strength damage negated, and the blinding negated with a successful saving throw.

*Rift in Space:* You punch so hard that you tear a hole in time and space. Creatures within a 30 foot burst with the edge centered on you, need to make a reflex save DC: 19+ Wisdom modifier, or be pulled in. Creatures pulled into the void are subject to a vacuum and compact space for a split second before being forcefully expelled back onto the normal plane in a fiery explosion. This deals normal weapon damage, as well as an additional 5d6 force damage and the creature is pulled into the black hole. Creatures who succeed  in their saving throw take normal damage and the 5d6. If the creature is pulled into the void, they take 5d6 force damage every round. Creatures in the area must make a CMB attempt as if grappled to escape from the black hole, or an escape artist check. This uses your CMD with an additional +9 bonus to CMD. As soon as the first creature escapes from the black hole, it explodes, expelling every creature and causing them to make another fortitude saving throw or take normal damage and 1d6 force damage per level (Max 20d6). Creatures that fail this second saving throw are knocked prone, and they are deafened  and sickened for a number of rounds equal to the number they spent in the black hole. The black hole can hold creatures within it for up to 1 round per 2 levels, and it can forcefully be exploded at any point as a swift action.

*Moon Shatter:* You leap skyward and into space, landing on the moon. You then slam your fists into the moon and send rocks and debris showering down on your enemy.  As a full round action, make a single attack roll. This applies to all creatures within a 30 foot burst centered on you. This deals normal damage as well as an additional +2d6 per level (Max 40d6). Half of the damage dealt with this technique is Sonic, the other half is fire. Creatures struck must make a reflex saving throw DC: 19+ Wisdom modifier or be knocked prone and buried under rubble. They are treated as if pinned and as if caught in the cave in option from the earthquake spell. A successful saving throw lowers the damage to normal damage +5d6+1 per level (Max 5d6+28) and you are not pinned.

*Ultra Collider:* Utilizing extreme martial arts, you split into two and dash at the opponents. As a full attack action, You get a single attack on every enemy within a 30 foot burst placed with it’s edge in front of you. This attack is at your highest base attack bonus. After slamming into them, you clash fists at maximum speed to tear a hole through not only time and space, but straight off of the planet. Enemies in the area take normal damage as well as an additional 2d6 damage per level (40d6) half of which is fire, the other half is Sonic. Enemies you strike gain a fortitude saving throw DC: 19+Wisdom modifier for 10d6+1 damage per level (Max +20), while those whom you miss, get a reflex save for half damage instead. Creatures that fail the fortitude saving throw are also stunned for 1d4 rounds.

*Galactic Calamity:* Launching yourself skyward, you reach escape velocity and fly out of the atmosphere, past the moon and several planets, only to return from the edge of existence and slam into the ground with a force so great it sucks the entire galaxy into a black hole before exploding all of reality. As a full attack action, make an attack on every enemy within a 30 foot burst placed directly in front of you. Every creature you strike must make a fortitude saving throw DC: 19+Wisdom modifier. The creature takes double damage as well as an additional 1d12 per level (Max 20d12). Half of this damage is divine and half is force. Creatures who fail their save are also stunned for 1 round and blinded for 1d6 rounds. A successful save reduces the damage to 5d6+normal damage.

*Cosmic Entropy:* Summoning the power of the cosmos and binding the planets to your fists, you kick off of the void of space and surround yourself with a golden energy as you swing your fist, piercing through the planet in the blink of an eye, destroying the planet and causing a blast large enough to create a new spiraling galaxy. As a full round action, you create a 30 foot burst centered on yourself. This deals normal damage as well as an additional 1d8 per level (Max 20d8). Creatures in the area must make a reflex saving throw DC: 19+ Wisdom modifier for ½ damage. Half of the damage dealt is fire, and half is disintegration. After this attack ends, you gain a +4 bonus to attack rolls and a +4 deflection bonus to armor class that stacks with all other deflection bonuses. Your unarmed attacks deal +1d8 force damage and +1d8 fire damage. You gain a 30 foot fly speed with perfect maneuverability, and you no longer need to breathe. This lasts for 1 round per level.