The ascetic moombas known as the Streaks have evolved their movement speed to near god-like speeds.
The streak is an archetype of the monk class, available only to moomba monks.
Speedy Movement (Ex)
At 1st level, and every two monk levels thereafter, a streak gains a +10-foot enhancement bonus to his land speed. A streak in armor or carrying a medium or heavy load loses this extra speed.
This ability replaces combo finishers.
Static Build-Up (Su)
Starting at 1st level, whenever the streak moves twice his speed or more in a turn but does not attack, his body sparks and crackles with lightning. The next time the streak comes in contact with anything, he may discharge this lightning, dealing 1d8 points of lightning damage for every 30 feet moved, to a maximum of half the streak’s monk levels (minimum 1). This lightning fades from the streak’s body at the end of his next turn. A streak with Static Build-Up charge glows slightly, illuminating 10 feet.
This ability replaces blitz techniques.
Ki Pool (Ex)
At 2nd level, a streak gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a streak’s ki pool is equal to half his monk level + his Wisdom modifier. At 2nd, 4th, 7th, 10th, and 16th level, as long he has at least 1 ki point in his ki pool, a streak can take an additional 5-foot-step. A streak in armor or carrying a medium or heavy load loses this extra speed.
By spending 1 point from her ki pool as a swift action, a streak gains the effect of Haste for 1 round per monk level.
This ability modifies ki pool.
Ki Powers (Su)
At 3rd level and every three monk levels thereafter, a streak gains access from the following ki powers (see below). Once a ki power is selected, it cannot be changed. All ki powers require the streak to be under quickening and some ki powers require him to be of a specific level or higher before they can be chosen. Unless otherwise noted, a streak cannot select an individual ki power more than once.
Rapid Recovery (Su): By spending 1 ki point, a streak with this power can remove one toxin from his body as if using panacea, as per spell. He can remove only one poison or sap in this way per use of this ability. Prerequisite: A streak must be at least 6th level before selecting this ki power.
Time Stop (Sp): A streak with this ki power can spend 5 ki points as a standard action to gain the effects of time stop. Prerequisite: A streak must be at least 18th level before selecting this ki power.
Vanish (Sp): A streak with this ki power can spend 2 ki points as a standard action to gain the effects of vanish. Prerequisite: A streak must be at least 9th level before selecting this ki power.
Wall Climb (Sp): A streak with this ki power can spend 1 ki point as a standard action to gain the effects of wall climb, but only while moving. When standing on a wall or ceiling, if the streak doesn’t move at least 5 feet on his turn, he falls. Prerequisite: A streak must be at least 6th level before selecting this ki power.
Speed Strike (Ex)
Beginning at 5th level, as long as he has at least 1 ki point, a streak can make a speed strike. Whenever he makes a flurry of blows, he can designate one of his melee attacks as a speed strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every four monk levels thereafter, a streak learns an additional speed strike. He must choose which speed strike to apply before the attack roll is made. At 11th level, he can designate up to two of his attacks each round as a speed strike, and each one can be a different type. The streak can choose from any of the following strikes.
Dashing Strike (Ex): The streak leaps through the air to strike a foe. Before the attack, the streak can move a distance equal to his speedy movement bonus. This movement is made as part of this speed strike and does not require an additional action. At the end of this movement, the streak must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal.
Defensive Speed (Ex): The streak speeds about, confounding his foe. If the attack hits, the streak gains a +4 dodge bonus to AC against any attacks made by the target of the speed strike until the start of his next turn. This bonus does not stack with itself. The streak must attack with a fist to use this speed strike.
Foot Stomp (Ex): The streak stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the streak ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the streak’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the streak. Alternatively, it can attempt a combat maneuver check (against the streak’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The streak must attack with a kick to use this speed strike.
Hurried Smash (Ex): The streak follows up an attack with a strike from his elbow or knee. If the attack hits, the streak can make an additional unarmed attack using the same attack bonus at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The streak must attack with a fist to use this speed strike.
Knock-Back (Ex): The streak attempts to knock his foe back. If the attack hits, the streak can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the streak. This distance increases by 10 feet for every 5 by which the check exceeds the foe’s CMD, to a maximum distance equal to the streak’s fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement.
Shattering Strike (Ex): The streak delivers a brutal strike that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack.
Sudden Strike (Ex): The streak delivers a strike his foe did not expect. The streak makes his attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this speed strike.
Sweep (Ex): The streak attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the streak can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity.
This ability replaces driving kick.
Phasing (Su)
Starting at 8th level, a streak may use 20 feet of movement speed, as long as he has at least 1 ki point, to go through a 5 foot area, passing through harmlessly. If he ends his turn in a occupied space, he is forcibly ejected to the nearest empty space, taking 1d6 damage for every 5 feet moved.
This ability replaces boost.
Blur (Su)
Starting at 9th level, as long as the streak has at least 1 ki point, whenever he moves at least 10 feet, he gains 20% miss chance on himself until the beginning of his next turn. This part of the effect only starts after 10 feet of movement.
This ability replaces improved evasion.
Water Running (Ex)
At 12th level, as long as the streak has at least 1 ki point, whenever he runs across any liquid surface, he can Water Walk, as the spell. Any damage that may occur for running on a harmful surface still happens.
This ability replaces disruption.
Greater Phasing (Su)
Starting at 15th level, as long as the streak has at least 1 ki point, as a standard action, he can vibrate so rapidly that he counts as being incorporeal until the end of his next turn.
This ability replaces improved driving kick.