I would add Autohypnosis and Iaijutsu Focus to the list of Monk class skills, in addition to whatever else is going on.
Alright, done.
Some ideas I've used to bump Monks up to T3 level:
1) Give monks the ability to channel their chi through their attacks, effectively letting them gain magical bonuses with such attacks. At every 2 levels the total enhancement of their unarmed attacks goes up by 1, but they can't put more than half that bonus into any one thing (except at level 2-3 where they simply have a +1 bonus). Thus, at level 6 their unarmed strikes could be +1 Flaming Shocking, but not +2, nor could they use any +2 enhancement until level 8. Give them the ability to meditate for 1 hour once per day to change their enchantments (thus, a 6th level Monk could realize he's about to fight a lot of undead and make his attacks +1 Bane Undead of Disruption if he wanted). He may also channel his chi through any non magical monk weapon. Possibly have this ability use up wealth much like the Ancestral Relic feat does. Possibly have a similar ability for enchanting his body like armor.
This is an equipment substitute - leaving them more money for other things, but making a VoP monk pretty obsolete.
2) Make abundant step actually abundant, so Monks can at will teleport a distance up to their Monk level X 5' as a full round action at level 5, as a standard action at level 10, as a move action at level 15, and as a swift action at level 20 (possibly faster progression than this if you like, maybe even ending with immediate action teleportation). Possibly they can only teleport to locations they can see.
I don't want to create a shadowpouncer, and even so, level 20 is too late, IF you want them to have that ability.
3) Give Monks a "Balance on Clouds" ability that lets them fly short distances. They could fly a number of rounds equal to their Monk level at a time at will (but must touch the ground to reset the timer), with their flight maneuverability increasing steadily as they level up from clumsy all the way to perfect, starting around level 5-6 or so.
Got that.
4) Have flurry apply any time the Monk makes an attack, even if it's a standard action attack or charge attack. Flurry just gives you that many extra attacks. Also, have a boosted flurry at higher levels that gives you a third extra attack.
Good idea, double hitting as a standard action or Spring attack would make them special.
5) Give Monks better and better abilities to sense magic around them, starting with Detect Magic at low levels and ending with always on True Sight at higher levels.
Hmmm... it's not thematic, but why not...
6) Make Quivering Palm an at will ability that sacrifices the extra attacks of flurry for a more devastating hit. Perhaps it's a standard action to actually hit that can't work with flurry (nor be an AoO), and as you level up the hit itself could do more (cause double damage, be a touch attack, dispel magic on the target you hit with it, etc). Thus, it becomes a combat option instead of a random once a week thing. Maybe the secondary effect starts with just another hit of damage as an immediate action (making it good for disrupting spells, and perhaps it could even raise the DC more than normal) that builds in nastiness until it becomes a save or die.
Hmm, so... give up one flurry attack, gain 3d6 on all other attacks? Or more? Less? Scaling? I suggest maybe.. 1/2 monk level d6, as special non-reducible ki-damage?
7) Give Monks more Wisdom synergy. Things like Wis to hit, Wis to Fort and Reflex saves, Wis to damage, and even Wisdom X 5' to movement speed could be interesting.
Umm... have that already, and movement speed is fine, IMHO.
(Wis to attack, Wis to damage up to monk level, Wis to daily uses of pretty much everything.)
8) Give Monks powerful senses in general, like Blindsense and Tremorsense.
Alright. I think by now a special ability collection is necessary. I would also add stuff such as Mage Slayer and Pierce feats by default.
Ok, although some suggestions were redundant, thanks nevertheless.
Short-term flight is a major staple of fantasy (Eastern) monks.
Watch basically any wuxia you like and you'll see what I mean.
So: Jumping: I'm thinking Leap of the Heavens as a bonus feat some time early - maybe make the bonus feats choices, anyway, so you don't always have to bother with the fighting styles. Then give him the benefit of the Pole Vault feat (x3 DC multiplier instead of x4) some time before he can fly long distances, so jumping and short-term flight can go hand in hand.
Then short term Flight:
Ok, so during the Wuxia phase (about... 10 to 16?) they should have that, probably a bit earlier. But after that the game just changes to Superheroes, anyway. Which means wuxia no longer cuts it, and you need real flight. But at what level should they be able to fly indefinitely? I have 16 or so. Veekie I think doesn't have it earlier, either.
^^
I think I got some of those.
Missed 1(partial), 5 and 8 though.
And it'd still be T4 no doubt.
Hmmm... I don't think another "pool" class is necessary. Whatever they have, they should have either for the day, or indefinitely. I like the improved Ascetic aspects.
Then again, if you go with a Ki-pool, you could just make a generic "Ki-warrior" class, which can use their abilities either unarmed, with weapons, with special abilties... whatever. Sort like a Ki-Incarnate, with less animalistic or showy magical abilities.