A Monk That Doesn't Suck Wind


Homebrew and House Rules


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Okay, the title IS a little over the top. I posted this change in my monk class over on the Why do monks need to be as good at fighting as other melee classes? thread. Some folks asked that I repost it here in Homebrew as a stand alone.

This version of the monnk is meant to solve all of the problems that the monk has. It doesn't, but it comes close. I'll let you decide how it looks.

Enjoy.

Master Arminas

The Monk who Doesn't Suck

Alignment: Any lawful.

Hit Die: d8.

BAB: Full

Good Saves: Fort; Reflex; and Will

Class Skills: Acrobatics (Dex); Climb (Str); Craft (Int); Escape Artist (Dex); Perception (Wis); Perform (Cha); Profession (Wis), Ride (Dex); Sense Motive (Wis); Stealth (Dex); and Swim (Str). See monastic skill training (below) for additional class skills.

Skill Ranks per Level: 4 + Int modifier.

Weapons and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus from intuitive defense, as well as his agility training, fast movement, and flurry of blows abilities (see below).

Intuitive Defense (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This additional bonus increases by 1 for every four monk levels thereafter.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he uses a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels gained as a monk thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, and Weapon Focus.
At 6th level, the following feats are added to the list: Improved Blind-Fight, Improved Bull Rush, Improved Disarm, Improved Trip, Ki Throw, and Mobility.
At 10th level, the following feats are added to the list: Combat Expertise, Greater Blind-Fight, Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.
At 14th level, the following feats are added to the list: Greater Bull Rush, Greater Disarm, Greater Grapple, Greater Sunder, and Greater Trip.
A monk need not have any of the prerequisites normally required for these feats to select them.

Fast Movement (Ex/Su): A monk’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is wearing no armor and is not carrying a medium or heavy load. This ability is extraordinary.
At 4th level, when a monk gains access to his ki pool (see below), the character can achieve literally superhuman bursts of speed for limited periods of time. As a free action, a monk can spend 1 point of ki to increase his speed by +20 feet. This speed increase lasts for 1 round per monk class level. At 8th level, and again every four levels gained thereafter, the monk's speed when using this ability increases by an additional +10 feet, to a maximum increase of +60 feet at 20th level.
The bonus speed granted to a monk through the use of this ability is a supernatural ability.

Monastic Skill Training: Different monasteries emphasize different skill sets for the monks that they train. At first level, a monk may choose any three of the following skills: Diplomacy (Cha), Intimidate (Cha), Knowledge (Any) (Int), or Linguistics (Int). These skills become class skills for the monk. Once chosen, these selections are forever after fixed, even if the monk places no skill ranks in the specific skills selected.

Unarmed Strike (Ex): A monk gains Improved Unarmed Strike as a bonus feat. A monk’s unarmed attack may be made with his fists, elbows, knees, feet, or even his head. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk deals more damage with his unarmed strikes than normal; from 1st-5th level the damage is 1d6. This increases to 1d8 at 7th level and to 2d6 at 14th level.
The unarmed damage is for all monks, regardless of size. The techniques a monk learns do not alter the base damage of the class due to being either smaller or larger, although both Strength bonuses and penalties apply as normal.

Stunning Fist (Ex): The monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels gained as a monk thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
A monk can select which condition to apply each time he makes a stunning fist attack, limited only by his monk level.
A monk gains one use of this feat for every monk level he possesses, as described in the Stunning Fist feat.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing no armor and is not carrying a medium or heavy load. A helpless monk does not gain the benefit of evasion.

Flurry of Blows (Ex): Starting at 3rd level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack at his highest attack bonus using any combination of the following weapons: club, dagger, handaxe, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, spear, or unarmed strike. New weapons designated with the monk special property may be added to this list at a later date. All of the attacks made by a monk when using flurry of blows receive a -2 penalty to hit.
At 8th level, a monk gains a second bonus attack at his highest attack bonus when he uses flurry of blows, at an additional penalty of -5.
At 15th level, a monk gains a third bonus attack at his highest attack bonus when he uses flurry of blows, at an additional penalty of -10.
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with a flurry of blows, whether the monk is fighting with two weapons, a weapon and an unarmed strike, a double weapon, a thrown weapon, or a two-handed weapon.
A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. If the monk substitutes one of his highest attack bonus attacks for these maneuvers, then they are made at the monk’s normal CMB. If the monk uses a secondary or tertiary iterative attack, the monk applies either a -5 (for the second attack) or -10 (for the third attack) to his CMB for this attempt at a maneuver. A monk may can make multiple combat maneuvers in a single round, up to a limit of the maximum number of attacks that he may make in a flurry of blows.
A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows.
A monk cannot use two-weapon fighting (see combat) to gain additional attacks when using flurry of blows.
A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks (unless he has taken the Feral Combat Training feat).
A monk may wield two-weapons, a double-weapon, or a two-handed weapon when using flurry of blows (provided that the weapon is a special monk weapon) and may use unarmed strikes and weapons wielded in any combination during his flurry of blows attacks.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. This bonus increases in value to +4 at 10th level and to +6 at 17th level.

Ki Pool (Su): At 4th level, a monk begins to slowly access his internal ki, a supernatural energy that he can use to accomplish amazing feats. The monk gains a pool of ki points, equal to his monk level + his Wisdom modifier. By spending 1 point from his ki pool as a swift action, a monk can invoke any one of the following options: he can gain a +4 dodge bonus to AC for 1 round; he can gain a +4 insight bonus to his attacks for 1 round; he can gain a +4 insight bonus to his damage for 1 round; or he can gain one additional attack at his highest attack bonus when he uses his flurry of blows ability (see above).
A monk who moves or charges (including the use of the feat Spring Attack) and then makes a single attack with his unarmed strikes or a special monk weapon can spend 1 point from his ki pool as a swift action to gain one additional attack at his highest attack bonus.
A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Strike (Su): As long as a monk of 4th level or higher has at least 1 point in his ki pool, he can make a ki strike. When using ki strike, a monk’s unarmed strikes are considered magic weapons for the purposes of affecting incorporeal creatures and overcoming damage reduction.
At 7t level, a monk using ki strike overcomes damage reduction as if using a lawful weapon.
At 10th level, a monk using ki strike overcomes damage reduction as if using a cold iron or silver weapon.
At 13th level, a monk using ki strike overcomes damage reduction as if using an adamantine weapon and ignores hardness of less than 20 when striking an object with ki strike.
At 16th level, a monk using ki strike overcomes damage reduction based on alignment.

Catfall (Su): At 4th level or higher, a monk can fall incredible distances without suffering damage. When falling, a monk always lands on his feet. In addition, he reduces the damage inflicted from a fall by 1d6 per monk level he possesses, to a maximum reduction of 20d6 at 20th level. Unlike magical spells (such as feather fall) with similar effects, a monk is not slowed during his descent, making this ability a favored method for higher level monks to rapidly descend great distances quickly. A monk gains the benefits of this ability so long as he has at least one point of ki remaining in his ki pool.

Agility Training (Ex): At 5th level, a monk adds one-half his level (round down) to all Acrobatics skill checks and to the monk’s choice of either Climb or Swim skill checks. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk can gain an additional +20 bonus on Acrobatics checks made to jump for 1 round.

Monastic Weapons Training (Ex): Starting at 5th level, a monk gains a +1 bonus on attack and damage rolls when using any of the following weapons: club, dagger, handaxe, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, spear, or unarmed strike. New weapons designated with the monk special property may be added to this list at a later date. This bonus increases to +2 at 9th level, and by an additional +1 every four levels gained thereafter as a monk to a maximum bonus of +4 at 17th level.
A monk may add this bonus to any combat maneuver checks made with the listed weapons.
This bonus applies to the monk's Combat Maneuver Defense when defending against disarm and sunder attempts made against the character, if he is wielding one of the listed weapons.
This bonus is not an enhancement bonus and is not magical in nature; it instead reflects the training and honing of a monk's martial abilities.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases (such as lycanthropy and mummy rot).

Light as a Feather (Su): At 5th level, a monk may spend 1 point of ki to either use levitate or water walk, as per the spells, for a duration of 1 round per class level. When the monk uses light as a feather he may neither run nor may he charge; the monk may only use this ability if he is lightly encumbered.

Servant of Order (Su): At 6th level, a monk gains immunity to fear effects.

Speak with Animals (Ex): At 6th level, a monk can converse with any creature of the animal type, as per the spell speak with animals. Such conversations are limited by the animal’s intelligence (or lack thereof).

Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can expend 1 point from his ki pool to heal a number of hit points of damage equal to 2d8 + his monk level + his Wisdom bonus (if any). A monk can instead spend 2 points from his ki pool to use this ability as a move action. If the monk spends 3 points from his ki pool, he may use this ability as a swift action.

Spiritual Endurance (Ex): At 8th level, a monk's training and inner reserves of ki allow him to comfortably exist in environments and conditions that would quickly sap the strength from others. He is considered to be under the influence of an endure elements spell at all times, ignoring the extremes of heat and cold. In addition, he may go for a number of days equal to one-half his monk level without eating or drinking before beginning to suffer adverse effects. He requires only four hours of sleep per night, provided that he also meditates for at least four hours as well. While meditating, a monk remains fully aware of his surroundings and may make Perception checks without penalty.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Duty Never Tires (Ex): At 10th level, a monk gains Endurance as a bonus feat. Furthermore, by spending 1 ki point as a swift action, he can ignore the effects of fatigue for 10 minutes per monk level. This ability only suppresses the fatigue; it does not remove it.

Diamond Body (Ex): At 11th level, a monk gains immunity to all poisons, including magical and supernatural poisons.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. Unlike the normal use of dimension door, the monk may take any remaining actions in a round after using this ability. He may take willing creatures with him so long as he does not exceed his maximum carrying capacity.

Unfettered Speech (Ex): At 12th level, a monk can converse with any creature of the plant type, as per the spell speak with plants. Such conversations are limited by the plant’s intelligence (or lack thereof). A monk can also converse with any creature of the magical beast type that has an Intelligence score of 1 or 2 (for the purpose of this ability, treat magical beasts as though they are animals and refer to the spell speak with animals).

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level +11. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance. A monk gains the benefits of this ability so long as he has at least one point of ki remaining in his ki pool.

Cloud Step (Su): At 13th level, a monk may spend 2 points from his ki pool to air walk, as per the spell, for a duration of 1 round per 2 class levels (round down). When the monk uses cloud step he may neither run nor may he charge; the monk may only use this ability if he is lightly encumbered.

Champion of Order (Su): At 14th level, a monk gains immunity to the confusion and insanity spells, as well as spell-like or supernatural effects that create similar effects.

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wisdom modifier) it dies. If the saving throw is successful, the target instead takes twice the damage of the monk's unarmed strike (as if the monk had threatened and then confirmed a critical hit) and the quivering palm attack ends; the target may still die if he suffers enough damage from this attack to reduce him to negative hit points equal to his Constitution score. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated. This ability is a death effect.
At 17th level, and again at 19th level, the monk gains one additional daily use of this ability.

Tongues (Ex): At 16th level, a monk can converse with any creature, as per the spell tongues. To communicate, a creature must be within 30 feet of the monk and both the monk and creature must have line-of-sight to each other. Furthermore, the monk is able to commune with stone (as per the druid spell stone tell), however to commune with stone the monk must be touching the stone object.

Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores to his physical ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. The initial roll made by the DM for the character’s maximum age (according to race) is discarded, and a new maximum age calculated. The random dice are maximized. For example, a human monk who reaches 17th level will live to a ripe old age of 110 years, while an elf monk could see 750 years. Age bonuses to the monk’s mental ability scores still accrue, and the monk still dies of old age when his time is up. This ability is not the same as immortality, and the monk can always die before his time due to violence.

Stalwart Soul (Ex): At 18th level, a monk no longer suffers any penalties for being fatigued (he still remains fatigued, however, for purposes of exhaustion). If the monk becomes exhausted, he may spend 2 ki points as a swift action to ignore the effects of exhaustion for 1 minute per monk level. This ability only suppresses the exhaustion; it does not remove it. A monk gains the benefits of this ability so long as he has at least one point of ki remaining in his ki pool.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Perfect Self: At 20th level, a monk transcends his mortal limitations. He gains blindsight in a 30-foot radius. He gains immunity versus all hostile mind-affecting spells, spell-like abilities, and other effects (this replaces and does not stack with the still mind ability), as well as being the recipient of constant nondetection and undetectable alignment effects (as per the spells). Furthermore, a monk who has attained this level of experience can go for twenty days without food or drink before suffering from ill effects. This replaces the duration listed under the duty never tires ability (see above). Monks of this level of experience also gain damage reduction 10/Chaotic.
The few monks who reach this level of achievement often retire from adventuring to explore what they are becoming. Only those with the strongest of ties to their companions and their homelands remain, but even these will eventually simply vanish one night, never to return.

Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

And a feat that solves some of the issues with MAD:

Weapon Intuition (Combat)

You rely on your intuition to deliver damage in melee combat, as opposed to brute strength.

Prerequisites: Wis 13, Weapon Finesse, base attack bonus +3.
Benefit: With a light weapon, rapier, whip, spiked chain, or another weapon eligable for use with the feat Weapon Finese of a size appropriate a creature of your size category, you may use your Wisdom modifier instead of your Strength modifier on melee damage rolls and damage rolls with thrown weapons.
Special: Natural weapons are considered light weapons. Monks may use this feat with any weapon designated as a monk weapon, in addition to weapons normally made allowed with the weapon finesse feat.

Qiggong Monks Who Don't Suck Wind: A Qiggong Monk archetype applied to this class may trade out any of the following abilities, abiding by the normal selections of ki-powers available to that archetype: Fast Movement (1st), Evasion (2nd), Still Mind (3rd), Catfall (4th), Light as a Feather OR Purity of Body (5th), Servant of Order OR Speak with Animals (6th), wholeness of Body (7th), Spirtual Endurance (8th), Improved Evasion (9th), Duty Never Tires (10th), Diamond Body (11th), Abundant Step OR Unfettered Speech (12th), Diamond Soul OR Cloud Step (13th), Champion of Order (14th), Quivering Palm (15th), Tongues (16th), Timeless Body (17th), Stalwart Soul (18th), Empty Body (19th), and Perfect Self (20th).

At 5th, 6th, 12th, and 13th levels, the Qiggong Monk can choose ONE of the two abilities listed; he cannot swap out both. Otherwise follow normal rules for the archetype.


Monk is kind of feat starved and I feel that Weapon Intuition would be a very popular, almost 'Feat Tax' kind of feat for the monk. Why not make it a bonus feat for the monk, or maybe keep it a normal feat but he gets it automatically at a certain level?

Also, I don't know how balanced this would be, but I feel like the monk should be proficient with all monk weapons. Seems silly to me that a weapon that has the class's name in it can't be used by them without a special feat.


Odraude wrote:

Monk is kind of feat starved and I feel that Weapon Intuition would be a very popular, almost 'Feat Tax' kind of feat for the monk. Why not make it a bonus feat for the monk, or maybe keep it a normal feat but he gets it automatically at a certain level?

Also, I don't know how balanced this would be, but I feel like the monk should be proficient with all monk weapons. Seems silly to me that a weapon that has the class's name in it can't be used by them without a special feat.

True. But this monk already has full BAB and a lot of stuff. I figure that if a monk WANTS to reduce his MAD he can pay the two feat tax to do so. Or buy an agile amulet of mighty fists. Of course, that amulet can be sundered, disarmed, stolen, dispelled, or rendered null and void within an anti-magic field. The feats can't.

That is one thing I generally like about Pathfinder. Most of the new monk weapons have a clause that monks are automatically proficient. There are only a few that don't.

Master Arminas


master arminas wrote:
Odraude wrote:

Monk is kind of feat starved and I feel that Weapon Intuition would be a very popular, almost 'Feat Tax' kind of feat for the monk. Why not make it a bonus feat for the monk, or maybe keep it a normal feat but he gets it automatically at a certain level?

Also, I don't know how balanced this would be, but I feel like the monk should be proficient with all monk weapons. Seems silly to me that a weapon that has the class's name in it can't be used by them without a special feat.

True. But this monk already has full BAB and a lot of stuff. I figure that if a monk WANTS to reduce his MAD he can pay the two feat tax to do so. Or buy an agile amulet of mighty fists. Of course, that amulet can be sundered, disarmed, stolen, dispelled, or rendered null and void within an anti-magic field. The feats can't.

That is one thing I generally like about Pathfinder. Most of the new monk weapons have a clause that monks are automatically proficient. There are only a few that don't.

Master Arminas

Ah I didn't notice the full BAB, fair enough

Also, unless I have an outdated PDF of Ultimate Combat (which I updated on the 30th), none of the monk weapons in Ultimate Combat say that the monk is proficient with them. Only the Temple Sword in the APG says that.


Hmmm. I thought that they did. They should.

Master Arminas


Monk threads must be your raison d'etre.


Monastic Weapon Training is like Weapon Training from the fighter, only with monk weapons. I feel like this is kind of stealing the fighter's stuff.

I like the general feel of this monk, but it's a radical departure from the original. On the one hand a complete overhaul is good, but on the other, that messes with backward compatibility which is a big thing with Pathfinder.


Great stuff. Thanks, Master Arminas.

---- What I like: ----

Bonus feat selection (blind fight and greater combat maneuvers especially).

Still mind bonus increases.

Ki pool - additional attack possible on charge attacks and attacks after a move (with cleverly chosen wording as not to extend this to grapple, bull rush and other standard actions which should stay single actions).

Light as a feather - nice (maybe too much?)

Wholeness of body - ki cost is fine now and I like the possibility to spend more ki to get healed faster

Spiritual endurance - I've always been a big fan of the ring of sustenance, preferring it to many other rings :-)

Duty never tires - Endurance is very fitting for monks, but I'm not sure whether I like the fatigue suppression.

Abundant step - clarifying that it really is a move action without losing an action

Quivering palm - I like the additional uses and the damage in case of a successful save.

Perfect self - I like the non detection stuff and the perfection of still mind.

---- What I don't like: ----

Fast movement - I would miss my fast movement...

Monastic Skill Training - I like the diversity, but taking 3 out of four is too much. It would be sufficient to just get one of them.

Unarmed Strike - I rather liked the original progression. Making it size independent is unnecessary and makes casting Enlarge Person on a monk rather pointless (except for the reach).

Agility Training - adding the bonus to Climb or Swim is over the top and I do not find it appropriate either.

Monastic Weapons Training - this should at the least be restricted to monk weapons and unarmed attacks. I'd even suggest to restrict it to +1 at 7th level and +2 at 14th level. As Dabbler just put it, this is kind of stealing the fighters stuff.

Servant of order - I'd drop that, as bravery it is one of the fighter's distinguishing features (not counting the paladin here) and the fighter is not even immune but rather gets a bonus.

Speak with animal - I'd drop that altogether. Speaking with animals better fits the druid and ranger.

Unfettered speech - drop it like speak with animal. Leave that to druids.

Champion of order - not needed as that should be taken care of by still mind. No need to have to class features doing similar things.

Tongues - talking to stones should be left to druids. Actually I'd drop the feature altogether to balance the features gained a little bit.

---- Where I am ambivalent: ----

Catfall - better than Slow Fall, although Slow Fall was nice enough, I think.

Cloud step - maybe too much

Stalwart soul - not sure whether I like that

Timeless body - not sure about the extended lifespan.

Full BAB - probably ok, because flurry and maneuvers already are full BAB and having just one BAB is just easier and less error prone

---- Additional suggestion: ----

Diamond Soul - I would add the possibility to spend a ki point as a swift action for a bonus of +4 to SR for one round.


Noticed you removed Knowledge Religion as a class skill. I think it should stay since it makes sense for the martial artist priest to know a thing or two about philosophy and religion.


Odraude wrote:
Noticed you removed Knowledge Religion as a class skill. I think it should stay since it makes sense for the martial artist priest to know a thing or two about philosophy and religion.
Quote:
Monastic Skill Training: Different monasteries emphasize different skill sets for the monks that they train. At first level, a monk may choose any three of the following skills: Diplomacy (Cha), Intimidate (Cha), Knowledge (Any) (Int), or Linguistics (Int). These skills become class skills for the monk. Once chosen, these selections are forever after fixed, even if the monk places no skill ranks in the specific skills selected.

Knowledge (Religion) is not on their 'fixed' skill list. But every monk gets to choose three more skills from the class feature above. So they can pick Religion, or Arcana, or History, or Linguistics, or duh! Heal should be on that list as well!

MA


Liam ap Lanathir wrote:

Great stuff. Thanks, Master Arminas.

---- What I don't like: ----

Fast movement - I would miss my fast movement...

But it makes more sense. Now, monks can't outrun a horse all day long. The get the option of a high tactical speed, but his normal strategic speed is limited to that of a barbarian.

Quote:
Monastic Skill Training - I like the diversity, but taking 3 out of four is too much. It would be sufficient to just get one of them.

Three out of fourteen (there are ten seperate knowledges and Heal got left off the list by mistake). Note that the monk doesn't get any bonuses with these skills; he still has to spend skill points on them. Those three he chooses just become class skills.

Quote:
Unarmed Strike - I rather liked the original progression. Making it size independent is unnecessary and makes casting Enlarge Person on a monk rather pointless (except for the reach).

One thing I wanted to do was to make the monk's unarmed strike not so over the top, which is why I have it capping at 2d6, 20/x2. Not quite as good as a greatsword or greataxe. The monastic training feature provides a much needed damage bonus--a constant damage bonus--that more than makes up (on average) for the loss of the larger damage die.

Quote:
Agility Training - adding the bonus to Climb or Swim is over the top and I do not find it appropriate either.

I cut the bonus to Acrobatics from 1 per monk level to 1 every two monk levels. Basically, that cuts the old bonus in half and grants each smaller bonus to two skills. Climb and swim and both traditionally associated with monks--bouncing up walls and diving into pools of water. I think it fits, and it is certainly thematic and cinematic.

Quote:
Monastic Weapons Training - this should at the least be restricted to monk weapons and unarmed attacks. I'd even suggest to restrict it to +1 at 7th level and +2 at 14th level. As Dabbler just put it, this is kind of stealing the fighters stuff.
Quote:

Monastic Weapon Training is like Weapon Training from the fighter, only with monk weapons. I feel like this is kind of stealing the fighter's stuff.

I like the general feel of this monk, but it's a radical departure from the original. On the one hand a complete overhaul is good, but on the other, that messes with backward compatibility which is a big thing with Pathfinder.

Hope you guys don't mind, but I'll answer both at the same time. Monks should, in my opinion, be the BEST at unarmed strikes and combat maneuvers. Monastic Weapons Training (all right, Fighter Weapons Training for monks) gives that. Fighters gets four groups over their careers, with bonuses of +4, +3, +2, and +1. Monks just get the simple weapons their class provides. And unarmed strike. This combined with a full BAB ensures that even against a fighter who takes Weapon Training with Monk Weapons, the monk is better in this ONE (1) case. Plus, the fighter still gets all of those nifty fighter only feats: weapon specialization, GWS, penetrating strike, etc.

Quote:
Servant of order - I'd drop that, as bravery it is one of the fighter's distinguishing features (not counting the paladin here) and the fighter is not even immune but rather gets a bonus.

Yes, bravey is very much a fighter thing. But how many monks have you ever seen in cinema get afraid and run. Even if they do run, how often is it because they are scared? And paladin's are also immune to fear. So are clerics and bards who preemptively cast remove fear.

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Speak with animal - I'd drop that altogether. Speaking with animals better fits the druid and ranger.

Unfettered speech - drop it like speak with animal. Leave that to druids.
Tongues - talking to stones should be left to druids. Actually I'd drop the feature altogether to balance the features gained a little bit.

I'll deal with all of these together. Sure, they are minor fluff abilities that could easily be removed without impacting the combat actions of the class at all. But from a fluff stand point, which is more reasonable: suddenly gaining the ability to speak with everything in the game at 17th level or slowly improving your ability to speak with living creatures of the natural world until you acheive the ability to speak with all living creatures--even with stone. Most people will never use it; but for those who do, it is a great mechanic to represent the ideals of zen.

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Champion of order - not needed as that should be taken care of by still mind. No need to have to class features doing similar things.

Still mind can be overcome. This ability provides absolute protection against two spells: spells that are of their very nature chaotic. It fits the monk's role as a, well, as a champion of order.

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---- Where I am ambivalent: ----

Catfall - better than Slow Fall, although Slow Fall was nice enough, I think.

Slow Fall was weird because "arm's length" was never defined. This one works whether or not there is a wall and is a much more elegant solution.

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Cloud step - maybe too much

Might be, I really wasn't sure. But the ki cost is high and you can't run or charge. And it does provide a limited means of a monk combating a flying opponent.

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Stalwart soul - not sure whether I like that

To each his own. He can overcome exhaustion for a limited time. He ignores the penalties from fatigue, but remains fatigued. Which means if he becomes fatigued again, he is exhausted unless he spends ki, and that only lasts 1 minute/level.

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Timeless body - not sure about the extended lifespan.

Doesn't really serve an in-game purpose, agreed. But very thematic.

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Full BAB - probably ok, because flurry and maneuvers already are full BAB and having just one BAB is just easier and less error prone.

I actually prefer eliminate the virtual full BAB and returning a medium BAB, but so many people clamor for a kick-butt fighting monk that I said okay. Let's give it a go.

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---- Additional suggestion: ----

Diamond Soul - I would add the possibility to spend a ki point as a swift action for a bonus of +4 to SR for one round.

Excellent idea. I shall incorporate it.

Thanks guys!

Master Arminas


I love it. A few minor criticisms that I think would help though. I have a Writing Degree, tinkering with things and giving criticism is kind of my bag. :( But I think ALL of this will make this more balanced, and doubly awesome:

Fast Movement: I don't think that using Ki to move faster should last for a number of rounds equal to your Monk Level. At high level, that is a REALLY long time, and it means that the actual speed of monk is no different than before. You may want to limit the number of rounds the speed boost lasts to +1 round for every 4 levels after 4th, or something similarly smaller. After all, a Monk running around at 90 feet a round for 20 rounds, even at 20th level, is a little ridiculous. With Full BAB, it just can't motor infinitely like it can with the normal version of Monk. :(

Qingong Monk That Doesn't Suck Wind: There are no Qinggong powers for Qinggong Monks at levels 1, 2, and 3. Therefore, they cannot meet the prereqs, and trade out those abilities for powers. :(

Ki Pool: I know that +4 to Damage is an obvious built-in defense for Monks that get Stat Screwed. But adding that brings Monk's bonus to attack/damage up to +4/+8 at the cost of 1 Ki, matching a Fighter's bonus damage if the Monk ISN'T Stat Screwed. Even if the Monk is stat screwed...+4 Damage for 1 Ki for every attack in the round is a MASSIVE damage buff that the Monk doesn't need while it has Monastic Weapon Training, and thus superior Power Attack options. It's just too much possible damage. But I do think Monk should have a Damage Buff for all their attacks in a round if they spend a Ki point. Why not make it so that it increases damage for all attacks in a round by the tune of 1d6? Considering this monk's potential 11 Possible Attacks if it takes Medusa's Wrath and stuns somebody, 1d6 is still REALLY good, and could potentially give the same bonus or better...while simultaneously giving enough 1s and 2s to keep it from being overwhelming.

Finally: I think Monastic Weapons Training is awesome.

Make no mistake, this is the BEST monk rewrite I've seen in ages. Nice job!


It does last pretty long at high levels, perhaps capping it at 10 rounds at 10th level? That is one minute. Which means a 20th level monk could cover 5000 feet in one minute, with the Run feat; just 4000 feet without (100' feet per round at 20th level: base speed 30' +10' always on (EX), +60' (SU) with ki). Keeping up that pace though will burn through ki like no one's business.

Oops. I missed the lack of Qinggong powers for 1st-3rd. Oh well.

Perhaps just remove the +4 to damage altogether. Remember, though, it takes a swift action and monk just one of those a round. So he can't get a bonus to hit, an extra attack, bonus speed, and a bonus to damage in the same round.

Thank ye. I had some help.

Master Arminas


Sorry, I've got to harp on the speed problem some more. :(

Keep in mind, this version of Ki pool is equal to the Monk's level + Wisdom Modifier. That means a minimum of 20 Ki by 20th level. That means that a Monk can have a base land speed of 100 feet for 10 rounds at 20th level, at the cost of 1 ki. In combat, the Monk has literally just become an untouchable speed demon, who will never run out of speed.

Considering how much Ki a Monk has to work with, and how fast 1 Ki could make the monk move, you don't really want this bonus to last more than to the end of the Monk's next turn. I know I said +1 round for every 4 levels over 4th, with a max of 5 rounds of high speeds at level 20...but dear lord man, can you imagine what a Monk can pull off at that movement rate for more than two rounds in combat?

Admittedly, a Monk only gets one swift action in a round, and this would use that swift action and deny it the use of other Ki powers. But with the right build, and a little foresight, one use of this power would render a LOT of enemies useless.

This is doubled by the fact that...honestly, you also won't need this power for more than two rounds in combat unless you've got a very specific build.

Admittedly, if you included a clause about how they can concentrate better out of combat and use that speed for much longer periods of time with less ki out of combat to let them move like lightning toward objectives? That would be awesome.


And the old monk could move at 90' (180' hustle, 360' run, 450' with run feat) each and every round all day long until he finally became exhausted. That is 3,600 feet per minute running (4,500 feet per minute with the run feat). ALL DAY LONG.

This version can acheive literally inhuman speeds, but very limited periods of time. What I tried to do here was to slow down the monk (out of combat) to speeds comparable to the barbarian or folks wearing boots of striding and springing: 40' for medium or 30' for small.

Which makes Ride and horses useful to monks once again, and keeps the monk's cross-country speed fairly reasonable. Capping it at 10 rounds would be fine with me, perhaps even making it last 1 round/2 monk levels, capping at 10. You are right that most combat don't last 10 rounds. Changing it to 1 round/2 levels would still give a 4th level monk (the level they get this) 2 rounds of speed for 1 ki point.

Master Arminas


master arminas wrote:

And the old monk could move at 90' (180' hustle, 360' run, 450' with run feat) each and every round all day long until he finally became exhausted. That is 3,600 feet per minute running (4,500 feet per minute with the run feat). ALL DAY LONG.

This version can acheive literally inhuman speeds, but very limited periods of time. What I tried to do here was to slow down the monk (out of combat) to speeds comparable to the barbarian or folks wearing boots of striding and springing: 40' for medium or 30' for small.

Which makes Ride and horses useful to monks once again, and keeps the monk's cross-country speed fairly reasonable. Capping it at 10 rounds would be fine with me, perhaps even making it last 1 round/2 monk levels, capping at 10. You are right that most combat don't last 10 rounds. Changing it to 1 round/2 levels would still give a 4th level monk (the level they get this) 2 rounds of speed for 1 ki point.

Master Arminas

Well, I like my monk not needing horses (not that he needs one currently - having been underground for quite some time, now :-).

Very thematic in my opinion and makes monks great messengers.


My own inclination is to, as much as is possible, leave the current monk unchanged in as many features as can be. While this is limiting, it has the advantage of backward compatibility; at any given point, features should not be lost unless they are replaced with better ones.

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