| master arminas |
| 4 people marked this as a favorite. |
Okay, over on some of the other monk threads, we have been talking about what can be done to rebuild the monk; to make it better, stronger, more able to fill a place in a four-man adventuring party. And, while I like the heavily structured monk, a common complaint is that it doesn't have the options Pathfinder has become famous for. So, here it is. My vision of the Monk--with options.
Enjoy! Let me know what you think. Improvements do not come, after all, without honest criticism and solid peer review.
Master Arminas
A Monk with Options
For the truly exemplary, martial skill transcends the battlefield: it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding within themselves weapons that are just as capable of crippling or killing as any blade. These monks (so called since they adhere to strict martial disciplines and ancient philosophies passed down through the generations since the mythical War between Law and Chaos) elevate their bodies to become weapons of war. Monks tread the path of discipline and self-enlightenment, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.
Role: This version of the monk class is, first and foremost, a skirmisher, a scout, a light fighter who relies on his innate abilities and ki to achieve literally inhuman results. He eschews clumsy armor and random weapons to instead achieve greatness through his own inner will and strength. His endurance and ability to sustain hardship is legendary, rivaled only by the toughest of barbarians and most skilled of rangers. His combat ability with attacks, damage, and maneuvers comes close to equaling more marital classes, yet he is more than merely a fighter. Wise beyond his years, the monk’s senses are keenly honed and he possesses an extensive array of techniques that permit him to accomplish acts that normally can be done only by a practitioner of magic. The varied selection of skills and talents that the monk has at his disposal make a valued member of any adventuring party.
Alignment: Any lawful.
Hit Die: d8.
BAB: Medium
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: A monk is proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and unarmed strike. 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, as well as his fast movement and flurry of blows abilities.
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 bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
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, Elemental Fist, Improved Grapple, Improved Sunder, Punishing Kick, 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 Stand, Ki Throw, Mobility, and Wind Stance.
At 10th level, the following feats are added to the list: Combat Expertise, Greater Grapple*, Greater Sunder*, 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 Trip* Greater Penetrating Strike*, Penetrating Strike, and Whirlwind Attack.
A monk need not have to meet any of the prerequisites normally required for these feats to select them (see below).
*In order to select a Greater Combat Maneuver feat as a bonus feat, a Monk must first select the appropriate Improved Combat Maneuver Feat. In order to select Greater Penetrating Strike as a bonus feat, a Monk must first select Penetrating Strike.
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 and is a supernatural ability. At 6th level, and again every two levels gained thereafter, the monk's speed when using this ability increases by an additional +5 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.
Fast movement (both the constant speed increase and the increased speed from ki) stacks with any other bonuses to the monk’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases a monk’s speed).
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-3rd level the damage is 1d6. This increases to 2d4 at 4th level and 2d4+1 at 8th level. At 8th level, the damage increases to 3d4. At 12th level, and every four levels gained thereafter, a monk’s unarmed damage increases by an additional +1d4 to a maximum of 5d4 at 20th level.
Smaller and Larger Monks deal either less or greater amounts of damage, appropriately. Small monks unarmed damage starts at 1d4, progress to 1d6 at 4th level, and then follows the normal progressing scale to a maximum of 4d4 at 20th level. Large monks unarmed damage starts at 2d4, progresses to 2d4+1 at 4th level, and then follows the normal progressing scale to maximum of 6d4 at 20th level. Higher level monks rely more on skill than size in order to inflict damage.
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.
A monk who selects Elemental Fist or Punishing Kick may use Stunning Fist and those feats a total number of times per day equal to his monk level, with all of the feats feeding from the same number of daily uses.
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): At 3rd level, a monk gains the ability to make a flurry of blows. When using an unarmed strike, a club, a dagger, a handaxe, a kama, a nunchaku, a quarterstaff, a sai, a shortspear, a short sword, a shuriken, a siangham, a spear, or any other weapon defined as a special monk weapon, a monk can make a flurry of blows attack.
A flurry of blows uses the full-attack action. When a monk uses flurry of blows, he gains one additional attack at his highest attack bonus, but forfeits his normal iterative attacks. For example, a 7th level monk using flurry of blows has two attacks (+5/+5). The monk may use any combination of unarmed strikes or weapons with which he is proficient for this additional attack.
At 8th level, the monk gains a second bonus attack at his highest attack bonus when making a flurry of blows attack. For example, an 8th level monk using flurry of blows has three attacks (+6/+6/+6).
At 13th level, the monk gains a third bonus attack at his highest attack bonus when making a flurry of blows attack. For example, a 13th level monk using flurry of blows has four attacks (+9/+9/+9/+9).
At 18th level, the monk gains a fourth bonus attack at his highest attack bonus when making a flurry of blows attack. For example, a 18th level monk using flurry of blows has four attacks (+13/+13/+13/+13/+13).
At 10th level, the monk may spend 1 point from his ki pool to gain an additional attack when he attacks as a standard action, or when he charges, or when he uses the Spring Attack feat. The monk gains one additional attack at his highest attack bonus when he uses this ability to move and then attack an opponent. The monk must make this additional attack and his normal attack with one or more of the weapons listed for the flurry of blows class ability. For example, a 10th level monk using flurry of blows can make two attacks as a standard action, or makes a charge, or uses the Spring Attack feat (+7/+7).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with a flurry of blows, whether the attacks are made with an unarmed strike, a weapon held in the monk's off-hand, or a double weapon. A monk may freely substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a 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.
Flurry of blows cannot be combined with two-weapon fighting (as per the feats) for additional attacks, even if the monk wields two weapons or a double weapon while making a flurry of blows attack.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus and his Combat Maneuver Defense. Base attack bonuses granted from other classes are unaffected and are added normally.
Monk Discipline: A monk of 3rd level or higher gains his choice of one of the three following special powers:
Catfall (Ex): 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.
Intuitive Offense (Ex): A monk who selects this special power may use his Wisdom modifier instead of his Strength modifier on attack rolls and damage rolls. In addition, a monk gains a +1 damage bonus when using a club, a dagger, a handaxe, a kama, a nunchaku, a quarterstaff, a sai, a shortspear, a short sword, a shuriken, a siangham, a spear, or any other weapon defined as a special monk weapon. This bonus does not apply to a monk’s unarmed strikes. At 7th level, and every four levels gained thereafter, this damage bonus increases by an additional +1 to a maximum bonus of +5 at 19th level.
Still Mind (Ex): A monk who selects this special power 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 base attack bonus when he uses his flurry of blows ability as a full-attack action (see above).
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): At 4th level, a monk can focus his ki into his unarmed strikes, making them the equivalent of enchanted weapons. By spending 1 point from his ki pool, a monk gains a +1 enhancement bonus to hit and damage with his unarmed strikes for one minute (10 rounds). At 8th level, and every 4 levels gained thereafter as a monk, this bonus increases by +1, to a maximum of +5 at 20th level. Starting at 12th level, a monk can instead decrease this enhancement bonus by 2 and add the axiomatic weapons property to his unarmed strikes. A monk’s unarmed strikes are considered magic weapons for the purpose of attacking incorporeal creatures and for overcoming damage reduction.
At 8th level, a monk’s unarmed strikes count as lawful for the purposes of overcoming damage reduction.
At 12th level, a monk’s unarmed strikes count as alchemical silver and cold iron weapons for the purposes of overcoming damage reduction.
At 16th level, a monk’s unarmed strikes count as adamantine for the purposes of overcoming damage reduction.
At 20th level, a monk’s unarmed strikes bypass any alignment based damage reduction.
If the monk is wielding a magic weapon with the ki focus property, he may substitute the enhancement bonus granted by ki strike in place of the normal enhancement bonus of the weapon. These enhancement bonuses do not stack; when activated, the bonus granted by ki strike overrides the existing enhancement bonus of the weapon, unless the weapon’s normal enhancement bonus is higher, in which case there is no effect. If the monk has chosen to add the axiomatic property to his unarmed strikes, then his ki focus weapon also gains that property.
Monastic Weapons Training (Ex): Starting at 5th level, a monk gains a +1 bonus on all attack rolls that he makes with the following weapons: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, unarmed strike, or any other weapon defined as a special monk weapon. This bonus on attack rolls increases by +1 at 9th level, and every four levels gained thereafter, to a maximum bonus of +4 at 17th level. A monk also adds this bonus to any combat maneuver checks made with the listed weapons or with unarmed strikes. This bonus also applies to the monk's Combat Maneuver Defense when defending against disarm and sunder attempts made against any of the above listed weapons. This class ability does not stack (it overlaps) with the Fighter class ability weapons training. For the purpose of gaining the benefit of the magic item gloves of dueling, this ability is effectively considered to be Fighter weapons training.
Monk Discipline: A monk of 5th level or higher gains his choice of one of the three following special powers:
Agility Training (Ex): A monk who selects this ability 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.
Purity of Body (Ex): A monk who selects this ability gains immunity to all diseases, including supernatural and magical diseases (such as lycanthropy and mummy rot).
Light as a Feather (Sp): A monk who selects this ability 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.
Instead, a monk may choose one of the discipline powers that he did not select earlier instead of the ones listed here (see above). A monk may select a single power only once.
Wholeness of Body (Su): At 6th 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. A monk can use this ability multiple times during the same if he choose to spend the actions and the required points from his ki pool.
Monk Discipline: A monk of 7th level or higher gains his choice of one of the two following special powers:
Elf Sight (Ex): A monk who selects this ability gains low-light vision, as if he were an Elf. In addition, he gains a +2 bonus on all Perception skill checks. This bonus increases to +4 at 13th level and again to +6 at 20th level. At 15th level, the monk also gains darkvision out to 30’ and may see in both natural and magical darkness.
Speak with Animals (Sp): A monk who selects this power 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). Starting at 12th level, a monk with this ability may also communicate with any creature with the plant type, as well as magical beasts with an intelligence of 1 or 2. Starting at 17th level, a monk with ability may also communicate with any living creature, regardless of type.
Instead, a monk may choose one of the discipline powers that he did not select earlier instead of the ones listed here (see above). A monk may select a single power only once.
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.
Monk Discipline: A monk of 9th level or higher gains his choice of one of the two following special powers:
Improved Evasion (Ex): A monk who selects this ability improves his evasion ability. 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.
Stalwart (Ex): A monk who selects this ability can use his mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. Stalwart 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 stalwart.
Instead, a monk may choose one of the discipline powers that he did not select earlier instead of the ones listed here (see above). A monk may select a single power only once.
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.
Monk Discipline: A monk of 11th level or higher gains his choice of one of the two following special powers:
Diamond Body (Ex): A monk who selects this ability gains immunity to poisons of all kinds.
Stone Wall (Ex): A monk who selects this ability gains DR 1/adamantine. At 13th level, and every odd level gained thereafter, this damage reduction increases by +1, to a maximum DR of 5/adamantine at 19th level.
Instead, a monk may choose one of the discipline powers that he did not select earlier instead of the ones listed here (see above). A monk may select a single power only once.
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 up to one willing creature with him when he uses this ability.
Monk Discipline: A monk of 13th level or higher gains his choice of one of the two following special powers:
Diamond Soul (Ex): A monk who selects this ability 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 may lower or raise his spell resistance as a free action, even if it is not his turn, but he may only do so once per round.
Cloud Step (Su): A monk who selects this ability 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.
Instead, a monk may choose one of the discipline powers that he did not select earlier instead of the ones listed here (see above). A monk may select a single power only once.
Unarmed Combat Mastery (Su): At 14th level, a monk’s unarmed strikes have their critical modifier increased by 1, from x2 to x3. In addition, a monk gains a +4 bonus on all rolls made to confirm a critical hit with his unarmed strikes. This bonus does not stack with that granted by the feat Critical Focus.
Monk Discipline: A monk of 15th level or higher may select the following special power:
Quivering Palm (Su): A monk with this special ability 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 three times 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.
Instead, a monk may choose one of the discipline powers that he did not select earlier instead of the ones listed here (see above). A monk may select a single power only once.
Adamantine Touch (Su): At 16th level, a monk’s unarmed strikes are treated as adamantine weapons for bypassing hardness. A monk gains the benefits of this ability so long as he has at least one point of ki remaining in his ki pool.
Monk Discipline: A monk of 17th level or higher may select the following special power:
Timeless Body (Ex): A monk who selects this ability 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.
Instead, a monk may choose one of the discipline powers that he did not select earlier instead of the ones listed here (see above). A monk may select a single power only once.
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.
Monk Discipline: A monk of 19th level or higher may select the following special power:
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.
Instead, a monk may choose one of the discipline powers that he did not select earlier instead of the ones listed here (see above). A monk may select a single power only once.
Perfect Self: At 20th level, a monk transcends his mortal limitations. He gains blindsight in a 30-foot radius. His type changes to outsider and he is no longer affected by spells that target humanoids (or whatever his previous type was). He may still be raised or resurrected as though he were his previous creature type. If he already possesses the still mind ability, 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); otherwise he now gains still mind (see above). Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. If the monk has selected the stone wall special ability, he instead gains DR 10/magic and adamantine. 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).
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
| Dabbler |
OK, my thoughts:
Monastic skill training - it's OK, but I'm not thrilled. It's not enough for the monk to really take on a role on their own, such as scouting or diplomat.
Fast Movement: The old system needed fixing, but I am not sure this was an answer. You've taken the monk from hyper-fast to 'barely faster but can put on a spurt.'
Flurry of blows: Different. But everything else uses iterative attacks, so why be so radically different. How will it work if you multi-class?
Disciplines: I like these, and I really like Catfall, it's much better than the old slow fall. I may just steal it... for the others, why is abundant step not a discipline while wholeness of body is? On the case of the latter, it still sucks. For wholeness of body to be worthwhile, it has to be a swift action and low cost.
Unarmed Strike: Honestly, I think the rising damage dice in the monk's unarmed strike has been a major hold-back for the monk.
Ki strike: Doesn't go far enough, even with weapon training. Even with your flurry of blows the monk will have problems securing hits and is still capped by the AoMF.
On the whole, I love the monk disciplines, but I think other aspects of this monk are not my cup of tea. It doesn't make the monk less MAD, it doesn't seem to address the monk's problems in the limits imposed by the AoMF, although it does deal with the DR problem.
| Jodokai |
I like it, it looks like you put a lot of time and effort. Here's what I would change:
As a huge proponent of the choices concept that Pathfinder loves, I can't believe I'm going to say this, but restrict the choices. I think you need to have Monk "schools", sort of like the Cavalier's orders. Then you can balance the schools against each other. As it is, no one is going to choose Still Mind. A Monk needs WIS anyway, it's just not enough. I think Catfall would be very rare and only seen in games with a high point buy or someone who rolled stats very well.
If you made schools, you could give one school access to all the cool skills, but they had to have Still Mind. Then in the uppper levels that school may get one of the more powerful abilities.