Monk-o-philes, what do you want?


Pathfinder First Edition General Discussion

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Now the newest FAQ fixed a good number of small Monk issues.

Keeping within the bounds of balance, where monks should be around the level of barbarians and Paladins, what other changes would you like to see?

If it's a big one, like Full BAB, what would you give up? All good saves? Fast Movement? Slow fall? Ki? Bonus feats? Flurry?


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Seems like full BaB should be something that shouldn't have to be "traded" for.

Rangers get full BaB and spellcasting (and Favored Enemy and yada yada), I see no reason why Monks can't have Ki powers and full BaB.

But sure, I'd give up Flurry for full BaB.


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I want the ability to be the only true mobility fighter and get a 30' step in place of the 5' step and still be able to take a full action.

That = monk fixed for moi.


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Monks already have pseudo- (or virtual) full BAB on flurry of blows (basically any full-attack) and combat maneuvers (from 3rd level onward with maneuver training).

Giving the class actual full BAB would only help on attacks of opportunity and when moving. It would also correct the problem that you are more accurate when you flurry than when you take a single attack. That one change probably needs to happen if flurry is going to remain as is.

Six skill points instead of four. Perhaps tried to a monastic skill training ability where you pick two skills at 1st level and then get an additional skill point every level thereafter that only applies to those two skills.

Next on the list, I'd like to see a mechanism for getting at least one additional attack when moving. Something like: "When moving 10' or more, charging, or using the feat Spring attack, a monk may, as a swift action, spend 1 point from his ki pool to gain one additional attack at your highest attack bonus. This additional attack, and all other attacks made in the same round, suffer a penalty of -2 on attack rolls."

Not as good as pounce, but it would give some synergy to the monk's abilities.

Change slow fall to be just like feather fall, except that you don't slow down. Sort of like the psionic power cat fall. Make the monk spend a ki point as an immediate action to actvate it.

Wholeness of body truly sucks. I mean, take a look at the Paladin's lay on hands and compare the two. Make it a swift action for 2 ki that heals the monk of 1d6 points of damage for every 2 monk levels. Done.

To really make monks unarmed combat and fast attack specialists, add weapon training for attack rolls and combat maneuvers only. Just like the fighter weapon training, but it doesn't apply to damage, only on attack rolls and combat maneuver checks. Make it work only with special monk weapons and unarmed strikes. Heck, since it is changed, I wouldn't even mind if a monk couldn't use gloves of dueling with it. Name it monastic weapons training or something.

I'd really like to see an item that adds enhancement bonus to unarmed strikes only, but that won't happen, especially since they have already changed the AoMF.

MAD remains an issue, and I am not sure how exactly to address it, not without creating even more issues. Wisdom on attack rolls might be an answer, but the Weapon Finesse monk still suffers from MAD, so it might not be the answer. This one is difficult to get around without throwing the game for a loop, so I'll let it be for the time being.

And last, but not least, add to the text under the brawling armor special property, "this property can also be added to bracers of armor."

That's what I would like to see change.

Master Arminas

Silver Crusade

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Greater ease of use. I want it to be easier to make a monk intuitively by their flavor without having to worry so much about it coming apart in actual play. A player should not be required to have a PhD in system mastery to make a good monk. A player shouldn't be forced to min-max through the gills to have a dependably functinoal monk.

Related to that, lessening MAD. Eases up on monks being torn in opposite directions and enables a wider range of character possibilities that can keep up with the pace in a Pathfinder AP. I want to be able to put a 12 in CHA and not feel like I'm setting that monk up for misery.

Living up to their flavor. I want ways for monks to actually feel like ascetics who have crafted their bodies into living weapons. The current magic bling dependency cuts that off at the knees, as does their difficulty in actually keeping up as martial artists on the battlefield.

The flavor issue goes back to MAD as well. Everyone screams at you that you have to pump STR over DEX, always. Some of us want to play DEX > STR monks that move like water and use grace over brute strength. Monks have to stand still to use their signature class feature. They don't have nearly as much incentive to play the mobile combatant with their lowered to-hit.

The issues others have covered repeatedly with stunning fist's lack of dependability, wholeness of body's weakness/slowness, and the monk's combat maneuvers becoming less useful as the levels rise and the monsters get bigger and tougher all play into that as well.

RPG Superstar 2015 Top 8

I am happier now with the changes they've made. I'd still love to see a full BAB monk. I'd be willing to give up some of their defensive abilities for it (Clear Mind, etc.). Although Rynjin has a point--rangers are probably ability for ability generally stronger, more skilled, AND more mystical than monks and they're full BAB. In fact it'd probably be more balanced if rangers were 3/4 and monks were full (although that would royally piss off ranger players and I wouldn't recommend it).

I also don't have a specific suggestion for this, but I would like to see monks less gear reliant. If you are supposed to be able to play an ascetic warrior with them, then that needs to be truly possible and it's really not, especially at higher levels. But then, I think that's also more a problem with the game itself relying on a huge level of gear reliance, and thus not something I'd expect to see fixed in this version of Pathfinder.

Oh, and the magic bodywraps in UE needs to be chest slot items, not body.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Synergy among their own class abilities


Allow monks, and perhaps only monks, to enchant their Unarmed Strikes. To avoid dips, you can make the enchanting a class feature of the monks--like at some point down the road, they get a phantom "Craft Magic Arms and Armor" feat that applies only to their body and uses some class level based check to enchant rather than spellcraft.

Also, I actually agree with the enhanced mobility. I wouldn't go with a 30' step, but maybe a 10' step and something akin to the ability the Mobile Fighter archetype gets, where they can give up attacks to make full attacks while moving.


Full BAB.

wisdom to damage at level 5

fighter training maybe


Ravingdork wrote:
Class abilities that don't shut down other abilities when used

Fixed that for you.


Pathfinder Rulebook Subscriber

Why is there a new thread for this? There's at least 3 other threads taht answer these questions...


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Here are my three changes.

1) Halve the movement bonuses, make them untyped, so they stack with items and allow them to add to the 5' step distance for doing a full attack. This also increases the distance that a monk can go without triggering an AoO. Because this ability doesn't work in armor, it prevents dipping.
2) Replace the "Add +20' of movement" ki ability with "ki-pounce" - you spend a "ki" and you can make a full move action and still Flurry. You may not charge and flurry, so it's not quite as good as full Pounce.
3) At 6th level, and every 5 levels thereafter, Monks get a +1 to Hit that also improves their CMB and the save DC of their Stunning Fist ability (or the ability of any DC that adds to it). This ability is capped at the lower value of their DEX or WIS modifier, and is cumulative with both the Guiding weapon property and the Weapon Finesse property.

I could also be down with Wholeness of Body as described upthread - standard action, spend 2 ki, get 1d6 of healing per two levels.


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The alignment restriction: get rid of it. Ninjas, Rogues, and at least one archetype for the Oracle can use a ki pool without having to be lawful, so why the Monk? A nonlawful (non-Martial Artist) Monk can still gain ki points (his Wisdom goes up, he takes Extra Ki), can still learn Style feats that mirror the sorts of things he'd be able to do if he could still take levels in Monk. Furthermore, the abilities that the Monk gets have nothing to do with being lawful (except for Ki Strike (lawful) and Perfect Body, which could easily have had the same sort of variation that the Cleric enjoys, instead).

The BAB: needs to be full. They tiptoe around it so much, let's just go ahead and do it the less convoluted way. (For instance, what happens if you make a Flurry, finish the first attack (at full BAB minus two), and then decide to forgo the rest of your attacks for a move action instead? Does your first attack retroactively go to a medium BAB attack instead?)

The Hit Die: if we care so much about keeping the attack bonus and hit die tied together, then give the Monk a d10. They're supposed to be on the front lines anyway.

Some way to combine the high speed and multiple attacks. I like the Snap Kick feat from 3.5's Tome of Battle (on any single attack during your turn (not an AoO, but a standard action attack or a charge), you may apply a -2 penalty to all of your attacks until the start of your next turn to gain two attacks). The original feat specified that the second attack was with your unarmed strike, but I think it could be with any Monk weapon.

As for the mobility, maybe multiple 5' steps per round, even if you have to sacrifice an attack from a full round action to get one.

Weapon proficiencies: the Monk should be proficient with all weapons listed as Special Monk Weapons. There's an archetype for the Fighter out there that is specifically written to use weapons less and his own natural attacks more, and he is proficient with more Monk weapons than the Monk (by simple virtue of being listed as "proficient with all Monk weapons" which includes anything previously out and anything yet to be released). That just seems screwy to me.

As far as things to sacrifice, I don't agree that the Monk has all that much in the first place. Especially since the devs seem to think that certain rarely seen qualities of the Monk's unarmed strike (such as it's near-impossibility to be disarmed or sundered) make up for so much in the first place that I honestly don't see seeing the light of day in a typical campaign all that much.

However, if things have to be taken away, I'd say to cut back on the resistances (bonus to saves against enchantment, immunity to diseases and poisons). If I had to suggest a save to be gimped, I'd pick Fortitude or Will, but I really don't think it's necessary.

Oh, yeah. Get rid of Spell Resistance. "I'm a Monk and I need to be buffed, so how about I make it more difficult for my allies to assist me?" Can't say that I see the point.

Most of that is nitpicky, though.

I really would be happy with just the outright elimination of the alignment restrictions.


Give them ways to use their Mobility with Attacks. Maybe even allow them to combine Vital Strike with other feats/class abilities it normally wouldn't.

Full BAB or Higher HD. Heck maybe give the 3/4 BAB but d10 or even d12 for the HD. That could even reduce their reliance on CON.

Allow Monks to make a 10+Class Level+Wisdom check to enchant their body as weapons and armour without the feats similar to the Wizard's Bonded Items.

Heck, just allow Monks to use Cestus, Brass Knuckles, etc with their Unarmed Damage Dice would be enough to help.

EDIT: AdAstraGames has some good ideas.

I vote for making their Spell Resistance only applies against spells they decide. And whenever they are targeted by a Spell they choose whether or not it applies to that specific spell.


You know, if full BaB is out of the picture, at least this would be nice.

"3 + X number of times per day (where X equals his Wis mod), a Monk can resolve any Unarmed Strike as a melee touch attack, dealing his full Unarmed Strike damage with the blow"

I'd like that. Or if 3 + X is too much, maybe X + 1 additional use per 3 class levels.


maybe make it to where it is: WIS+1 per Monk Level times per day.

Or maybe make it a 1/Day, 2/Day, etc style ability that last a number of rounds similar to a Paladin's Smite or Cavalier's Tactician.


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All I want for monks is that they be proficient in all monk weapons.

As for everything else, including all this pseudo-pounce wishing, I think there are enough options to make any kind of monk you want.


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Darigaaz the Igniter wrote:
All I want for monks is that they be proficient in all monk weapons.

Wow... I am so used to houseruling that I totally forgot about it. THAT is my main beef with them currently.


Monks can be quite deadly and brutal fighters with weapons and hand to hand combat. See for yourselves...

http://www.youtube.com/watch?v=wN89wVzj4W8

http://www.youtube.com/watch?v=w26-BwJ9QcQ

http://www.youtube.com/watch?v=eW_97D0hLBc


I loved the Second and Third.

Though the Second... It kinda looked like the Monk was humping the guys hand if you weren't looking directly at the video.


SuperSlayer wrote:

Monks can be quite deadly and brutal fighters with weapons and hand to hand combat. See for yourselves...

Shoalin Monk vs Navy Seal

Shoalin Monk getting punched

Monk throws needle through glass

Linked!

(should mention, Mythbusters attempted number 3 and said it was fake)


Who knows the Monks might have done it multiple times until they hit just right.

Heck, the Mythbusters stated it made a perfect pin hole. If you look it creates a small hole and cracks.

I still say Number 2 kinda looks like the Monk is Humping their Hands.


Give the monks the ability to improve there unarmed attacks. Knuckle dusters, handwraps, mystical tattoos that allow them to add magical abilities into there own flesh...whatever. Give them a chance to actually hit things and punch through damage reductions.

Then bring back the Guidedweapon ability, make it PFS legal, so that Monks can focus on Wisdom and Dexterity.

It would be nice if someone would overhaul the monks' basic abilities too. None of the other classes have a bunch of abilities that simply won't work together. You can move fast OR attack. Heck, it gets even worse with archetypes like the Sohei. Sure, you can wear armour - but none of your class abilities work any more.


I'm honestly actively in favor of how monk BAB works. When approaching an enemy, you are encouraged to start off with something odd and flashy (like a combat maneuver that you'd otherwise overlook), and then you wail away with a full-BAB multihit combo if they fail to get away from you. That's fun stuff. The way it's written is pretty awful though, leading to weird confusion and people thinking they get the short end of the power attack stick, and really awkward situations when your first attack of a round kills someone about whether you should check if it still would have done so if it had been a non-flurry attack, allowing you to still move.

99% of my personal monk problems were fixed by the amulet of mighty fists change.

All that I'd personally still like to see tweaked is their vertical leap ability beefed up to ridiculous levels. It's thematic as heck to be able to burn a point of ki and just leap right over walls or onto rooftops or ship masts, or whatever else. In practice though, all you get is a 5' extension, which in practice is basically worthless in a game that basically operates on a 5' cube scale for everything. Particularly when you look at what a monk can get done with a combination of their innate movement boosts and climb checks. It barely slows me down to just kinda run up the sidde of a 20' wall at higher levels, but it's still impossible for me to jump it without a really good roll, and then only when I'm up in the high teens with a decent strength bonus.

I also wouldn't mind some clarification on the interaction between flurry of blows and basically everything else with regard to shuriken. It's either something nobody really capitalizes on because it isn't especially clear that it's possible, or something that would make a nice addition to the class.


After building some different Monks here in the past hour or two... I kinda like Monks having their current BAB...

Throw in Vital Strike for that boost to damage when you approach then get stuck in and Flurry constantly...


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Debilitating unarmed hits and pressure point strikes.

So not great to hit, not great damage, but with it being very easy for a monk to cause status effects (the reverse paladin) and drain ability score points, e.g. hit reduces dex, hit reduces strength, the wizard gets punched in the head and their int goes down. Which in a way, is like making monks's strikes be like poison.

Vital strike is boring, there are a lot better options that can merge more closely with the martial art background? Anyone ever got concussed, winded, wrist-locked or nerve striked in the arm? That sort of thing, 100% in line with the monk fluff.

If paizo stopped trying to give the monk more and more (see the cluttered level table) and make them closer to the other melee classes (increased damage progression you say? less flurry penalty so they can hit harder and more accurately, oh how ingenius), and instead made them cool and unique making them actually fight like the martial arts of myth, then I would really be won over. I'd be praising paizo, thumbs up and all that.


I would like to see for monks:
-At 4th level and every four levels I would like to see monks get an enhancement bonus to there unarmed strike to hit and damage(max+5 at level 20). But doesn't effect what they can effect DR wise since they have that listed by level.
-I think they should have 6 skill points per level.
-The ability to use Ki to enchant there unarmed strikes(rounds based on wis mod, rounds based on level, etc.)like 1 Ki for flaming, ghost touch, etc. 2 ki for Axiomatic depending there level what they get.
-The ability to use ki for free move action(so they can flury), maybe the use of ki to get an additional attack or more with a spring attack.
-More Ki abilities through feats like a force based energy ball(1d6+wis +1d6 for every 3-4 levels) as a ranged touch attack, a 30-60 ft line of force damage(2d6 +1d6 for evey two monk levels, reflex for half), etc.


Full BAB. Same HD, Same Skills, Same saves. Comparing it to ranger/paladin and trying to give it it's own benefits on the same power level.

Flurry at -2 from full, so that there is no inherent bonus over TWF other than no stat limits, which ranger already has.

Proficient in all "Monk" weapons as is unarmed fighter... i mean... c'mon.

Count as one size larger for purposes of combat maneuvers every 4 levels, similar to underfoot adept. (monks should be the kings of all maneuvers, as that is very much in line with the history of the arts). Enhancements to Unarmed strikes count into maneuvers made with unarmed strike, just like weapons do with weapons. (You get to pick, no stacking size and weapon enhancements for CMB bonuses tho. If you trip with a kama, you use the weapon bonuses and count as normal size, if you trip with leg sweep, you use only unarmed not weapon and count your size bonus)

Ability to take an additional 5ft. step during a full attack, can be taken between attacks, for every 5 levels(same progression as bonus AC), can move no more than normal speed in this manner. (similar to supreme cleave in 3.5)

Ki Strike ability changed to enhance unarmed strikes with weapon enchants similar to magus, paladin, and 3.5 Kensai. Limited to +1/4 levels, stacks with AoMF other than enhancement, gives possible total of +5/5 abilities just like normal weapons with both AoMF+5 and this ability. only functions when you have Ki pool of 1+, can be changed for same cost as replacing familiar (200g/level). BUT, no more unarmed strikes counting as anything special for free(lawful, adamantine, etc.) They will always count as magic after you gain this ability, but anything else you actually have to pay for out of your pool(you can still get lawful, so long as you take that as +1 of your options. With the change to AoMF you don't need silver/cold iron/adamantine as separate, if you have +3/4/5 you get it, altho I would add silverand cold iron as a single +1 cost(eldritch claws is a feat, magic item that grants feat is around 2-3k), and adamantine as +2 if you just wanted those.

Change the Wholeness of body to heal similar amount to paladin LoH as posted above.


I feel the monks are quite good as the are now, at least at the levels I play (generally <10). I think it's fair to have class abilities that don't synergize well if each is decently powerful.

What I would like:
1. The monk speed bonus to be a base speed increase in all movement types. Not an enhancement bonus. That'd make the monk have a true maneuverability benefit.
2. Six skill points per level, on par with rangers when it comes to skill.

Those changes I think would be enough to make the monk work fine. It'd have it's benefits over other classes that couldn't be easily replicated (speed in general, and speed combined with melee potential and good defences specifically).


I want:

Quote:
Role: Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

The above quote is hyperbole. The monk does not need to always succeed in those actions; instead, he needs abilities that give him a true advantage over a generic adventurer in performing those actions.


  • Overcoming even the most daunting perils - Good saves, evasion, still mind, purity of body. The monk has this!
  • Striking where it's least expected - Unarmed Strike, 3/4 BAB progression. It doesn't count if it doesn't work. However, "least expected" is a difficult goal.
  • Taking advantage of enemy vulnerabilities - Maneuver Training. Flowing Monk, Maneuver Master, and Martial Artist archetypes have this, but not the core monk. The Hungry Ghost Monk has the reverse: if the enemies are vulnerable, he takes advantage.
  • Fleet of foot - Fast Movement. The monk has this!
  • Skilled in combat - Unarmed Strike, 3/4 BAB progression, Flurry of Blows with full BAB progression. It's a start now that Flurry has been improved.
  • Navigate any battlefield with ease - Fast movement, High Jump, Abundant Step, Mobility and Spring Attack as bonus feats. The monk has this!
  • Aiding allies wherever they are needed most - Nothing. Ki Mystic and Sensei archetypes have this, but not the core monk.

I am most disappointed that the monk has no special abilities to aid allies. A monk who is an expert in combat maneuvers can trip or disarm opponents to help his allies, but that's all. And that often looks more like the party helping the monk, "Hey, guys, I tripped this fighter! Could one of you come over and hit him while I keep him on the ground?"

In an August thread So you think the monk is underpowered; what now?, one person suggested:

Irontruth wrote:
Another option, that instead of making them a solo melee class, make them a teamwork melee class. Give them bonuses to Aid Another, let them do it with faster actions (like a Swift), or to replace an attack, etc.

I like that idea. If the monk can Aid Another in place of a melee attack, a Flurry of Blows--against a hard-to-hit foe that would make it a flurry of misses--can instead be a flurry of aid so that the monk's allies can hit the foe.


My thoughts:
Focus (Ex): A monk can focus his mind to deliver devastating blows, granting her additional combat prowess. Starting at 1st level, a monk can maintain focus for a number of rounds per day equal to 4 + her Wisdom modifier. At each level after 1st,
she can maintain focus for 2 additional rounds. Temporary increases to Wisdom, such as those gained from spells like Owls Wisdom,
do not increase the total number of rounds that
a monk may use this ability per day. A monk can enter focus
as a free action. The total number of rounds of focus per
day is renewed after resting for 8 hours, although these
hours do not need to be consecutive.
While focused, a monk gains an insight bonus to attack and
damage equal to half her Wisdom modifier.

Focus Powers (Ex): As a monk gains levels, she
learns to use her focus in new ways. Starting at 2nd level, a
barbarian gains a focus power. She gains another focus power
for every two levels of monk attained after 2nd level.
A monk gains the benefits of focus powers only while
focused, and some of these powers require the monk to use additional focus, or take an action first. Unless otherwise noted,
a monk cannot select an individual power more than once.
(most of the monks tertiary abilities could easily fall into this category)

Unarmed Strike: At 1st level, a monk gains Improved
Unarmed Strike as a bonus feat. A monk’s attacks may be
with fist, elbows, knees, and feet. 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’s unarmed strike is treated as both a
manufactured weapon and a natural weapon for the
purpose of spells and effects that enhance or improve
either manufactured weapons, natural weapons,
or target the monk to the same effect.
A monk also deals more damage with his unarmed
strikes than a normal person would.
A monk using unarmed strike deals 1D6 damage(1D4 if small, 1D8 if large).

Monastary Training (Ex):At first level, The monks special training manifests in the
form of the two-weapon combat feat at 1st, improved two-weapon fighting at 8th, and greater two-weapon fighting at 15th level. Any two-weapon fighting feat that would be available to a two weapon fighter is available to the monk with the exception of double slice(as the monk already has this rolled into unnarmed strike).Any feats that require double slice are accessable by the monk. At fifth level, the monks focused training in this specialized area grants further boons. The monk gains weapon training with unarmed strikes and monk weapons as the fighter class feature.Every four levels thereafter (9th, 13th, and 17th), a
monk becomes further trained in the use of unarmed strikes and monk weapons
weapons. He gains an additional +1 bonus on attack and damage rolls
when using weapons of this kind. For example, a ninth level monk would have a +2 to unarmed strike attack and damage. A monk also adds this bonus to any combat maneuver
checks made with monk weapons or unarmed strikes. This bonus
also applies to the monks Combat Maneuver Defense
when defending against disarm and sunder attempts
made against weapons from this group.

Fast Movement (Ex): At 3rd level, a monk gains an
inherent bonus to his land speed at third level. This bonus starts at +10 feet and increases by ten feet every six levels(half the standard monk speed progression).maxes out at thirty feat at 15th
A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Strike (Su): As long as he has at least 1 point of focus remaining, he can make a ki strike. At 4th level, ki strike grants his unarmed attacks a +1 enhancement bonus on attack and damage rolls, as well as allowing him unarmed attacks to affect incorporeal creatures and overcoming damage reduction as a weapon of that enhancement bonus. Ki strike improves with the character's monk level. At 8th level, and every four levels gained thereafter, the enhancement bonus granted on his unarmed strikes for attack rolls and damage rolls increases by +1, to a maximum bonus of +5 at 20th level.In addition, this enhancement bonus enhances stunning fist DC's. ripped out of MA's ki strike (thanks MA)


JonGarrett wrote:
Give the monks the ability to improve there unarmed attacks. Knuckle dusters, handwraps, mystical tattoos that allow them to add magical abilities into there own flesh...whatever. Give them a chance to actually hit things and punch through damage reductions.

they can use adamantine brass knuckles to by-bass dr and enchant their strikes, with the new ruling they only need one. brass knuckle enchanted.


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Tels wrote:


(should mention, Mythbusters attempted number 3 and said it was fake)

Should be noted that they've been wrong in the past. Like the arrow-catching-with-hands thing


Hand and foot wraps that can be enchanted as normal magical weapons and do your normal unarmed damage.

Sorted.


Run, Just Run wrote:
JonGarrett wrote:
Give the monks the ability to improve there unarmed attacks. Knuckle dusters, handwraps, mystical tattoos that allow them to add magical abilities into there own flesh...whatever. Give them a chance to actually hit things and punch through damage reductions.
they can use adamantine brass knuckles to by-bass dr and enchant their strikes, with the new ruling they only need one. brass knuckle enchanted.

Yay, d3 damage!


Funky Badger wrote:
Yay, d3 damage!

Whis is wholly 0.5 damage lower than the dagger-wielding rogue.


Tels wrote:
SuperSlayer wrote:

Monks can be quite deadly and brutal fighters with weapons and hand to hand combat. See for yourselves...

Shoalin Monk vs Navy Seal

Shoalin Monk getting punched

Monk throws needle through glass

Linked!

(should mention, Mythbusters attempted number 3 and said it was fake)

That's because those Mythbuster guys don't know how to utilize chi power.


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Ilja wrote:
Funky Badger wrote:
Yay, d3 damage!
Whis is wholly 0.5 damage lower than the dagger-wielding rogue.

1.) A Monk is not a Rogue.

2.) That Rogue has other options. Like swords. And Bows. And all kinds of stuff. The dagger is the least of his options.

Your Unarmed Strike is generally your most powerful attack after like level 4. Having to pay twice as much gold for an overall weaker (only goes to +5) enchanted weapon is b&+*%@#&.


Darigaaz the Igniter wrote:

All I want for monks is that they be proficient in all monk weapons.

They aren't?

How about they gave the Monk a way to go down the Vital strike road, with bonus feats?

And, I didn't say that full BAB was off the table, but IMHO, full BAB (which usually also means a d10) would mean the monk would outshine the Bbn and Pally. Not so?


DrDeth wrote:
Darigaaz the Igniter wrote:

All I want for monks is that they be proficient in all monk weapons.

They aren't?

Not explicitly for the later stuff like Temple Swords etc.


DrDeth wrote:
Darigaaz the Igniter wrote:

All I want for monks is that they be proficient in all monk weapons.

They aren't?

How about they gave the Monk a way to go down the Vital strike road, with bonus feats?

And, I didn't say that full BAB was off the table, but IMHO, full BAB (which usually also means a d10) would mean the monk would outshine the Bbn and Pally. Not so?

Not so. The monk (on a flurry of blows full attack) already HAS functional full BAB. At best he would be getting another +2 over flurry when he makes a single attack or an AoO.

MA


DrDeth wrote:
Darigaaz the Igniter wrote:

All I want for monks is that they be proficient in all monk weapons.

They aren't?

How about they gave the Monk a way to go down the Vital strike road, with bonus feats?

And, I didn't say that full BAB was off the table, but IMHO, full BAB (which usually also means a d10) would mean the monk would outshine the Bbn and Pally. Not so?

Not so. Both the Fighter and Pally will have higher ACs past about level 4, both the fighter and Pally will hit more often and for more damage past about level 7 or 8. I find that Monks are competitive with Two Weapon Fighters up through about level 7 or 8; better at some things, get hit more often, get screwed by saving throws less often, and able to move into flanking position pretty easily - they're a wonderful "flanking buddy" character.

After level 8-9, they start falling behind, and the gap widens rapidly.

Zen Archers that don't get killed before level 3 make the GM wish they'd been killed at level 3, but that's only partially a problem with the Zen Archer, and more a problem with bow feats leading up to Clustered Shot.

Silver Crusade

Only a few things for me:

Problem: Flurry conflicts with mobility image.
Solution: When a monk uses flurry of blows he/she may move up to half his/her speed.

Problem: MAD
Solution 1: At 3rd level a monk may use his/her dex mod instead of his/her str mod for bonus to attack and damage. Only works while centered.

Problem: Slow fall requires a wall.
Solution: Slow fall works without need for a wall.

Problem: Stunning fist and combat maneuvers don't scale well.
Solution: At 4th level and every 3 levels past 4 a monk gets +1 to the DC of his/her stunning fist and to his/her CMB.

A bit more of a change than the others: give the monk a 4 level divine spell progression (simmilar to a paladin or ranger). Spells would have a cleric spell feel in a ranger progression and power level.

Just some ideas off the top of my head. They may or may not be balanced in a reasonable way. As a side note, I agree with the lawful only alignment restriction only because being non-lawful just stops you from gaining monk levels, not using monk abilites you gained while being lawful. It's a good thematic element that isn't all that restictive to someone just trying to be optimal.


DrDeth wrote:
Darigaaz the Igniter wrote:

All I want for monks is that they be proficient in all monk weapons.

They aren't?

How about they gave the Monk a way to go down the Vital strike road, with bonus feats?

And, I didn't say that full BAB was off the table, but IMHO, full BAB (which usually also means a d10) would mean the monk would outshine the Bbn and Pally. Not so?

Nyet. The pally can cast all sorts of buffs and other spells, has saves as good if not better, gets a bunch of flat out immunities, can heal himself as a swift action. And smite, never forget the awesomenes that is smite.

The barbarian can choose between pounce, wings, deadly con poison, and damage every adjacent enemy at once without any action. And those are just he totem powers. Then you get superstition, eater of magic and sunder magic. Or the intimidation tree. Outside the rage powers he has DR and Rage.


Dragon78 wrote:

I would like to see for monks:

-At 4th level and every four levels I would like to see monks get an enhancement bonus to there unarmed strike to hit and damage(max+5 at level 20). But doesn't effect what they can effect DR wise since they have that listed by level.
-I think they should have 6 skill points per level.
-The ability to use Ki to enchant there unarmed strikes(rounds based on wis mod, rounds based on level, etc.)like 1 Ki for flaming, ghost touch, etc. 2 ki for Axiomatic depending there level what they get.
-The ability to use ki for free move action(so they can flury), maybe the use of ki to get an additional attack or more with a spring attack.
-More Ki abilities through feats like a force based energy ball(1d6+wis +1d6 for every 3-4 levels) as a ranged touch attack, a 30-60 ft line of force damage(2d6 +1d6 for evey two monk levels, reflex for half), etc.

-Drop the DR effect at the level and make it part of the scaling bonus.

-Agreed completely.
-So add in a Arcane Pool mechanic to their Ki.
-The free move action is a good though though I think allowing them an increased 5ft step would improve the monk a lot more. Even if it is a Favoured Class bonus.
-I can't lie this one I just thought of making a Monk that shouted: "Ka-Me-Ha-Me-HA!" Which I love. Though I would probably make it an Archetype.


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Some things I would like to see.

1) Proficiency in all monk weapons.
2) Incorporating the Style feats into the core monk as apart of their bonus feats.
3) Abilities that work with themselves. Flurry of blows not conflicting with their movement abilities.
4) Full base attack bonus and d10 hit die. (Assuming flurry of blows is kept as apart of the class I would also prefer it if they simply gained two-weapon fighting, improved two-weapon fighting, and greater two-weapon fighting along with double slice as bonus feats as appart of the ability.)
5) Not so many redundant abilities. Evasion, Purity of Body, Improved Evasion, and Diamond body are redundant and largely useless to a class with all good saves.
6) Dropping abilities like Timeless Body and Tongue of the Sun and Moon.
7) Dropping perfect self as a capstone ability and replace it with something better.
8) Lessening MAD and making wisdom and dex focus monks more viable.
9) Stunning Fist being more reliable and slow fall working like the spell feather fall.
10) Hand wraps that can be enchanted at the price of a normal weapon.

Honestly, I think some combination of the master of many styles and martial artist monk archetypes would be what I would want in a base monk.

Edit: Also, they should gain 6 skill points per level and combat maneuvers should be fixed so that they keep up with combat maneuver defense, but these are more problems with the system itself (I also think fighters and clerics should get 4 skills per level) than anything specific with the monk.

Edit 2: Ki working more like the Arcan Pool from the Magus.


Evasion is great on a class with good saves. They're the ones who has the most to gain on it. 5% chance for no damage < 30% chance for no damage.


Funky Badger wrote:
Run, Just Run wrote:
JonGarrett wrote:
Give the monks the ability to improve there unarmed attacks. Knuckle dusters, handwraps, mystical tattoos that allow them to add magical abilities into there own flesh...whatever. Give them a chance to actually hit things and punch through damage reductions.
they can use adamantine brass knuckles to by-bass dr and enchant their strikes, with the new ruling they only need one. brass knuckle enchanted.
Yay, d3 damage!

Wrong Brass Knuckles: These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you're casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them. for source brass knuckles. Also with new ruling you can make a flurry with one weapon you only need to enchant one brass nuckle.


Run, Just Run wrote:
Funky Badger wrote:
Run, Just Run wrote:
JonGarrett wrote:
Give the monks the ability to improve there unarmed attacks. Knuckle dusters, handwraps, mystical tattoos that allow them to add magical abilities into there own flesh...whatever. Give them a chance to actually hit things and punch through damage reductions.
they can use adamantine brass knuckles to by-bass dr and enchant their strikes, with the new ruling they only need one. brass knuckle enchanted.
Yay, d3 damage!
Wrong Brass Knuckles: These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you're casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them. for source brass knuckles. Also with new ruling you can make a flurry with one weapon you only need to enchant one brass nuckle.

They were nerfed on the boards shortly after that, and in print in Ultimate Equipment since then.

Unfortunately.


I thought they were errata'd to where they can no longer apply their unarmed damage to Knuckles or Cestuses.

Though a Cestus is even more potent for focusing punching power.

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