Monk Hotfixes


Homebrew and House Rules

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Honestly, the weird semi-bab thing really kills the PF monk for me. The thing should either have REAL full BAB, or should have real 3/4ths BAB with some kind of effective self buffing mojo comparable to the Inquisitor.


Revised Monk Overhaul 3

  • D10 Hit die.
  • Full BAB.
  • 6 + INT modifier skill points per level.
  • Proficient with all weapons typed as "monk"
  • Use WIS modifier in place of his STR modifier on attack rolls when using unarmed strike or monk weapons.
  • Use WIS modifier in place of his STR modifier when calculating his Combat Maneuver Bonus and Combat Maneuver Defense. This modifies the AC Bonus and replaces Maneuver Training.
  • At 2nd level, Unarmed strike is always considered Magic for the purpose of overcoming DR. Unarmed strike is always considered Cold Iron at 4th level, Adamantine at 7th level, Lawful at 10th level, Epic at 13th level for the purpose of overcoming DR.
  • Add Elemental Fist, Combat Style Master, and all Style feats to list of bonus feats. Style feats of the same tree must be taken in sequential order.
  • At 3rd level, gains Combat Expertise as a bonus feat, even if he does not meet the prerequisites.
  • Number of points in ki pool equal to monk level + WIS modifier.
  • At 4th level, a monk can spend 1 ki point to grant his unarmed strike or monk weapon a +1 enhancement bonus for 1 minute. For every three levels beyond 4th, the monk can spend an additional ki point to gain another +1 enhancement bonus, to a maximum of +5 at 16th level. This bonus stack with existing weapon enhancement to a maximum of +5.
  • At 4th level, a monk can spend 1 ki point to cast Feather fall as an immediate action. At 12th level, a monk can spend 1 ki point to cast Air walk as an move action. Both effects last a number of rounds equal to the monks level. This modifies Slow Fall.
  • Wholeness of Body allows a monk to heal his own wounds as a swift action. He can heal a number of hit points of damage equal to his monk level + WIS modifier. By spending an additional ki point, a monk can also heal 1 + WIS modifier points of ability damage. A monk may also restore 1 negative level or 1 point from an ability drain by spending 2 additional ki points. In addition, a monk can remove one condition he is suffering when using this ability. At 7th level, a monk may remove Fatigued, Shaken, or Sickened. At 10th level, a monk may also remove Dazed or Staggered. At 13th level, a monk may also remove Exhausted, Frightened, or Nauseated. At 16th level, a monk may also remove Blinded, Deafened, Paralyzed, or Stunned.
  • At 8th level, gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. This is in response to the changes made to Slow Fall.


  • Revised Monk Overhaul 4 (Heavy changes to previous purposals)

  • D10 Hit die.
  • Full BAB.
  • 6 + INT modifier skill points per level.
  • Proficient with all monk weapons, including exotic monk weapons.
  • Gains a +1 bonus to AC and CMD at 1st level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +6 at 20th level. This modifies AC Bonus.
  • At 2nd level, Unarmed strike is always considered Magic for overcoming DR. Unarmed strike is always considered Cold Iron at 4th level, Adamantine at 7th level, Lawful at 10th level, Epic at 13th level for overcoming DR.
  • Add Elemental Fist, Combat Style Master, and all Style feats to list of bonus feats. Style feats of the same tree must be taken in sequential order.
  • At 3rd level, gains Combat Expertise as a bonus feat, even if he does not meet the prerequisites.
    Number of points in ki pool equal to monk level + WIS modifier.
  • At 4th level, spend 1 ki point to grant his unarmed strike or monk weapon a +1 enhancement bonus for 1 minute. For every three levels beyond 4th, the enhancement bonus increases by 1, to a maximum of +5 at 16th level. This bonus stack with existing weapon enhancement.
  • At 4th level, spend 1 ki point to cast Feather fall as an immediate action. At 12th level, spend 1 ki point to cast Air walk as an move action. Both effects last a number of rounds equal to the monks level. This modifies Slow Fall.
  • Wholeness of Body heals his own wounds as a swift action. He can heal a number of hit points of damage equal to his monk level + WIS modifier. By spending an additional ki point, a monk can also heal 1 + WIS modifier points of ability damage. A monk may also restore 1 negative level or 1 point from an ability drain by spending 2 additional ki points. In addition, a monk can remove one condition he is suffering when using this ability. At 7th level, a monk may remove Fatigued, Shaken, or Sickened. At 10th level, a monk may also remove Dazed or Staggered. At 13th level, a monk may also remove Exhausted, Frightened, or Nauseated. At 16th level, a monk may also remove Blinded, Deafened, Paralyzed, or Stunned.
  • At 8th level, gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. This replaces Slow Fall increase at 8th level.


  • After making my post regarding monks then i saw this one. so i figured ill comment.

    the two things i really want to address are WIS affecting to hit (and everything but bonus damage really) and dabblers approach to overcoming DR

    Wis replacing STR for everything but carry weight and damage is a great idea. I imagine a monk instead of using brute force to do damage or to grapple or trip, its pure wisdom/knowledge of vulnerable spots, techniques, etc.

    my comments are thusly, brilliant and elegant way to do it, wis being monks main stat makes sense, and the ability to bypass DR meaning you dont exactly NEED all that +STR and power attack etc, etc. He may not hit as hard, but his damage hits home is a idea i like.

    That seriously over everything else (well, maybe with being full BAB) NEEDS to be implemented. /bravo

    bonus comment for adding style feats to bonus feats section, id love that and itd still make sense.


    So, this it for the hot fix on the monk. I liked where this was going....

    Silver Crusade

    Liam ap Thalwig wrote:
    Malignor wrote:
  • Recover all Ki in 1 hour of meditation, as many times per day equal to CON bonus. Ki is nowhere near as powerful as spellcasting, so let it be abundant.
  • Like that!

    Seriously ? A qinggong monk is an unstoppable machine of badassitude that only eventually runs out of awesomeness. Granting them the ability to recover these points so easily is like granting Regeneration 5 to fighters to improve their capacity to keep on fighting: really, really overkill.

    Liberty's Edge

    Easy fix. The qinggong archetype loses this ability. Mechanics are obvious reasons, fluff reasons could be that when a qinggong monk uses their ki to fuel their powers it saps their strength more strongly. Or they never learn to meditate properly in this way because so much of their training is focused on their qinggong powers.


    Or heck, maybe a Quinggong monk can only meditate for this benefit once per day, as long as they have a positive constitution modifier.


    If monks run out of ki so easily, give them more ki, but not this regeneration thing that just makes it effectively infinite.


    I like your hotfix.

    My Thoughts:

    -Add Punishing Kick to Bonus Feats
    -Mathematically, Incrementally increasing Unarmed Damage Dice is a really bad class feature. Can we Cap unarmed strike damage at 1d6, and add a Static Bonus to attack and damage with Unarmed Strike/Monk Weapons to the tune of +1/+1 at levels 4, 8, 12, 16, and 20? Give Unarmed Strike unique qualities somehow?

    ...but yeah. This is some really cool stuff.


    1 person marked this as a favorite.

    @ReconstructorFleet
    I like where you're going with this, I've been playing with a static bonus to unarmed strike and monk weapons, also I did some playtesting to add weapon qualities to a monks unarmed attacks like brace and reach. I let my player pick a quality at level 3 and 5. Maybe I'll let him pick another at level 7. It doesn't break me game at all.


    I went with static in my monk redesign: I ditched flurry of blows being TWF, and just gave the monk a limited weapon training on top of 3/4 BAB, with a static 1d6 base damage for unarmed strike, and the option to add a few features depending on the kind of monk you wanted - like adding weapons to the weapon training, or else increasing the threat range of the unarmed strike.

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