
The Boz |

Ladies and gentlemen, The Boz proudly presents...
The Monk 2.0
A hopefully functional and completely viable Monk. My main goal here was making the monk an actually capable and versatile character with many tactical options. You will notice that he lost several of his signature abilities, but he gained a number of bonus feats through which he can customize his playing style. He is now a full BAB martial damage dealer, he gained several options to lessen his MAD problems, and I folded several Pathfinder Monk archetypes into optional feats, giving the player the ability to adapt to several situations and be a contributing member of the party on more occasions. As far as tiers are concerned, I am aiming for the middle or low tier 3 with this homebrew class.
So, let's dive in, shall we?
Hit die: d8.
Alignment: Any Lawful.
Starting Wealth: 1d6 x 10 gp (average 35gp). In addition, each character begins play with an outfit worth 10 gp or less.
Armor & Shield Proficiencies: None. 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.
Weapon Proficiencies: battle poi, brass knuckles, cestus, chakram, club, composite longbow, composite shortbow, dagger, flying talon, handaxe, javelin, kama, longbow, nunchaku, quarterstaff, rope gauntlet, sai, shortbow, shortspear, short sword, shuriken, siangham, sling, spear, spiked chain, starknife, temple sword, thorn bracer and throwing knife.
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Points: 4 + Int modifier.
Abilities Explained: An explanation of the above mentioned features and abilities. If a particular item does not appear below, it functions exactly as it does right now in Pathfinder.
Flurry of Blows: Starting at 1st level, a monk can make a flurry of blows whenever he performs an attack, executes a combat maneuver or uses Focused Fist or any similar ki or special standard action attack during his turn. For each attack in a full-attack action, or for each special attack or maneuver, he gains one attack with the same weapon and executed using the same BAB as the attack that allowed it. Functionally, this is similar to two-weapon fighting, but flurry of blows attacks use the monk's full Strength bonus, and further dual wielding penalties do not apply. While using flurry of blows, a -2 penalty applies to all attacks or maneuver rolls done in that round. Only unarmed strikes and special monk weapons can be used to trigger or attack through flurry of blows.
Ki pool: At 1st level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level (minimum 1) + his Wisdom modifier. The ki pool is replenished each morning after 8 hours of rest or meditation. A monk can spend a maximum number of ki points equal to his Wisdom modifier in a single round, or he can use just one unmodified ki power whose ki cost exceeds this value. The monk gains additional powers as he gains monk levels or obtains specific feats. Unless otherwise noted, activating each ki power is a swift action, and can only be done once per round.
He can spend 1 ki point to make one additional attack at his highest attack bonus whenever he performs a full-attack action. This attack acts like a flurry of blows; it has a -2 attack penalty and can not generate a flurry of blows follow-up.
By spending 1 ki point, he can increase his movement speed by 20 feet for 1 round.
A +4 dodge bonus to AC for 1 round can be obtained as a swift action by spending 1 ki point. This ability can be used as an immediate action, but is half as effective.
A +4 bonus to any save for 1 round can be attained as a swift action by spending 1 ki point. This ability can be used as an immediate action, but is half as effective.
The Monk can spend 1 ki point to perform a 5ft step instantly as a swift action. This ability can be used as an immediate action, but only when a creature within 10 feet of the monk moves or performs a 5-foot step.
Unarmed Strike: At 1st level, a monk gains proficiency with unarmed strikes, as well as the 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. 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 or natural weapons. Additionally, the monk's damage with unarmed strikes increases to 1d6 at level 1, and continues to increase regularly at levels 4, 8, 12, 16 and 20 as shown in the table above.
Insightful Defense: While unarmored and unencumbered, the monk adds his Wisdom bonus to his AC and CMD. This bonus applies against touch attacks and works while flat-footed, but is lost when the monk is immobilized, helpless, wearing armor or carries any load other than light.
Focused Fist: Starting at level 2, a monk can declare to use Focused Fist as a standard action. This unarmed attack deals normal damage and forces the target to make a Fortitude saving throw (DC 10 + 1/2 character level + Wisdom modifier) or suffer ill consequences. Unless otherwise noted, Focused Fist costs 1 ki point. Only one of the listed effects can be applied with a single Focused Fist, but the target can suffer from multiple effects at the same time.
At level 1, the attack can cause the Stunned condition for 1 round.
At level 5, the target can be Fatigued instead, but this can not be repeated to make the target Exhausted.
At level 8, the target suffers from the Sickened condition for 1 minute.
At level 11, the target can be Staggered for a number of rounds equal to the monk's Wisdom modifier.
At level 14, the target can be outright killed, but this attack can only be attempted once per day and costs 3 additional ki points.
At level 17, the target can be permanently rendered mute, blind, or deaf at a cost of 2 additional ki points.
At level 20, the target can be paralyzed for a number of rounds equal to the monk's Wisdom modifier at a cost of 1 additional ki point.
Evasion: At 2nd level and 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 light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed. This starts as +10 feet, and increases by 10 feet every 3 levels, up to a maximum +60 at level 18. A monk in armor or carrying a medium or heavy load loses this extra speed.
Stillness: A monk of 3rd level or higher can choose between Still Mind and Still Body to gain a +2 bonus on either the Will or the Fortitude saving throw. Once done, this choice can not be reversed.
Quickness: From level 3 onwards, the monk can add his positive Wisdom modifier to all initiative checks.
Slow Fall: At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall is equal to 1/2 his level times 10 feet, until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. Unless a fall renders the monk unconcious or brings him to 0 hit points or lower, a monk will always land on his feet.
Disciplined Defense: While unarmored and unencumbered, the monk gains a +1 bonus to his AC and CMD. This bonus increases to +2 at level 8, +3 at level 12, +4 at level 16 and finally +5 at level 20. This bonus applies against touch attacks and works while flat-footed, but is lost when the monk is immobilized, helpless, wearing armor or carries any load other than light.
Additionally, by using 1 ki point, the monk can add his Disciplined Defense bonus as magical weapon enchantment for all attacks he performs in that round. When fighting with enchanted weapons, the values do not stack; the greater is taken into account and the lesser is ignored.
Abundant Jump: At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical and horizontal jumps. In addition, he always counts as having a running start when making jump checks.
By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on his next jump check.
Purity of Body: At 5th level, a monk gains immunity to all natural poisons and diseases.
Ki Strike: As long as the monk has at least 1 ki point available, he can turn his attacks into ki strikes in order to overcome damage reduction or bypass hardness. At level 5, ki strikes are magical. At level 10, they are lawful. At level 15, they are adamantine. At level 20, ki strikes gain the Axiomatic property and deal an extra 2d6 points of damage against chaotic creatures.
Additionally, as long as the monk has at least 1 ki point available, he can count himself as larger than he actually is for the purposes of checking if he can perform a combat maneuver on a given target, but not if a combat maneuver can be performed on him as well. This does not grant the monk a size modifier, and opponents that are larger still regain their full size modifier bonus. At level 5, a medium monk can count as large. At level 10, he can instead count as huge. At level 15, he can count as gargantuan. At level 20, the monk can count himself as colossal whenever he is checking if a particular combat maneuver is valid against a specific target.
Tongue of the Sun: Gained at level 7, allows verbal communication with all humanoids capable of such. This has no effect if the monk himself is incapable of communication.
Purity of Soul: At 9th level, the monk becomes immune to all disease and corruption, including supernatural and magical diseases.
Purity of Self: At 11th level, a monk gains immunity to poisons of all kinds.
Tongue of the Moon: At level 11, the monk can communicate with all living sentient creatures. This has no effect if the monk himself is incapable of communication.
Tongue of the World: From level 13 onward, a monk can communicate with all sentient beings. This has no effect if the monk himself is incapable of communication.
Timeless Body: A monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Everlasting Body: A monk becomes effectively immortal, capable of living forever if he doesn't fall in combat.
Perfect Body: The monk's body has achieved perfection, and for every ability score with a natural value of 18 or more, he gains 2 ability points to distribute as he sees fit.
Perfect Self: At 20th level, a monk becomes a magical creature. He can choose to count either as an outsider and his race, only an outsider or only his race whenever prompted for the purpose of spells and magical effects. This choice is available regardless of any effects might limit the monk's perception, action or sanity, and is even available while the monk is dead. 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.
Bonus Feats: A monk gains a number of bonus feats as he gains levels. The list of feats expands as the monk gains levels, and a higher-level monk always has the option to take a lower-level feat as well as any feats recently qualified for. Combat feats that specifically appear on this list have no BAB or monk level prerequisite if taken as a monk bonus feat, but all other requirements remain. Feats that are [U]underlined[/U] are only available through using a monk bonus feat, while others are available through normal feats no earlier than the level they appear on this list.
The Monk 2.0 Bonus Feat Choices
New Feats Explained: An explanation of some of the feats listed in the table above. If a particular feat does not appear below, it functions exactly as it does right now.
Scorpion Attack: This 1 ki point power allows the monk to perform a standard action attack that, if successful and the target fails his Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier), will reduce the target's speed to 5 feet for a number of rounds equal to the monk's Wisdom modifier. While affected by Scorpion Attack, a creature can not take 5 foot steps. Scorpion Strike can be performed unarmed or while armed with any monk weapon. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack.
Perfect Attack: This 1 ki point power allows the monk to make one of his attacks in the round a perfect attack by rolling two d20s and choosing the best result. If the die chosen indicates a critical threat, the other die result is used as the confirmation roll. This attack can be performed with any monk weapon and with any bow.
Flurry of Projectiles: Your attacks with any ranged weapon can trigger additional attacks as per Flurry of Blows.
Elemental Fist: When you select Elemental Fist as a feat pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, your attack deals damage normally plus 1d6 + Wisdom modifier points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll, and a failed attack roll ruins the attempt. This ability costs 1 ki point. Only one attack in a round can be an Elemental Fist, but the ability can be used with any sort of attack that deals lethal damage through unarmed strike or a special monk weapon.
Guided Hand: You can replace your Strength modifier with your Wisdom modifier for the purposes of determining your attack bonus. Works only when unarmed or using monk melee weapons.
Zen Archery: A monk with this feat may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls.
Maneuver Training: A monk with this feat can never have his combat maneuvers turned against him, and he always gets to turn a combat maneuver upon his attacker if he successfully defends against them. If two monks with this are locked in combat, the never rule takes precedence.
Fuse Style: The monk can have any two styles active at the same time.
Ki Defense: When using ki points to gain a dodge bonus, the effect may be increased to +6, or +3 for immediate action activation, and the duration increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Ki Save: When using ki points to gain a save bonus, the effect may be increased to +6, or +3 for immediate action activation, and the duration increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Flurry of Opportunity: A monk with this feat gain additional attacks as per Flurry of Blows while executing attacks of opportunity.
Gorgon Attack: This 1 ki point power allows the monk to make a staggering blow as a standard action with any monk weapon or while unarmed. The attack can only be performed on foes that have been slowed or immobilized. The target must succeed at a Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) or become slowed as per the slow spell for a number of rounds equal to the monk's Wisdom modifier. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack. Requires Scorpion Attack.
Slow Freefall: You can use your Slow Fall ability without a nearby surface prerequisite. This becomes a supernatural ability.
Ki Shot: A 1 point ki power that can increase the range increment of any bow or thrown monk weapon by 50 feet for a number of rounds equal to the monk's Wisdom modifier.
Extra Ki: Your ki pool capacity increases to be equal your monk level, instead of half. Other bonuses still apply.
Focused Weapon: You can deliver Focused Fist effects with any type of ranged weapon. You must select the weapon type when you take this feat; you may take this feat several times and select a different weapon type each time.
Ki Weapon: As a 1 point ki power, you can replace your weapon's damage dice with your unarmed damage dice for a number of rounds equal to your Wisdom modifier.
Bloody Finesse: While fighting with a ranged weapon or a weapon that can benefit from Weapon Finesse, you can replace your Strength modifier with your Dexterity modifier when determining damage done. Requires Weapon Finesse.
Guided Pain: When fighting with a weapon that can benefit from either Guided Hand or Zen Archery, you can replace your Strength modifier with your Wisdom modifier when determining damage done. Requires either Guided Hand or Zen Archery.
Elemental Weapon: You can deliver Elemental Fist effects with any type of ranged weapon. You must select the weapon type when you take this feat; you may take this feat several times and select a different weapon type each time.
Pain Points: A monk with this feat permanently gains a +1 bonus to attack, damage, critical hit confirmation rolls, CMB and the DCs of all attacks against all living creatures.
Ki Thief: Whenever a monk reduces a living, sentient creature to 0 or fewer hit points, he regains 1 ki point. Requires non-good alignment.
Calm Meditation: This feat allows the monk to enter a meditative state as a full-round action. Doing so lets the monk regenerate one ki point spent earlier. The monk can only use this ability a number of times per day equal to his Wisdom modifier. This ability provokes attacks of opportunity.
Ki Tempest: As a 1 point ki power, this allows the monk to divide all of his melee attacks among multiple targets. A monk can also make his 5ft step between any two attacks without breaking the chain.
Elemental Ki: With this feat, the monk's Elemental Fist damage dice change to his unarmed strike damage dice. Requires Elemental Fist.
Ki Pounce: With this 2 point ki power, a monk can perform a full-attack as a standard action or as part of a charge.
Wholeness of Body: A monk with this feat can heal his own wounds as a standard action. He can heal a number of hit points equal to his monk level + Wisdom modifier at a cost of 2 ki points.
Life Thief: Whenever a monk gains ki from his Ki Thief ability, he also heals a number of hit points equal to half his monk level. Requires Ki Thief.
Hale Meditation: When using Calm Meditation, the monk also heals for a number of hit points equal to his monk level. Requires Calm Meditation.
Medusa Attack: With this 1 ki point power, all your attacks and maneuvers against dazed, flat-footed, paralyzed, staggered, stunned, or unconscious targets automatically become critical threats while natural critical threats are automatically confirmed. Requires Gorgon Attack.
Shadow Body: With this 3 ki point power, a monk can turn invisible for 10 rounds, as per the spell invisibility. This is a standard action.
Wholeness and Swiftness: The monk becomes capable of using his Wholeness of Body ability to heal himself as a swift action. Requires Wholeness of Body.
Healing Hand: The monk can use his Wholeness of Body ability to heal a living creature touched instead of himself as a standard action. Requires Wholeness of Body.
Restoring the Body: While using Wholeness of Body, the monk can remove a condition as well as perform healing. For 1 additional ki point, the following conditions can be removed: Bleed, Confused, Dazed, Dazzled, Fascinated, Fatigued, Shaken, Sickened. For 2 additional ki points, the following conditions can be removed: Blinded, Cowering, Deafened, Exhausted, Frightened, Nauseated, Staggered. For 3 additional ki points, the following conditions can be removed: Energy Drained, Panicked, Paralyzed, Petrified, Stunned, Unconscious. Requires Wholeness of Body.
Mental Perfection: If the monk has a mental ability (Intelligence, Wisdom or Charisma) at a natural value of 18 or more when taking this feat, he immediately gains 2 ability points that he can assign to any other mental ability that is below 18.
Physical Perfection: If the monk has a physical ability (Strength, Dexterity or Constitution) at a natural value of 18 or more when taking this feat, he immediately gains 2 ability points that he can assign to any other physical ability that is below 18.
Greater Style: The monk can have up to three styles active at the same time, and can enter all three styles as a single swift action. Requires Fuse Style.
Abundant Leap: A clearly supernatural act, the monk can perform a 300 foot jump in any direction at the cost of 1 ki point as a move action. While using this power, you are immune to the falling damage of up to 300 feet.
Thief Strike: This ability allows a monk to attack a target as a standard action and trigger his Ki Thief ability if he hits. The attack costs 1 ki point, but this is refunded if the attack connects. Requires Ki Thief.
Elemental Explosion: With this feat, your Elemental Fist attacks result in powerful explosions, if you so choose. These explosions are treated 15' cones, and the elemental damage from Elemental Fist affects all targets within. Secondary targets inside the area of effect may attempt a Reflex saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) to take half damage instead. The attack does not need to hit in order to generate the explosion, but the original target can only make this saving throw if the elemental fist attack missed. Requires Elemental Fist.
Improved Wholeness: By increasing the cost of Wholeness of Body by 1 ki point, the monk can heal a number of hit points equal to twice his monk level + his Wisdom modifier instead. Requires Wholeness of Body.
Essence Thief: Whenever a monk with this ability hits a living, sentient creature with an attack, he heals 1 hit point. If his HP is already at maximum, he instead gains 1 temporary hit point that lasts for one hour. Temporary hit points gained this way can not exceed the monk's level + his Wisdom modifier. The monk can benefit from this ability only when dealing lethal damage. Requires Ki Thief.
Perfect Chain: When using Flurry of Blows as a full-attack action in combat, if the monk successfully hits the same target with every attack, he immediately gains 2 ki points, but may not go beyond his maximum ki pool.
Patient Fist: A monk can set up vibrations within the body of another creature that can thereafter be used to trigger any Focused Fist effect. The effect is chosen and the Fortitude save made at the moment of attack, but the effect can be triggered by the monk at will within a number of days equal to his level. Only one patient activation can be in effect at any given time, and applying another cancels the old one. While an effect is patiently waiting to be activated, the monk is free to use his Focused Fist on this or other targets. Divine spells such as Greater Restoration can be used to remove this effect. The monk is aware if the target has made his save or not, or if the effect is removed.
Defensive Meditation: While using Calm Meditation in combat, the monk gains immunity to attacks of opportunity, sneak attack damage, critical hits and he can not be flanked. Requires Calm Meditation.
Cockatrice Attack: This 1 ki point power allows the monk to petrify flesh as a standard action attack with any monk weapon or while unarmed. The attack can only be performed on foes that are paralyzed, staggered, stunned, or unconscious. If the attack results in a critical hit, the target can attempt a Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) in order to ignore the effects. This supernatural polymorph effect is permanent, but the monk can touch the stone and expend an additional ki point in order to end it. On a successful save, or if the attack failed to generate a critical hit, the target is slowed and immobilized for a number of rounds equal to the monk's Wisdom modifier. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack. Requires Medusa Attack.
Glass Body: With this feat, a monk can become invisible as per the spell greater invisibility for 10 rounds. This costs 3 ki points. This is a standard action. Requires Shadow Body.
Ki Sacrifice: With this ability, a monk can perform an hour long ritual that is capable of bringing a person back from the dead as if using the spell raise dead. This ability drains the monk of all ki, and costs a minimum of 6 ki points, but otherwise has no material components. The monk requires full 24 hours of rest before his ki pool replenishes after using this ability. Requires Healing Hand.
Sure Fist: If a combat maneuver attempt, Focused Fist or Elemental Fist attack misses or is resisted while using Flurry of Blows, you can immediately attempt it again with the additional attack granted by Flurry of Blows at no additional cost.
Abundant Step: A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 3 points from his ki pool. The range of the ability is fixed at 600 feet. The monk does not take damage when materializing within an object; he is simply moved to the nearest available space. He cannot take other creatures with him when he uses this ability, and he can only carry a light load with him, no larger in volume than he is. After using the ability, he is free to act normally.
Ki Penetration: For 2 ki points, a monk with this ki power can ignore any protective spells on the target if their combined level is lower than the monk's level. This effect lasts for 1 round.
Diamond Soul: The monk gains spell resistance equal to his current monk level + 10. 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. The monk can willingly suppress or reactivate his spell resistance as a standard action.
Protective Meditation: Whenever the monk fails a saving throw against a death effect, charm, domination, illusion or similar spell, he can enter a meditative stance and be treated as if he passed the saving throw. The meditative stance lasts a number of rounds equal to the spell's level - the monk's Wisdom modifier, down to a minimum of 1 round, and the monk can perform no actions while meditating, but no penalties to his defensive capabilities apply. Exiting the meditative stance early will immediately cause the spell resisted to come into full effect. If he still has uses of Calm Meditation for the day, he can count as using one when this ability is triggered. Requires Calm Meditation.
Resistant Ki: As a swift action, the monk can spend 2 ki points and increase his innate spell resistance by 5 for a number of rounds equal to his Wisdom modifier. Requires Diamond Soul.
Reforming Diamond: The monk becomes capable of suppressing and reactivating his Diamond Soul ability as an immediate action. Requires Diamond Soul.
Leaf on the Wind: This ki power, which can be maintained for 2 ki points per round, enables the monk o fly at half his base movement speed and average maneuverability. The monk does not need to concentrate to maintain the effect, but he must remain conscious. Using or maintaining this power is a swift action. Additionally, when the monk gains this feat, he also gains Fly as a class skill. Requires Slow Freefall and Abundant Leap.
Spectral Body: With this ki power, the monk can become ethereal for one minute as per the spell ethereal jaunt at the cost of 3 ki points. This is a standard action. Requires Shadow Body.
Young Body: With this feat, a monk can successfully revert all the negative effects of aging. He can also reverse the effects on his outward appearance, to a small extent.
Greater Sacrifice: The monk's Ki Sacrifice ability can be used to replicate the effects of resurrection instead. The minimum ki cost of the ability increases to 8 points. Requires Ki Sacrifice.
Incredible Style: The monk becomes capable of maintaining up to four styles at the same time. He can enter all four at the cost of one swift action, he can spend 1 ki point to enter all four stances as a free action or 2 ki points to enter all four stances as an immediate action. Requires Greater Style.
Foresight: His devotion to the laws of the universe have given the monk a deeper understanding of the underlying fabric of nature. He gains a +2 insight bonus to attack, damage, CMB, CMD, AC, all saves and spell resistance. As a move action, the monk can grant these bonuses to any allies within 30 feet for a number of rounds equal to the monk's Wisdom modifier at the cost of 2 ki point per ally.
Spell Mirror: Whenever a spell fails to affect the monk due to his spell resistance, he can immediately turn it back upon the caster. He must spend a number of ki points equal to half the spell level, minimum 1. This ability works against all types of spells and spell-like abilities that target the monk specifically. Spells with an area effect can also be turned as long as the monk is the primary target; doing so will suspend the spell detonation and cause the area effect to resolve at the caster's location. Requires Resistant Ki.
Quicksilver Body: By spending 4 ki points + the number of ki points associated to the ki power used, the monk can use Wholeness of Body, Shadow Body, Abundant Step and other similar powers as an immediate action at any time.
Elemental Projection: A monk with this power can spend a full-round action in order to unleash a powerful blast of ki. The blast manifests as either a 30 foot radius explosion centered on the monk, a 20 foot radius explosion anywhere within 300 feet, a 5 foot wide, 150 feet long line, or a 45 degree cone with a range of 60 feet. The monk's Elemental Fist chosen element is used to determine the type of this attack. This ability costs a minimum of 3 ki points and deals 1d8 damage per two monk levels. Targets can make a Reflex saving throw (DC 10 + 1/2 monk's level + monk's Wisdom modifier) to take half damage. By spending additional ki, the blast can either deal 3d8 additional damage per additional ki point (maximum 9d8), or have the DC increased by 2 per additional ki point. The monk is immune to the damage of his own Elemental Projection. This power is a spell-like ability with verbal and somatic components. Requires Elemental Explosion.
Perfect Style: The monk can maintain up to five styles active at the same time, and he can enter all five as a free action, or spend 1 ki point to do so as an immediate action. Requires Incredible Style.
Ki Whirlwind: As a full-round action, the monk can perform one full-attack action against all targets in melee range if unarmed or using a monk weapon. He is allowed one 5ft step between these attacks. This ki power costs 10 points. Requires Ki Tempest.
Centering Meditation: As a full-round action the monk can meditate as if performing a Calm Meditation, but restore his full ki pool. This ability can only be used once per day, but does not count against the monk's Calm Meditation uses. Requires Calm Meditation.
Ultimate Sacrifice: The monk's Ki Sacrifice ability can be used to replicate the effects of true resurrection. His ki pool must be completely full in order to do so, and this power drains it completely. Additionally, the monk can use Greater Sacrifice as a standard action. Requires Greater Sacrifice.
Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk, but retains all monk abilities. Monks that take a level in any other class or prestige class retain all their monk abilities, and are welcome to continue their monk studies afterwards.
Favored Class Bonuses:
In addition to gaining 1 HP or 1 skill point each level, a monk of a particular race can instead choose the following boon on level up.
Dwarf: Add +1/4 to the dodge bonus a monk gains by spending a point from his ki pool.
Elf: Add +1/4 to the attack bonus of every attack that costs at least 1 ki point.
Gnome: Add +1/4 to the save bonus a monk gains by spending a point from his ki pool.
Half-elf: Add +1 on Acrobatics checks to cross or balance on narrow or otherwise difficult surfaces.
Half-orc: Add +1 to the monk's CMB when attempting a grapple.
Halfling: Add +1 to the monk's CMD against grapple and trip attempts.
Human: Add +1/2 to the monk's ki pool instead.
Well, that's about it. The monk is fixed, I think. Would you agree? Do you have any comments or critique? I want to get a discussion going.

The Boz |

*reserved for FAQs, musings and updates*
Now, let me try and explain my logic behind some of the changes.
d8 hit die: I firmly believe that the d8 hit die and the fact that the monk does not wear armor are somewhat defining characteristics of the monk. Yes, I am aware that Pathfinder linked BAB and HD in a consistent manner, but there are no rules that depend on that pairing.
Knowledge (planes) (Int) as class skill: I added this class skill because it fits with the monk. He becomes an outsider at level 20, uses supernatural ki powers that are as much from within as from the entire universe, and he spends time in various temples.
Full BAB: A must, I think. For starters, the monk basically already HAD full BAB, but lost it when charging or performing certain attacks. He already had level instead of BAB to CMB and flurry of blows. I think this move significantly simplifies things, brings up his damage potential with additional attacks (especially with the new FOB/A/T), and all at the cost of breaking the HD-BAB link. Worth it, I think.
Flurry of Blows: Simplified and somewhat buffed. Whenever the monk makes any type of non-bonus attack, he gains a bonus flurry of blows attack. This means that maneuver attempts, even those that don't normally do damage, trigger additional simple attacks. However, feats like Rapid Shot, the additional attack ki power, attacks of opportunity and similar actions do NOT generate additional flurry attacks.
Ki pool: One of the biggest changes I made is the incorporation of a ki pool as the monk's core feature available from the start. Most of his abilities now function with his ki pool instead of a daily use system, which makes the monk MUCH more flexible. I think I solved the "going nova" problem with the Wis mod max ki/round use rule rather nicely.
The abilities themselves are either copied verbatim and buffed afterwards, but the most significant here, I think, is the ki step ability. Monks are supposed to be insanely mobile, and an early ability to keep in melee contact with his targets is a very useful addition. It costs ki, so it isn't infinitely useable as a Step Up, but the cost is quite low.
Focused Fist: This ability replaces both Stunning Fist and Quivering Palm, and numerous other abilities are folded into it when gained. Now fueled by ki instead of uses per day, and also buffed with the ability to use a flurry of blows after a standard action attack such as this one, I think it is far more useful than before.
Disciplined Defense: The ability to use a ki point to gain enchantment helps with another minor problem with the monk, and lets him be competitive unarmed or with various weapons he just found laying around at any level.
Purity of Body: Immunity to simple, alchemical poisons is a significant buff, but does not break anything crucial. Not with the excellent saves and Stillness and the ki save feature.
Ki Strike: Added the axiomatic property as a capstone. It fits thematically, and isn't a gamebreaker. The "counts as larget" thing was added in order to make the monk a more unique combat maneuver character; instead of giving him numerical bonuses, he gets to try and engage more targets in his maneuvers.
Tongue of the Bla: Specified that it is now a verbal communication ability early on, and later only requires sentience.
Everlasting Body: This is a minor thing as far as a player is concerned, but a major thing as far as a character is concerned. Casters and certain races gain effective immortality much earlier, so this can serve as a motivator for study.
Perfect Body: A built-in anti-MADness tool. It may come very late, but it is free, and none too shabby.
Perfect Self: The capstone ability finally doesn't inconvenience the monk.
Bonus Feats: My personal preference with a class is customizability. Full casters gain this through their spells, and some classes such as the rogue, barbarian and ranger make a step in the right direction, but none exhibit the level of customization that I gave the monk here. I eliminated most of his stronger automatically gained abilities but nearly doubled the number of bonus feats he gets to compensate, and turned several monk archetypes that I found most interesting into simple feat abilities which I then added to this list.
Note that most of the abilities that were available as feats before are STILL feats now (such as elemental fist, scorpion attack, etc.), and are available both as normal feats AND bonus monk feats. However, specific monk abilities (wholeness of body, diamond soul, etc.) are ONLY available through monk bonus feats.
Scorpion/Gorgon/Medusa/Cockatrice Attack: Changed the abilities to function like ki powers now. Gorgon's strike was buffed in the process because a 1 round stagger could not compare to the Focused Fist 1 round stun effect.
Elemental Fist: This ability is in tight competition with the basic ki power of 1 additional attack. It can be used with standard attacks instead of full-attacks only, and it helps against monsters with physical damage reduction, but is still a feat. It gets progressively better with futher feat allocation, and it helps the monk's ability to "go nova" against a powerful enemy by using a combination of abilities in a single round (such as charge>pounce>elemental fist>additional strike).
Guided Hand/Zen Archery/Bloody Finesse/GuidedPain: Reduces the MADness of the monk in certain builds. While not key class features, they are essential options in some cases.
Maneuver Training: Changed the ability because it used to be a "monk gets full bab to CMB".
Ki Defense/Ki Save: Helps the monk function as a party tank, if he builds for it.
Slow Freefall: Very fluffy supernatural ability.
Extra Ki: Significantly buffed because the new monk has MUCH more ways to burn ki points. Can only be selected once.
Focused Weapon: Zen Archer controller feat.
Ki Weapon: Weapon monks use weapons primarily for the special abilities or range. This helps their damage output with certain weapons, but not all.
Elemental Weapon: Zen Archer damage feat.
Pain Points: A very fluffy abilits that fits with the more generalist monk builds.
Ki Thief/Life Thief/Essence Thief: Hungry Ghost monk archetype.
Calm Meditation/Perfect Chain: Ki management.
Ki Tempest: This ability is not useful in most circumstances, but shines against lots of weaker creatures, functioning somewhat like Cleave in that regard.
Elemental Ki: Significant damage buff to Elemental Fist which helps it keep pace with the extra attack ki power.
Ki Pounce: Monks have mobility. Now they have pounce. Pounce is good. More classes should have some form of pounce available as an option to them.
Wholeness of Body: Now an optional feat because several archetypes that were turned into optional feat lines replace this ability.
Shadow Body/Glass Body/Spectral Body: Invisibility/greater invisibility/ethereal jaunt, but as an optional feat line. Some monks want just a short-term invisibility, some want to teleport around. This lets them choose exactly what they want and not be forced to "pay" for what they don't need.
Wholeness and Swiftness/Healing Hand/Restoring the Body/Improved Wholeness/Sacrifice: The monk can now be a functional heal/support character.
Mental/Physical Perfection: Anti-MADness measure that comes early enough, but is optional.
Patient Fist: The trigger any time ability of quivering palm is now an optional ability that can be used with ANY focused fist effect. Incredibly useful for several monk builds, especially battlefield controllers.
Sure Fist: Makes several builds much more reliable.
Elemental Explosion: This feat makes elemental fist finally outright better than the extra attack ki power, but only in some circumstances.
Abundant Leap/Step/Leaf on the Wind: Jump really high/far! Teleport! NOW EVEN FLY! Have a cookie if you like Firefly and/or Serenity.
Ki Penetration: The monk can now opt to sunder magical defences. This is always a good option.
Diamond Soul/Resistant Ki/Reforming Diamond: Not everyone likes spell resistance. Classes that can benefit a lot from magical enchantments should NOT have spell resistance forced upon them.
Protective Meditation: Fluffy ability that somewhat replicates mettle/slippery mind and similar abilities.
Young Body: A minor stat buff in certain cases. Fits the monk's physical perfection theme.
Foresight: A high-level bone for all the support monks and generalists out there.
Spell Mirror: Turns the monk into a mage hunter.
Quicksilver Body: Any earlier or cheaper, and this ability would be broken, but this late? Not overpowered.
Elemental Projection: KAAAAAAMMMEEEEEEEEEEEEEEEEEEE....
Perfect Style/Ki Whirlwind/Centering Meditation/Ultimate Sacrifice: Capstone powers are supposed to be powerful. The outsider/axiomatic/damage reduction things, while nice, are not the be-all end-all of monk hood. THESE abilities ARE.
Dwarf: Dwarves are naturally hardy. A dwarf tank monk? Yeah, I can see that happening.
Elf: Replaced the mostly useless speed ability with something that makes the elf a much more reliable controller.
Gnome: Defiant little things.
Half-elf: Natural sense of balance helps a naturally mobile class.
Half-orc: Big, strong.
Halfling: Small. Agile.
Human: Doubled the effectiveness due to faster ki point spending potential.
If the player wanted to replicate the current Pathfinder monk through bonus feat selection as close as possible, he would need to take these choices for the bonus feats.
So, a total bonus of four or five (depends on how you count maneuver training) free feats, compared to the base number of six free feats. Not bad, considering that he got full BAB, immortality, ability score buff, an actual capstone, and some versatility in exchange. Note how he can gain most of his goodies a level or more earlier than before.

The Boz |

A wisdom-focused monk will have 18 Wis at level 1, which results in a ki pool of 5 points. His options are:
1 ki point - One additional attack while performing a full-attack action.
1 ki point - Movement speed buff of +20 for 1 round.
1 ki point - Dodge bonus of +4 for 1 round.
1 ki point - Save bonus of +4 for 1 round.
1 ki point - Swift/Immediate action 5ft step.
In the case of a level 1 human monk maxing out on ki abilities at start, he could also have:
1 ki point - Slow a person down to 5ft/round and negate their ability to make a 5ft step.
1 ki point - Pick between two results on a d20 as a roll for his attack.
1 ki point - Elemental damage, 1d6+4 additional damage if the attack hits.
Of the basic abilities, the most impactful in the average level 1 encounter are the additional attack and dodge bonus. However, while the argument to move the additional attack further up the level chain could be made, the very short duration of 1 round keeps the other ability firmly in check. Note: I am not yet convinced that Ki Defense and Ki Save feats are balanced.
Of the selected feats, one replicates a style feat available now (with a slight improvement in power and nerf in ki cost), one replicates a BAB +8 feat that is now available early due to archetype folding, and the last one is having trouble keeping up with the basic additional attack ki power.
All the other ki powers are either automatically gained later (Focused Fist, Disciplined Defense), or are entirely optional (Ki Tempest, Wholeness of Body, etc.).
Which of these abilities worry you the most?

The Boz |

I better make this post sooner rather than later...
Since this board has a limited edit time, here's a link to a version of the Monk 2.0 that will be updated from time to time.

The Boz |

Since today is monkday, I shall bumpify this with a question.
What is the behavior of the Ki Save and Ki Defense feat that you would deem balanced?
Right now, I'm thinking of just making the linked element last Wismod rounds instead of 1 (immediate activation value persists until your next turn, then gets doubled to full strength). I think the added +2/+1 is too much for just 1 ki point.

kyrt-ryder |
Brief note: Monk has ALWAYS been top-loaded. In 3.5, effective 'monk' builds took as few monk levels as possible (2 being a common choice) for the build in question. (Pathfinder seems to go too far the other way, deliberately attempting to screw multiclassers imho.)
Pathfinder applied a general nerf to Flurry, by turning it into two-weapon fighting whereas the 3.5's flurry eventually became 3 attacks at full BAB without imposing penalties.
I haven't thoroughly studied the monk proposed here, but I like what I see so far Boz.

LoreKeeper |

There are several good ideas here. I like the simplicity of Flurry of Blows in this form.
I do *not* like that a normal "stunning fist" (focused fist) now costs at least 1 ki. Nor do I like that it is limited to a standard action (albeit one that can be used in conjunction with Flurry of Blows). The available size of the ki pool is not enough to warrant this.
The Bonus Feats would be easier to present along the lines of rage powers and rogue talents.
There is a cool addition for maneuvers in terms of the size that the monk counts. But the bonus feats do not facilitate specializing in maneuvers. That also means that the limited "normal" feats need to be spent (along with enough Intelligence) to get Combat Expertise and later Improved Trip, Disarm, etc

The Boz |

There are several good ideas here. I like the simplicity of Flurry of Blows in this form.
Thank you, simplicity and compatibility is exactly what I was going for.
I do *not* like that a normal "stunning fist" (focused fist) now costs at least 1 ki. Nor do I like that it is limited to a standard action (albeit one that can be used in conjunction with Flurry of Blows). The available size of the ki pool is not enough to warrant this.
I thought that the added versatility and larger ki pool would compensate for the more limited number of attempts. There are a few feats that help with delivering Focused Fists (Pain Points and Sure Fist). Again, the base class ability is weaker than before, but gets significantly better with feat expenditure, and this was one of my goals.
The Bonus Feats would be easier to present along the lines of rage powers and rogue talents.
That's how I envisioned them, but couldn't decide on any descriptor which could encompass all of them, so I just kept with the bonus feat name.
There is a cool addition for maneuvers in terms of the size that the monk counts. But the bonus feats do not facilitate specializing in maneuvers. That also means that the limited "normal" feats need to be spent (along with enough Intelligence) to get Combat Expertise and later Improved Trip, Disarm, etc
It has been my experience that, with normal feats and a good Strength score, the monk doesn't have many problems with grappling. The main improvements here are the Flurry of Blows compatibility, size, and number of bonus feats. Quickness should also not be discounted for a physical control build.
What would you suggest?
The Boz |

Not all builds rely on aggressive ki point use, and I wanted to leave a meaningful limitation to the builds that do not. The two significantly increased ki pool improvement abilities, namely Extra Ki and, to a lesser extent, the human alternate favored class bonus, should go a long way towards improving the viability of a ki-burn build.
Additionally, there are some low and mid level ki management abilities available. The goal with these was to not allow a monk to go nova and dump all his ki points in a very short amount of time by limiting the amount of points available at any one time, while also allowing strategic ki power usage over the day.
I am currently playing a level 2 monk based on this rework. He is an aggressive ki user with Elemental Fist and the additional attack ki power, with plans to continue into Ki Pounce and Shadow Body. For maintaining his ki pool, I plan to pick up both Extra Ki and Ki Thief as soon as possible. I am very interested to find out how it will play out, but progress is slow; we only play once a week.

Delthyn |

Looks pretty nice. As Treatmonk and JaronK have pointed out, the main issue is pretty much that the monk doesn't do what it set out to do. This seems like a pretty good fix. My favorite is definitely the good BAB. With Flurry and Maneuver Mastery, it seemed like a hideous design feature to have the monk still have average BAB in Pathfinder. It completely ruins any kind of build that involves speed and precision over tanking.
Personally though, I doubt that the Monk or Fighter will ever be "fixed" without dragging the wizard, cleric, druid, and sorcerer down a notch. They are part of the problem too. The complication of course, is that they are Tier 1 because of spells, which are harder to fix than just playing around with class features.
Good job with this though, Boz!

LoreKeeper |

It has been my experience that, with normal feats and a good Strength score, the monk doesn't have many problems with grappling. The main improvements here are the Flurry of Blows compatibility, size, and number of bonus feats. Quickness should also not be discounted for a physical control build.
What would you suggest?
Improved Grapple (and the later feats in the tree) have little requirements other than the feat itself. But a monk that wants to specialize in some form of other maneuver (especially Combat Expertise based maneuvers) has a much harder time.
There are several solutions that I'd consider:
1. Add Combat Expertise to the Bonus Feat list
2. Create a custom Bonus Feat that functions as Combat Expertise for the purpose of qualifying for feats. e.g. "Combat Intuition" - grant +2 AC vs attacks of opportunity and counts as Combat Expertise for the purpose of qualifying for feats.
3. Add Improved and later Greater maneuver feats straight into the Bonus Feat list (similar to the original monk bonus feats)
I thought that the added versatility and larger ki pool would compensate for the more limited number of attempts. There are a few feats that help with delivering Focused Fists (Pain Points and Sure Fist). Again, the base class ability is weaker than before, but gets significantly better with feat expenditure, and this was one of my goals.
Even a monk-level-plus-Wisdom ki pool is not sufficiently sized to accommodate the ki-based stuns. The ability itself is not significantly more powerful than before, but has lost some versatility in when/how it can be applied. For example, you cannot attempt to use it during an Attack of Opportunity.
That's how I envisioned them, but couldn't decide on any descriptor which could encompass all of them, so I just kept with the bonus feat name.
In my monk remake a year ago I used the term "Insight" for the class ability you use as "Bonus Feat".

+5 Toaster |

Remember that stunning fist is a feat that non-monks can take and that is used as a prerequisite for other feats that non-monks can also take. Connecting stunning fist to ki breaks backwards compatibility.
not too mention that monks already get special treatment with it, due to earlier access and additional conditions. Frankly making it more limited punishes monks more than non monks.

The Boz |

Looks pretty nice. As Treatmonk and JaronK have pointed out, the main issue is pretty much that the monk doesn't do what it set out to do. This seems like a pretty good fix. My favorite is definitely the good BAB. With Flurry and Maneuver Mastery, it seemed like a hideous design feature to have the monk still have average BAB in Pathfinder. It completely ruins any kind of build that involves speed and precision over tanking.
Personally though, I doubt that the Monk or Fighter will ever be "fixed" without dragging the wizard, cleric, druid, and sorcerer down a notch. They are part of the problem too. The complication of course, is that they are Tier 1 because of spells, which are harder to fix than just playing around with class features.
Good job with this though, Boz!
Thank you for the kind words :)
I may have some ideas for bringing casters in line, but it is A LOT of work. Indeed, there is no hope of fixing them without fixing the spells. I may put up something if I get the time.Improved Grapple (and the later feats in the tree) have little requirements other than the feat itself. But a monk that wants to specialize in some form of other maneuver (especially Combat Expertise based maneuvers) has a much harder time.
There are several solutions that I'd consider:
1. Add Combat Expertise to the Bonus Feat list
2. Create a custom Bonus Feat that functions as Combat Expertise for the purpose of qualifying for feats. e.g. "Combat Intuition" - grant +2 AC vs attacks of opportunity and counts as Combat Expertise for the purpose of qualifying for feats.
3. Add Improved and later Greater maneuver feats straight into the Bonus Feat list (similar to the original monk bonus feats)
Combat Expertise is already on the list as it is a combat feat.
However, I have fudged up the wording on the bonus feats a bit. My intent was to make the monk capable of avoiding all the requirements like bonus feats usually do, unless the prerequisite is a class feature or another feat on the same list.Even a monk-level-plus-Wisdom ki pool is not sufficiently sized to accommodate the ki-based stuns. The ability itself is not significantly more powerful than before, but has lost some versatility in when/how it can be applied. For example, you cannot attempt to use it during an Attack of Opportunity.
Would the rounds duration pattern (4+Wis, +2 per level after 1st, +6 for Extra feat, +1 for alternative class feature) be a good value?
Currently, a level 10 monk with 18 Wisdom has a ki pool of 9. 19 for humans that spend each level up on half a ki point.With this change, the minimum for that same monk would be 26, 34 for alternate favored class and extra ki feat.
In my monk remake a year ago I used the term "Insight" for the class...
Not a bad idea, I may or may not steal this later.
Remember that stunning fist is a feat that non-monks can take and that is used as a prerequisite for other feats that non-monks can also take. Connecting stunning fist to ki breaks backwards compatibility.
And that is why this monk has Focused Fist, and not Stunning Fist.

Trogdar |

If I were to make as small a change as possible to accommodate focused fist, I would simply change the ki pool to 2 points per level with wisdom mod times two.
That would give you ki for stunning fist at the same rate as its current iteration and one ki per level plus wisdom for other ki features.
I wouldn't give humans such a huge advantage either. Screws with roleplay if every monk suddenly becomes human.

LoreKeeper |

Currently, a level 10 monk with 18 Wisdom has a ki pool of 9. 19 for humans that spend each level up on half a ki point.
With this change, the minimum for that same monk would be 26, 34 for alternate favored class and extra ki feat.
A human would have 14 at level 10 if they gained a half-ki each level.
Granting rounds-based ki is too much. Instead, just abandon the idea of ki-based stuns. There are many good ideas in this remake, but the ki-stuns is not one of them.

Dabbler |

A wisdom-focused monk will have 18 Wis at level 1, which results in a ki pool of 5 points.
Well, how many casters can throw 5 1st levels spells, and know 8 different spells at 1st level? The 5 ki-points is not an dissue as ability durations is short.
His options are:
1 ki point - One additional attack while performing a full-attack action.
I would delay this to 2nd or 3rd level at the earliest. Monk is not underpowered in attacks at 1st level.
1 ki point - Movement speed buff of +20 for 1 round.
Fair enough to keep at 1st, monks are meant to be fast.
1 ki point - Dodge bonus of +4 for 1 round.
Definitely not at 1st level, monk starting AC tends to be pretty good already. Delay until 4th level.
1 ki point - Save bonus of +4 for 1 round.
Hmm. I would say delay to 4th level here as well. This is way big at 1st level.
1 ki point - Swift/Immediate action 5ft step.
No problem with this at 1st level.
In the case of a level 1 human monk maxing out on ki abilities at start, he could also have:
These abilities are all quite strong...
1 ki point - Slow a person down to 5ft/round and negate their ability to make a 5ft step.
This is seriously nasty, especially vs a mage. Definitely delay until higher levels.
1 ki point - Pick between two results on a d20 as a roll for his attack.
Very powerful, equivelant feats are at much higher level.
1 ki point - Elemental damage, 1d6+4 additional damage if the attack hits.
At 1st level this is a lot. Delay until later, or the monk becomes a great dip for the non-monk with all that ki-goodness.

The Boz |

The Boz wrote:A wisdom-focused monk will have 18 Wis at level 1, which results in a ki pool of 5 points.Well, how many casters can throw 5 1st levels spells, and know 8 different spells at 1st level? The 5 ki-points is not an dissue as ability durations is short.
A ki power is not a spell. A round of rage is not a spell. The defense ability, for example, is literally six hundred times weaker than Mage Armor at level 1.
The Boz wrote:I would delay this to 2nd or 3rd level at the earliest. Monk is not underpowered in attacks at 1st level.His options are:
1 ki point - One additional attack while performing a full-attack action.
My current line of reasoning is to delay it all the way up to level 6. BAB +6 gives the monk an additional attack, so it could also give him the ability to pull off an extra one on top of that.
The Boz wrote:1 ki point - Movement speed buff of +20 for 1 round.Fair enough to keep at 1st, monks are meant to be fast.
I was actually thinking of moving it down to level 3, when he gets fast movement. The effect would be +20, with an additional +5 every time his Fast Movement increases by +10.
The Boz wrote:1 ki point - Dodge bonus of +4 for 1 round.Definitely not at 1st level, monk starting AC tends to be pretty good already. Delay until 4th level.
Monk AC at level 1 SUCKS, and he has NO way to increase it except for this ability. This MUST stay here. It's quite expensive to spam, and the duration is pretty low, so I doubt it will be a problem.
The Boz wrote:1 ki point - Save bonus of +4 for 1 round.Hmm. I would say delay to 4th level here as well. This is way big at 1st level.
One save type for one round? I'm not sure this is such a big deal. I'd prefer to leave it available at level 1.
The Boz wrote:1 ki point - Swift/Immediate action 5ft step.No problem with this at 1st level.
I still think the wording on it sucks, but it stays at 1, yeah.
The Boz wrote:In the case of a level 1 human monk maxing out on ki abilities at start, he could also have:These abilities are all quite strong...
These are all feats available to characters at level 1 or automatically granted to several monk archetypes at level 1.
The Boz wrote:1 ki point - Slow a person down to 5ft/round and negate their ability to make a 5ft step.This is seriously nasty, especially vs a mage. Definitely delay until higher levels.
Scorpion Style. Available at level 1.
The Boz wrote:1 ki point - Pick between two results on a d20 as a roll for his attack.Very powerful, equivelant feats are at much higher level.
Perfect Strike. Given to two archetypes at level 1. But yes, this one is more versatile and significantly more powerful than the feat version, so I'll take a look.
The Boz wrote:1 ki point - Elemental damage, 1d6+4 additional damage if the attack hits.At 1st level this is a lot. Delay until later, or the monk becomes a great dip for the non-monk with all that ki-goodness.
Elemental Fist. Given to one archetype for free at level 1. I buffed it with +Wismod damage because I feared it would be too weak compared to the basic additional attack ki power. It may be possible to remove remove that bonus damage now if the additional attack is available later on automatically, but the ability will still have a hefty feat tax of 2 associated to it, just so it could match the damage of an ability that a monk, both this one and the default, gets automatically at level 5. Not yet sold on it.
If I were to make as small a change as possible to accommodate focused fist, I would simply change the ki pool to 2 points per level with wisdom mod times two.
That would give you ki for stunning fist at the same rate as its current iteration and one ki per level plus wisdom for other ki features.
I wouldn't give humans such a huge advantage either. Screws with roleplay if every monk suddenly becomes human.
Ki pool = 2x level + Wisdom mod with Extra Ki feat granting 5 sounds somewhere about right for me now. I really do not want to give any further emphasis on Wisdom on this guy. In fact, I am tinkering with a few feats right now that are built for some of the low-on-Wisdom monks out there, particularly Strength builds and grapplers.
One more note to others who think some monk feats available at some monk levels are too much: try to not look at it in a vacuum; make a build with a level ? monk, see how fast you pick up the ability in question, then see what you lose in order to make it happen, and what your build looks like.

Dabbler |

A ki power is not a spell. A round of rage is not a spell. The defense ability, for example, is literally six hundred times weaker than Mage Armor at level 1.
It's also more powerful, as a dodge bonus it stacks with everything.
My current line of reasoning is to delay it all the way up to level 6. BAB +6 gives the monk an additional attack, so it could also give him the ability to pull off an extra one on top of that.
Sounds good.
I was actually thinking of moving it down to level 3, when he gets fast movement. The effect would be +20, with an additional +5 every time his Fast Movement increases by +10.
Too complex, really. Keep It Simple.
Monk AC at level 1 SUCKS, and he has NO way to increase it except for this ability. This MUST stay here. It's quite expensive to spam, and the duration is pretty low, so I doubt it will be a problem.
Rubbish, a monk with 14 Wis 16 Dex has an AC of 15, equivelant of scale mail armour which is as good as most armoured characters get. My monks usually have even better AC.
The only 'bad AC' is on Hulksmash-monk, the traditional safron clad seven-foot tall mountain of muscle who wins by brute strength.
One save type for one round? I'm not sure this is such a big deal. I'd prefer to leave it available at level 1.
Monks already have good saves. Why do they need to be even better? This even beats the paladin.
These are all feats available to characters at level 1 or automatically granted to several monk archetypes at level 1.
How many have all of them at once? That's the real issue.
Scorpion Style. Available at level 1.
...does not remove the ability to make a 5' step. THAT's the bit that's broken here. It may not sound like much but to a caster or archer it's a seriously major blow against something the monk is already strong against.
Perfect Strike. Given to two archetypes at level 1. But yes, this one is more versatile and significantly more powerful than the feat version, so I'll take a look.
Yeah, Perfect Strike has limitations in what it can be used with, and how many times. If you want this monk to have Perfect Strike, give them Perfect Strike. Don't do it by the back door, because if you do it up-front and it looks too strong, well, maybe it is.
Elemental Fist. Given to one archetype for free at level 1. I buffed it with +Wismod damage because I feared it would be too weak compared to the basic additional attack ki power. It may be possible to remove remove that bonus damage now if the additional attack is available later on automatically, but the ability will still have a hefty feat tax of 2 associated to it, just so it could match the damage of an ability that a monk, both this one and the default, gets automatically at level 5. Not yet sold on it.
Again, it's not in isolation, it's with a lot of other abilities that ki confers. Too many abilities, even small ones, is still too many. Also, if you want them to have Elemental Fist then give them Elemental Fist.

The Boz |

Updated the description here.
NOTE: the opening post's Monk 2.0 is now somewhat outdated, and the one linked here should be used instead.
New things:
Named the bonus feats Erudition feats. I think it is fitting, since the monk uses more brain than brawn.
Fixed the wording for prerequisite waiver on combat feats.
Nerfed Perfect Attack to be erudition-only, limited the choice of weapons.
Removed the no-5ft-step clause from Scorpion Style.
Spread out the automatically gained ki powers to levels 1, 3, 4 and 6.
Significantly increased the ki pool capacity.
Buffed the Half-elf's alternate favored class bonus.
Changed/added Improved Ki "Power" feats, they are now consistent.

The Boz |

Rubbish, a monk with 14 Wis 16 Dex has an AC of 15, equivelant of scale mail armour which is as good as most armoured characters get. My monks usually have even better AC.
The only 'bad AC' is on Hulksmash-monk, the traditional safron clad seven-foot tall mountain of muscle who wins by brute strength.
That same fighter with that scale mail and those stats will have 17 AC; not 16. More if he uses a shield. The monk's problem here is complete lack of options, and the ki cost makes it useful only when truly needed, not with a 100% uptime.
Monks already have good saves. Why do they need to be even better? This even beats the paladin.
I don't think it beats the pally due to this. If there are only two classes which should have godly saves, it's monk and paladin. Since this ability is vanilla, only gained slightly earlier, I don't see the problem. You can look at it as an anti-save-or-suck measure.
If you want this monk to have X, give them X. Don't do it by the back door, because if you do it up-front and it looks too strong, well, maybe it is.
I have no idea what you wanted to say with this...

Quintessentially Me |

Keep in mind that for the monk, his WIS bonus *is* his armor. Everyone gets their DEX to AC (with caps based on armor worn of course). A monk loses an armor slot but gains his WIS as the replacement AC bonus in lieu of armor. Then at levels 4, 8, 12, 16 and 20 he gets a bonus enhancement, intended to represent the magical bonuses one might expect to be on one's armor at those levels. It's a little slow (I would expect +5 armor before level 20) but not horrible.
I only mention this because I get the impression that many folks roll the DEX bonus in with WIS to show the AC equivalency for the monk when in fact only WIS bonus should be considered.
As your WIS bonus goes up it parallels moving up in armor worn, though with the big caveat that a monk's AC protection from WIS has no max DEX bonus and no ACP or Arcane Casting Failure chance.
At WIS 14-15, you are wearing the equivalent of leather armor.
16-17 is akin to studded leather
18-19 is like a chain shirt
At WIS 20-21, you are finally and firmly in medium armor territory with equivalent of scale mail
At WIS 22-23, you have something akin to a breastplate in terms of protection.
You need WIS 24+ to approach levels of AC equivalent to the heavy armors.
Still, no max DEX bonus (assuming you have a sufficiently high DEX to provide an AC boost) and no ACP are nice to have as well.

Dabbler |

Dabbler wrote:That same fighter with that scale mail and those stats will have 17 AC; not 16. More if he uses a shield. The monk's problem here is complete lack of options, and the ki cost makes it useful only when truly needed, not with a 100% uptime.Rubbish, a monk with 14 Wis 16 Dex has an AC of 15, equivelant of scale mail armour which is as good as most armoured characters get. My monks usually have even better AC.
The only 'bad AC' is on Hulksmash-monk, the traditional safron clad seven-foot tall mountain of muscle who wins by brute strength.
Yes, but he probably won't have the same stats. Also a TWFing or two-handed fighter won't use a shield, nor will an archer, and that's 3/4 of the normal fighter variations.
Don't get me wrong, I know the fighter can match the monk for AC without his AC boost at most levels. I'm just pointing out that there is nothing bad abut this. I've never found monk AC to be a problem, and if it ain't broke, don't fix it.
Dabbler wrote:I don't think it beats the pally due to this. If there are only two classes which should have godly saves, it's monk and paladin. Since this ability is vanilla, only gained slightly earlier, I don't see the problem. You can look at it as an anti-save-or-suck measure.Monks already have good saves. Why do they need to be even better? This even beats the paladin.
Yes, but the monk ALREADY has good saves. They don't need to be better. Making them better is just trying to make the monk untouchable.
If it ain't broke, don't fix it.
Dabbler wrote:If you want this monk to have X, give them X. Don't do it by the back door, because if you do it up-front and it looks too strong, well, maybe it is.I have no idea what you wanted to say with this...
Let me explain more clearly: if you want your monk to have an ability that mimics, say, Elemental Fist, don't faff about: Give them Elemental Fist and have done - it reduces the word-count and saves on confusion. Do that with all the various abilities that are similar to feats.
Now look at the monk with all those bonus feats. Do they make it look overpowered? Then that's because it is. Take some out until it doesn't.