AcheronSilvermoon |
I find it interesting that everyone seems to be looking at changing the rules. Honestly character customization has been the name of the game since 3.0/3.5e. A monk can be exceedingly powerful, if used right. The answer to the Ac problem that I have found is to simply ignore it. The monk does what it's supposed to do, which is make your character do everything that makes you feel like Jet Li or a DBZ character. The easiest way to fix some of the problems mentioned here is to simple cross-class or apply a template. Notice that the change from 3.5 to Pathfinder removed a monks loss of abilities when changing alignment or cross-classing, so take a level of something else to balance your individual characters. This can also add to the balance of your character backstory or personality as well. On the other hand I myself like to apply templates to a monk. A lycanthrope gains AC bonus' from Natural Armor, and a DR to boot. A werebear is a LG species to begin with, or if you want to be an elf the Lythari werewolf variant from forgotten realms is viable. Then again it's good to remember that some feats increase your healing abilites, and monks already gain the ability to heal themselves. Other feats allow for the unarmed damage of a monk to count as Slashing, Piercing, etc. instead of Bludgeoning as well. I will admit that Monks are not really made for combat at lower levels, but then again it is also good to remember that at 4th level with your spellcaster really only able to cast a short list of especially damaging spells yet, and your Fighter/Barbarian/Paladin possibly not able to afford a magic weapon, your Monk may be the hero of the party when a demon shows up. the only change I would really stand behind is changing the monks Ki fist(magic) back to a permanent addition instead of the pathfinder change to being based off the Ki Pool ability.