Keith Tatum 128's page

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Giving a lot of cool abilities that use KI points will be a lot less effective unless monks get more ki points. I still think they should get their level + wis modifier of points. I dont think that would be unbalancing, and would give them the option of actually using a few points, instead of having so few that they feel like they have to keep them in reserve.


I dont think the slow fall would be so bad if it scaled a bit quicker. Maybe 20' or 30' increments each time instead of the 10'? And possibly get the unlimited version a lot sooner?


I like the idea of the monk getting a scaling version of greater magic weapon. Jason has stated that he is not going to change monk BAB, but they really need some way to hit a little better. I currently have a 5th level monk, and he was awesome the first 4 levels. I can already tell though that he is starting to fall behind. A paladin in our group took 2 weapon fighting and can basically hit with 2 attacks in a round the same as my monk, with probably the same or slightly better attack bonus. Plus 4 or 5 better AC.

I honestly think the monk can use a few additional improvements. I believe they should get their ki pool a number of times per day equal to their level + wis modifier, same as with stunning blows. Having to basically "save" one use per day just in case you have to hit something that needs magic limits the very few uses you get anyway.

Please fix the slow fall!


Well we have always assumed that if it is a prestige class that stacks with monk that it improves all the various monk abilities based on level (speed increase, AC bonus, stunning fist attempts per day, etc). Since ki pool is a new Pathfinder addition, I would assume that the same prestige classes would count towards increasing your ki pool as you take levels in those as well.


I guess the point is that they shouldnt have to choose that way. No other class really has to do that due to poor itemization issues. Your 12th level monk example could be doing more 2d6 with just a few feats, which makes it even less attractive.

Maybe this isnt a good example, but what if a paladin had to choose between being able to smite evil, or use the +1 flaming longsword he just found?


I think the ki pool additions really helped the monk. It was a nice step in the right direction. I think with a few additional changes they could get the monk where it needed to be:

1. BAB bonus the same levels as the AC bonus

2. Allow monks to use monk weapons but still get the damage increases of unarmed.

3. Replace a few of the worthless or underpowered monk abilities with something decent.

4. Give the monk an option (via feat or monk special ability or even ki pool power) to move and still use fully attack

Increasing the ki pool to monk level instead of monk level/2 would probably also be nice :)


Well unfortunately after a few levels there is no real justification in using monk weapons, other in special cases (like the ooze). Once your monk damage increases a good bit (especially with feats) then you really lose a lot of potential damage by using a weapon. I am hoping in Beta that they make it where you can use the weapons but the damage scales (i think he mentioned somewhere that he was thinking about that). That would at least help keep the monks on par with other classes for magical weapon bonuses or other weapon effects, without forcing the monk to have to decide between magic bonuses or the more damage.


I am really hoping in the Beta that they make it monk level instead of monk level/2 for ki pool. Would at least give a small bump in monk effectiveness.


I dont have my really old books in front of me, but didnt monks at one time actually get a more favorable BAB for unarmed attacks or monk weapons in either 1st Edition, 2nd edition, or 3.0?

Maybe giving monks the high BAB would be enough, as they dont have proficiency with other things like swords, axes, etc. I certainly wouldnt play my monk and waste a feat to be able to use a sword. Especially at higher level when unarmed attacks start to do more damage.

I dont think classes have to stay tied to the d6 hit die get low BAB, d8 hit die get mid BAB, d10 get high BAB. If that is a big sticking point, then simply give a monk a +1 to hit bonus every 3 levels or something. I just think a monk should be a better combatant than a cleric.


I have always hated the entire level drain scenario with a passion. To me it is absolutely ludicrous that a level 10 character could lose weeks (or months) basically of play time and exp simply from getting hit by a vampire. I just dont see how a vampire attack would make you "forget" how to use a sword as well as you could, or "forget" how to cast those shiny new spells that you just learned.

I admit that you want to impart some fear/respect for these monsters, and certainly dont want to be in the mode where your group pops our ressurections like from a pez dispenser.

I have always preferred a more intermediate aspect. Impose some minor negatives that stack the more you get hit/affected by these undead. But at least allow them to fade over time. Maybe -1 to hit and -1 damage per time hit by the undead that faded by 1 per day of rest. Or possibly where the level drain was actually a special attack that could only be used when the char was helpless, or in negative hit points or something.


But they dont really have their own niche. Especially at high level. Compare them with a Rogue for example. Monk BAB is far behind, so they cant reliably dish out damage. A rogue gets around that with huge backstab damage. Monk skill points are behind, go they dont have the skills. If a Rogue cant jump into combat, they can fall back on trapfinding, search, disable device, use magic device, etc.

People are complaining about Paladins and their abilities, to me the monk fits in the same boat. The monk fluff skills just dont make that much a difference. Obviously we havent seen what they will come out with for monks in Release 3, so all this may be preliminary. But since this is a suggestion forum, it is probably an appropriate place for it :)

A monk seems to need more than fluff or flavor to make it a viable class. I have actually started playing a monk in a 3e campaign. I am not wanting them to be godly characters, I just dont want to play one to 10th or 20th level and find out they are basically worthless.


Most of the monk abilities get somewhat relegated to fluff at higher levels. It is then that the BAB penalty they take really hammers them. Slow fall 20ft? Big deal. Improved Trip? Bah. Flurry of blows is nice, but with a lower BAB it is less effective.

If you only give them the BAB increase with monk weapons or unarmed, you are not giving them a huge advantage. They cant exactly pick up that vorpal sword and use it as well as the fighter.

The movement I always enjoyed because it seemed to fit their role of a fast, lightly armored combatant.


I dont even think they need the D10 hit dice. They are not really designed to be the "tank" type class. But yeah i really cannot stand that they get the mid range BAB. It just really seems to gimp them, certainly at higher levels.

I would be a huge fan of just giving them full BAB, possibly even just unarmed or with monk special weapons.