New Monk Band-Aid on Sucking Chest Wound


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Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Squirrelloid wrote:


So ultimately, the problem is that in a party of 4 the monk is replacing someone from the iconic party. Its clearly not the arcane caster or the divine caster. Its by design not the front line combatant. This means they have to compete with the rogue for role and player attention.

The rogue's combat role is notably DPS machine when in the right place. The Monk *does not* replace this. I'll need to take a closer look at what the new monk does do, but it should theoretically be as attractive as dropping multiple +Nd6 attacks per round. It shouldn't necessarily (or even preferably) be damage, but it needs to do something awesome while its running around back there.

*Goes off to look at the monk more closely*

The Monk in all it's incarnations was never intended to be one of the "Fantastic Four". However, it's seldom that I've ever been in a player group with as few as four players and as the number of players goes into the 5 and 6 range, you get a lot more flexibility in how you can fill the roles out. Even with the lesser BAB in the past, Monks were devastasting in the hands of the right player with the right party group. I do see perhaps a bit of a nerf in tying the monk's flurry ability to the ki pool. In this game if he flurries every fight, he's going to exhaust that ki pool very quickly and not have any juice for the other tricks that draw upon it.

Scarab Sages

Jason Bulmahn wrote:

Because I like Rathendar more... :-P

Sorry, I must have missed that from earlier. I am not 100% sold on the idea just yet, but I have some ideas brewing. I am going to let them ferment a bit before posting them though.

Jason Bulmahn
Lead Designer
Paizo Publishing

I have always house-ruled that a monk could buy a pair of leather gloves, or "special" hand wraps and could enchant them. It always made sense to me. Sure, they have to be special hand wraps, not some random piece of cloth, but the idea still remains sound.

I do stand with Jason on the idea of what monks are for and what role they play. I have never had a problem with monks in my games being useless or sub-par. I think the new ki pool is fantastic.

All that said, (and using my play test last night (short 3hrs but still a simple play test of new classes)) I do think that monks should get more abilities to use the ki pool for. Elemental damage and +hit bonus come to mind. Now i'm not trying to turn it into dragon ball z or something... (personally i don't like DBZ at all) but the idea of focusing ones ki into elemental damage comes to mind from alot of movies... Lost Empire and The Dark Kingdom off the top of my head.

I do like the new monk and will play more with it. Same goes for the other new classes. But i do think adding unarmed damage to monk weapons, and possible new ki abilities would help a little bit. At least if we want to make the monk do similar damage to the rogue.

Scarab Sages

Squirrelloid wrote:
Rathendar wrote:
Squirrelloid wrote:
Gurubabaramalamaswami wrote:
Kelvin273 wrote:
So where's the monk's equivalent to sneak attack?
It's called "flurry of blows" and an escalating damage die.

Whereas Rogues go TWF and get more attacks which deal more damage per hit and can get dex to hit (*and* go potion thrower for *ranged touch attacks*).

Flurry of Blows << SA

Seriously, Monks need a good array of disabling attacks. And by good I mean comparable to wizard spells available at their level in terms of the amount of disabling. Because they aren't damage machines, and debuffing is the only way they could possibly justify their existence otherwise.

If the monk will be doing damage and inflicting a disabling/debuff effect then i think they should not be up on par with the wizards spells/effects, as the wizard's disables don't have a damage component included typically.

I am however in agreement that it is a nice idea/concept and am curious to see what types of things can be worked up as ideas/thinktank after a week or so when the alpha 3 has had some time to percolate and settle in the minds of the large numbers of creative people i have seen frequenting these boards.

I'll try my own hand at it, if mothman doesn't beat me to the ideas i come up with first ;)

But the wizard is doing them to a room full of people, the Monk has to hit the guy first, and then its *just one guy*. The trivial amount of damage the monk happens to deal doesn't make up that difference.

I'll probably do something with it myself - man i'm never going to finish working over the Barbarian...

But a monk can do it to 400 individuals a day, and a wizard can't...a wizard isn't supposed to sling his ultra powerful spells every round of combat...


Xaaon of Xen'Drik wrote:


But a monk can do it to 400 individuals a day, and a wizard can't...a wizard isn't supposed to sling his ultra powerful spells every round of combat...

What about special abilities that use the ki mechanics wasn't especially clear with how I have been presenting this? With how few ki Monks get, they aren't doing anything to 400 people per day that involves ki expenditure.

You could have, of course, clicked the handy link to my version of a monk redesign a few posts back and see what I meant, rather than assume things I never claimed. I suppose that would be expecting too much, right?


Jason Bulmahn wrote:
Rathendar wrote:

Something i have long wondered/considered, but not actually playtested:

What about allowing the monk to use his 'unarmed strike' damage when using 'special monk weapons'?

It would eliminate the amulet of mighty fists supercost requirement by allowing the monk access to the same priced melee combat boosters as all other classes, plus also get rid of the 'need' to do things like..multiclass to kensai so i can enchant my fist...etc. I think it would allow the monks to get more into the damage dealing level that rogues have because it would allow the stacking of holy, flaming, etc.

Just a thought

Simple and easy to implement. I like it. Thoughts?

Jason Bulmahn
Lead Designer
Paizo Publishing

I very much like this idea, as well as the idea of easy to enchant hand wraps. Together they allow for a monk to be played competitively with or without weapons depending on what they player has in his mind for the character design.

Additionally, I have not seen the armor class issue as mage armor and bracers of armor (along with wisdom and dexterity ability boosting items or spells)usually allow a monk to be one of the highest AC's in our groups as opposed to lowest. Still, to handle this perceived issue, I would suggest that allowing some easily enchanted robes, or a monk belt that would have no base armor but could be enchanted to give the +1 to +5 bonus as well as the other various bonuses like "death ward" would be very helpful.

Using the hand wraps and robes or belts is superior to just allowing the monk to have his body enhanced through magic item creation feats because this way he can find these items in the dungeon just like everyone else.

Finally, if the armor class is still seen as an issue I would suggest allowing the monk to operate freely in light armor at 10th level or something like that.


I'm not sure where (i'm thinking magic item compendium) there was a kama that let you use your unarmed strike damage, that was REALLY nifty.

But back on topic (i think?) I LOOOOOOOOOVE the idea of enchanted hand wrappings or perhaps fingerless gloves or something like that.

Heck in whatever form they take (probably hand wrappings) it takes like one or two lines of text to say that they can take the shape of gloves too and whatnot.


SarNati wrote:


All that said, (and using my play test last night (short 3hrs but still a simple play test of new classes)) I do think that monks should get more abilities to use the ki pool for. Elemental damage and +hit bonus come to mind. Now i'm not trying to turn it into dragon ball z or something... (personally i don't like DBZ at all) but the idea of focusing ones ki into elemental damage comes to mind from alot of movies... Lost Empire and The Dark Kingdom off the top of my head.

I think I like this option a lot more than lots of enchanted items, be they wraps or monk weapons. Calling on your inner strengths, your ki, is much more in line with the "feel" of a monk then running around with enchanted ace bandage wraps :)


LazarX wrote:
Squirrelloid wrote:


So ultimately, the problem is that in a party of 4 the monk is replacing someone from the iconic party. Its clearly not the arcane caster or the divine caster. Its by design not the front line combatant. This means they have to compete with the rogue for role and player attention.

The rogue's combat role is notably DPS machine when in the right place. The Monk *does not* replace this. I'll need to take a closer look at what the new monk does do, but it should theoretically be as attractive as dropping multiple +Nd6 attacks per round. It shouldn't necessarily (or even preferably) be damage, but it needs to do something awesome while its running around back there.

*Goes off to look at the monk more closely*

The Monk in all it's incarnations was never intended to be one of the "Fantastic Four". However, it's seldom that I've ever been in a player group with as few as four players and as the number of players goes into the 5 and 6 range, you get a lot more flexibility in how you can fill the roles out. Even with the lesser BAB in the past, Monks were devastasting in the hands of the right player with the right party group. I do see perhaps a bit of a nerf in tying the monk's flurry ability to the ki pool. In this game if he flurries every fight, he's going to exhaust that ki pool very quickly and not have any juice for the other tricks that draw upon it.

Then its not intended to be played. The game typically gets played with parties as few as 3 people. If any class doesn't fit in there then that class isn't measuring up - which means that anyone playing that class is choosing to gimp themself, and that's poor design. Just because you haven't played with less than 5 or 6 doesn't mean it doesn't happen frequently. Nor does it mean the Monk shouldn't be expected to pull its weight if in a party of 4.

(And I fail to see how monks could ever have been devastating except perhaps to mooks 6 or more CR below their level).


Farthing wrote:
SarNati wrote:


All that said, (and using my play test last night (short 3hrs but still a simple play test of new classes)) I do think that monks should get more abilities to use the ki pool for. Elemental damage and +hit bonus come to mind. Now i'm not trying to turn it into dragon ball z or something... (personally i don't like DBZ at all) but the idea of focusing ones ki into elemental damage comes to mind from alot of movies... Lost Empire and The Dark Kingdom off the top of my head.

I think I like this option a lot more than lots of enchanted items, be they wraps or monk weapons. Calling on your inner strengths, your ki, is much more in line with the "feel" of a monk then running around with enchanted ace bandage wraps :)

You could also think of it as that you are using the gloves/wrappings as somewhat of a foci for your ki and inner concentration to help better guide your attacks.

Though not the best example, many anime things have examples of items that concentrate an energy into a single focal point.

Scarab Sages

Keldarth wrote:
PeteZero wrote:
I really like the monk and what's been done to it, just a suggestion for the bonus feat for monks to add Vital Strike at 10th or 14th level to the list and improved Vital Strike at 14th or 18th level. Gives a nice extra option to the class.
Well, there's nothing that stop monks of selecting those feats when they meet the prerequisites, and indeed they are excellent for upgrading those flurry of blows that so many times are (imho) misjudged as "miss more often".

As was pointed out earlier, Improved Vital Strike has a requirment of +16BAB, that means no single class monk can ever attain it.


Fox_Reeveheart wrote:


You could also think of it as that you are using the gloves/wrappings as somewhat of a foci for your ki and inner concentration to help better guide your attacks.

Though not the best example, many anime things have examples of items that concentrate an energy into a single focal point.

That's a good point. I hadn't thought of that. I just would hate to see armies of monks running around with robes of harmonious bliss, wrappings of butt-kicking, and amulets of superfly. ;)

Scarab Sages

I have an idea that would really bring the monk's unarmed attacks in line with the rogue's.

Level 4: unarmed attacks have critical threat range of 19-20.

Level 8: unarmed attacks have critical multiplier increased to x3.

Level 12:unarmed attacks have critical threat range of 18-20.

Level 16:unarmed attacks have critical multiplier increased to x4.

Level 20:unarmed attacks have critical threat range of 17-20.

Just as an aside, I always have been bugged by "ki", as monks have always been more "kung fu" than "karate" and in Kung fu it's "qi".

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Squirrelloid wrote:


Then its not intended to be played. The game typically gets played with parties as few as 3 people. If any class doesn't fit in there then that class isn't measuring up - which means that anyone playing that class is choosing to gimp themself, and that's poor design. Just because you haven't played with less than 5 or 6 doesn't mean it doesn't happen frequently. Nor does it mean the Monk shouldn't be expected to pull its weight if in a party of 4.

(And I fail to see how monks could ever have been devastating except perhaps to mooks 6 or more CR below their level).

When you play with fewer than 4 characters you always have to make harder choices. Do you take a Fighter over a Ranger when the other choices already taken are wizard and cleric? Or do you take a rogue and dump one of the other two? Or does someone play more than one character?

Would you take a Sorcerer who is essentially a one trick pony over a Wizard who can configure herself every day to meet different situations? My typical experience is that around here home campaigns frequently balloon to 6 players or more. Some of these classes are simply fifth wheel classes and they always have been. Bard and Monk are two of these that have always come to mind as being in the fifth wheel category along with Sorcerer to a lesser degree. (especially compared to warmage if all you want is a blaster) but that's an inherent nature of the game that Pathfinder derives from.

As far as Monks I remember one with a lawful flaming quarterstaff at around 12th level or so who was pretty damm effective, especially at sneaking and blindfighting. Darkness spells were his friend and his enemies bane. A lof of how effective a class is what you bring into it, but also much is how campaigns are designed. Store bought modules don't have flexibility, but if you're building a home campaign, you should build it around the characters your players want to bring to the table. Any class can feel like a fish out of water if being played in a campaign where he or she is simply not suited. (like a low int fighter in a heavy politics campaign for example)


Just because someone is a 5th or even 6th player, it doesn't mean their class should suck. All the classes should be good. Currently that isn't even close to the case.


Jason Bulmahn wrote:

So,

I think we are starting to see what I felt has been the problem with the monk all along, the fact that they cannot really gain the same kind of bonuses to their unarmed strikes as others can with their weapons without paying a ridiculous cost.

I have been working on a way for them to do this, that is, apply weapon enhancements (such as +1 and flaming) to their fists at a reasonable price. The tripping point was not the idea, but the in game implementation. I thought of some sort of hand wrapping, rings, or maybe bracers, but these are really going off the beaten path, as they are not, in and of themselves, weapons.

I am hoping to get something like this into the Beta. Thoughts?

Jason Bulmahn
Lead Designer
Paizo Publishing

Apologies in advance if I missed this suggestion alsewhere in the thread, but there was a solution created for this in Magic of Faerun - Bracers of Striking. Why not just make a Pathfinder version of that item? It allows the monk to keep his unarmed damage, but allows him to add weapon special abilities to his unarmed strikes.

The only problem is that you could not, as written, add an enhancement bonus to them. But if you take the idea in Arms & Equipment Guide about putting armor special abilities into Bracers of Armor and "flip" it....that would work and be balanced against other traditional weapon-wielders.

Obviously, this would have to be done without violating copyright, since neither of those books are OGL I think (I may be wrong about Arms & Equipment). But it's possible...

Just my humble 2cp! :)

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"


I started This Thread here, separately from the main thread because it was branching off a bit, but because the discussion went back to weapons...

Maybe the key to making the Monk feel /right/ and work better with other classes, have more 'oomph' is to focus on his/her weapons.

Sovereign Court

1) I agree that a monk should be a mobility specialist. Which makes me wonder why the hell it has special abilities that are good at dropping him into danger and then ending his turn.

2) I think a monk should be the special ops guy. A "melee debuffer" as someone put it. He should be able to punch you and daze you, or stagger you, or temporarily blind you. A monk should be able to nerve punch you and reduce your number of attacks, or your movement. He should ABSOLUTELY have insane bonuses to CMB. He should be grappling, and tripping, and bull rushing, and anything else crazy you can think of.

3) I agree that the monk weapon list should be expanded. However, I'm wondering why the monk can't get an "item creation feat" that lets him enchant his own unarmed strikes. His fists are already being treated as magic weapons, or adamantine weapons, or the other one, already. He undergoes lengthy meditation and journeys to mysterious hidden masters, pays his gold and his time, and suddenly his ki lets him have flaming fists, or the ability to punch ghosts, or whatever. One extra feat (or, really, class ability?) that does an end-run around the manufactured items limitation, and it's done.

4) I know from personal experience DMing a monk that Flurry of Blows as written just means the monk gets to miss more.
4A) Would it be a sensible solution to just let the monk start with two attacks at level 1, adding an attack every 4 (6?) levels, and just keeping the flat 3/4 BAB progression?
4B) or would it be more sensible to make Flurry of Blows a ki power with one extra attack per X ki spent and no BAB penalty?
4C) or even make Flurry of Blows a Combat Maneuver, with an extra attack with a successful CM roll, and an additional one on top of that for every 5 he beat the DC?


While I'm thinking about it - does anyone else find it weird that Half-Orcs and Dwarves (in that order) make the best Monks?


Is it important that the ehnacement come from something removable like gloves, etc., or would it be okay for a monk to get some sort of magical tattoo that would add an enhancement to their unarmed attacks? I haven't really thought through balance issues, so it may be a dumb idea, but I thought I would throw it out there.

Scarab Sages

Playtesting feedback (from last night):
Mods applied to Pathfinder Alpha 3:
-Monk proficient in all simple weapons (monk special weapons are, as noted, simply simple weapons from the Asian milieu, and I have a personal gripe about confining the monk to the chopsocky genre)
-Improved Unarmed Strike is the foundation of monk unarmed combat
-Damage enhancement applies to monk use of any weapon with which the monk class is proficient (as opposed to increasing only unarmed damage)
-Ki focus ritual ability added at level 6, allowing monk to meditate, sacrifice XP and spend GP on ritual materials like creating a magic item, to create wrappings that can be applied to any monk-proficient weapon (including unarmed) and accomplish enhancement equivalent to any weapon enhancement for that monk only
-Flurry of Blows as a standard attack at double ki pool cost
-Improved Vital Strike Feat Tree available to monk without meeting BAB prerequisites
-Wisdom mod to apply to BAB and Damage with monk proficient weapons

Result:
Pure multicultural butt-kicking bliss for my three monk characters in the playtest. They adventured in a party with a fighter, wizard, and paladin and thoroughly contributed at our 10th, 15th and 20th level playtest combats.

The 'can't fly' problem was minimal at higher levels due to the application of magic items that the players purchased as flight became more of an issue; monks don't have to be broke.

Note:
No multiclassing or prestige classing applied, all human race only.
Opponents were a Giant, a Dragon, and an undead in each case.
I anticipate that the monk would be much more lethal and potentially unbalancing against a humanoid character of equivalent level (all those combat abilities work best against PC types, after all).

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Squirrelloid wrote:
While I'm thinking about it - does anyone else find it weird that Half-Orcs and Dwarves (in that order) make the best Monks?

Given that you're talking about races that epitomize toughness and discipline, more so than Humans (and far more so than any of the other races), I find not only not weird but very appropriate. Hey, in Eberron, the most accomplished Druids are Orcs! I see both as far more appropriate than Elves.

And remember due to thier stat flexibility, Humans and Half Elves can match the best at anything.


@Matt Bromund - those are some substantial changes seemed designed to make the monk a damage dealer.

I'm curious about what the wizard was doing as well. As in spell load. Because i usually find 17+ level becomes virtually unplayable due to casters going to crazytown.

Sovereign Court

Mothman wrote:

Obtuse: not quick or alert in perception, feeling, or intellect; not sensitive or observant; dull.

Jack, I suggest that if your real intention is to debate and get a clearer indication of Jason’s thinking, you might do a lot better if you dropped the insults. Might make you come across as less of a prick too. Win/win.

Thanks Mothman,

I do know what obtuse means but I wasn't using it as an insult. It was just a contraction of "you're not considering all the details". To Jason and anyone else who felt I was being less than cordial I apologize.

JoS.


Other than the problem of not being able to enhance their primary weapon as others, I think the other big problem is that the monk's best offensive feature (flurry of blows) requires sacrificing his primary advantage (his mobility).

I would prefer to see flurry of blows be an attack action that can be used as a standard action, as part of a charge, or in a spring attack.

This would greatly enhance their combat ability by allowing them to maintain their mobility while getting in the extra high-bab attacks that they're known for.

If this seems too powerful perhaps it could be used in this manner but only by expending a number of points from their ki pool.


A couple of whacky suggestions.

1. There are some really interesting d20 Modern martial arts splat books -- it might be useful to steal some ideas from there.

2. Enchanted MuayThai prajioud - armbands.

CJ

Sovereign Court

Jason Bulmahn wrote:


(As an aside, antagonistic thread titles like this one kinda set me off... which might account for some of my earlier defensiveness. My apologies if things were taken that way.)

Heh,

I'm in marketing so I tend to over compensate when I want to catch people's attention. However, it seems to have worked as it has generated some real discussion on the problems and possible fixes for the Monk. I'm especially pleased that people who are better able to illustrate the problems than I am have joined the discussion (Squirrelloid I'm looking at you.)

JoS

The Exchange

Jesse Vindiola wrote:

I always felt the list of 'Monk Weapons' was somewhat silly and redundant. It may be done for game balance but the way I see it the game balance achieved is minimal at best.

The thing is, most 'Monk Weapons' are just Asian versions of pre-existing simple weapons.

Kama=Sickle
Nunchaku=Light Flail
Siangham=Arrow/Dagger (Honestly, really, what is a Siangham but a Dagger that can be used for special Monk Attacks?)

How about instead of going through this extra redundancy, just let the Monk use Simple weapons, then they'd actually be able to use Spears, weapons that actual Shaolin and Wudan Monks (The main inspiration for this class) train with.

It may seem imbalanced but I've seen a Shaolin Monk 'Flurry Of Blows' with a spear in a demonstration before, and it'd get rid of the necessity to have a bunch of extra exotic weapons that are nearly identical to previously existing weapons.

I agree with this. The old Jo and Bo sticks form 1.0 were dropped in favor of Quarterstaff. This seems like a logical extension.


Also, one could always add a new 'weapon' or two that is basically just an enhancement to a monk's unarmed attacks.

Iron Rings about the wrists, a-la Wuxia?

Gauntlets?

Punching Daggers? (Actually make them useful...)

Or introduce some feats that represent a Monk's body hardening, DR before 20th level, adamantine hands, etc?

These are just random ideas, not nearly as focused as the weapon idea.

Sovereign Court

Jason Bulmahn wrote:

So,

I think we are starting to see what I felt has been the problem with the monk all along, the fact that they cannot really gain the same kind of bonuses to their unarmed strikes as others can with their weapons without paying a ridiculous cost.

I have been working on a way for them to do this, that is, apply weapon enhancements (such as +1 and flaming) to their fists at a reasonable price. The tripping point was not the idea, but the in game implementation. I thought of some sort of hand wrapping, rings, or maybe bracers, but these are really going off the beaten path, as they are not, in and of themselves, weapons.

I am hoping to get something like this into the Beta. Thoughts?

Jason Bulmahn
Lead Designer
Paizo Publishing

Well,

I don't like that correcting the BAB is simply off the table but that will have to be my private burning coal to swallow. Allowing the Monk access to the weapon and armor enchantments that every other class enjoys is one step towards parity.

However, to compare the Monk with the Rogue as you seem to be doing something must done to compensate for the fact that a rogues primary stat is Dex (a heavy combat influencing stat) and a Monk's is Wisdom (heavily NOT a combat influencing stat.) Allow the Monk to add their Wis mod. to to-hit rolls (but not to damage as that is already accommodated for.) This greatly reduces the Monk's dependency on multiple attributes and allows them to compete at the same level as the Rogue in combat.

Something else that should be looked at however is the Monk's secondary role. Clerics and Rogues have a lower BAB because they have auxiliary roles in the party structure. A cleric heals, a rogue has all it's trapfinding and subterfuge abilities, a monk.... What does a monk do outside of a fight? Are they the party courier? All that speed must be useful for something.

JoS

The Exchange

The Ki pool can be central in offsetting most of these concerns. It functions strucuturally in the same way the barbarian's rage pool does in that it adds flexibility.

I would tweak the mechanic slightly and develop a pallette of design options that make sense. This forum might be a good place for suggestions as to potential powers.

While playing LG, one of the most effective party's I ever DMed involved a grappling half-orc monk and a group of halflings who all had thief levels. The monk snagged a target, grappled and made it flat-footed. The halflings all attacked gaining their sneak.

A grappling monk is very durable by comparison to the "puncher."

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Squirrelloid wrote:

@Matt Bromund - those are some substantial changes seemed designed to make the monk a damage dealer.

I'm curious about what the wizard was doing as well. As in spell load. Because i usually find 17+ level becomes virtually unplayable due to casters going to crazytown.

That's an inherent flaw of 3.5 and earlier. And I doubt it's fixable in any system that's going to remain close to it.


cappadocius wrote:


1) I agree that a monk should be a mobility specialist. Which makes me wonder why the hell it has special abilities that are good at dropping him into danger and then ending his turn.

2) I think a monk should be the special ops guy. A "melee debuffer" as someone put it. He should be able to punch you and daze you, or stagger you, or temporarily blind you. A monk should be able to nerve punch you and reduce your number of attacks, or your movement. He should ABSOLUTELY have insane bonuses to CMB. He should be grappling, and tripping, and bull rushing, and anything else crazy you can think of.

3) I agree that the monk weapon list should be expanded. However, I'm wondering why the monk can't get an "item creation feat" that lets him enchant his own unarmed strikes. His fists are already being treated as magic weapons, or adamantine weapons, or the other one, already. He undergoes lengthy meditation and journeys to mysterious hidden masters, pays his gold and his time, and suddenly his ki lets him have flaming fists, or the ability to punch ghosts, or whatever. One extra feat (or, really, class ability?) that does an end-run around the manufactured items limitation, and it's done.

4) I know from personal experience DMing a monk that Flurry of Blows as written just means the monk gets to miss more.
4A) Would it be a sensible solution to just let the monk start with two attacks at level 1, adding an attack every 4 (6?) levels, and just keeping the flat 3/4 BAB progression?
4B) or would it be more sensible to make Flurry of Blows a ki power with one extra attack per X ki spent and no BAB penalty?
4C) or even make Flurry of Blows a Combat Maneuver, with an extra attack with a successful CM roll, and an additional one on top of that for every 5 he beat the DC?

I would like to see a bigger bonus to CMB as well as I stated in my earlier post, I'm just not sure how much. I suggested +1 per 3 levels starting at 6, but I'm not sure if that's too high.

Take a monk with a starting dex of fifteen and extend him to 12th level giving him his stat adjustments to dex and give him Agile Maneuvers and Improved disarm, and unarmed strike (1 ability, 1 bonus feat, 1 character feat used). Also lets assume he's managed to get a +2 dex belt somewhere along the way. He's got about a 35% chance of disarming a fighter of the same level with similar gear and stats (str). The monk doesn't take the -4 penalty for being unarmed during disarming, and won't knock the weapon out of your hand but take it.

If you add +3 to that assuming he should have a higher CMB bonus (under what I have stated) He would have about a 50% chance to disarm the fighter. If your a player that's great. If your DM is using monks as an enemy that sucks to be a fighter with a shiny new longsword.

Worse yet, the monk has 70ft of movement at that level. Hope the battle isn't near a cliff, a river, lava, etc...because your weapon is lost the next round (at the very least for the fight). Can you disarm while using spring attack? Given this monk has high dex he will probably have a decent steath skill and good initiative. On an ambush, could you run 30ft, disarm, then flee 40 ft ditching the weapon the begining of the next round?

I think there should be a bonus, but perhaps not a constant one. I think the Ki pool would be a grand solution for this if the monk is to have a better CMB. How about a bonus to CMB for spending a point of Ki? It would at least give some kind of cost for the action of jacking your CMB up and would make the monk pretty effective.

I also think there should be a CMB penalty tied to being flat-footed, but that's another thread. :)


Jesse Vindiola wrote:

Also, one could always add a new 'weapon' or two that is basically just an enhancement to a monk's unarmed attacks.

Iron Rings about the wrists, a-la Wuxia?

Gauntlets?

Punching Daggers? (Actually make them useful...)

Or introduce some feats that represent a Monk's body hardening, DR before 20th level, adamantine hands, etc?

These are just random ideas, not nearly as focused as the weapon idea.

Ok, there's been a ridiculous amount of talk on making monk's able to get an enhancement bonus to attacks somehow. It should happen for parity reasons, but its *not enough*, not nearly enough. And there's no point doing it to death like this for the relatively small difference it would make (monks go from useless->mostly useless). We all agree, lets move on with our lives and talk about some more important issues.

Monks need a credible offense. Being able to hit is just part of it - they need to do something cool when they hit. It could be massive damage, but the game *does that* already (Rogue, tries with Barbarian). There's no reason to make the Monk a complete Rogue clone or a Barbarian clone. And Monk unarmed damage isn't up to the job - at level 20 that 2d10 averages 11 damage... it really isn't that exciting. And when the Monk is looking at a likely 20 Str (14 starting + 6 enhancement), his damage output per hit is on par with a 5th level barbarian, and he hits less often per attack.

At which point we really need to be looking elsewhere for an offense. I've proposed debuffer. Earlier I linked a thread showcasing a possible revision (that also fixed some annoying or silly aspects of the current version). This lets the monk apply level-appropriate debilitating conditions on his opponents when he does hit, and my proposed version lets him do so even while moving and attacking allowing the monk to actually use his mobility to do something.

Ultimately, this is what the discussion should be about - what the monk should be doing offensively. It would be a far more productive discussion if we tried to figure that out. I've thrown my idea out there. There has also been a proposal to allow the Vital Strike feat tree earlier for monks, but this just makes the Monk another DPS machine in a game that already has one, which isn't interesting in my opinion.

So, alternate ideas for a monk offense? Preferences for those ideas already mentioned? Lets take this thread in a useful direction and stop flogging a point everyone seems to agree on.


LazarX wrote:
Squirrelloid wrote:

@Matt Bromund - those are some substantial changes seemed designed to make the monk a damage dealer.

I'm curious about what the wizard was doing as well. As in spell load. Because i usually find 17+ level becomes virtually unplayable due to casters going to crazytown.

That's an inherent flaw of 3.5 and earlier. And I doubt it's fixable in any system that's going to remain close to it.

He was just claiming that the Monk performed admirably in a *level 20* playtest that involved a wizard. Which really makes me curious what the wizard was doing that entire time.


Jason Bulmahn wrote:
Rathendar wrote:

Something i have long wondered/considered, but not actually playtested:

What about allowing the monk to use his 'unarmed strike' damage when using 'special monk weapons'?

It would eliminate the amulet of mighty fists supercost requirement by allowing the monk access to the same priced melee combat boosters as all other classes, plus also get rid of the 'need' to do things like..multiclass to kensai so i can enchant my fist...etc. I think it would allow the monks to get more into the damage dealing level that rogues have because it would allow the stacking of holy, flaming, etc.

Just a thought

Simple and easy to implement. I like it. Thoughts?

Jason Bulmahn
Lead Designer
Paizo Publishing

I fully support this change, in fact I made a set martial artist classes that implemented this for the Avatar D20 project on the GiantitP forums. Let me dig it out...as a disclaimer, this class was built as part of a set to completely replace all fighter-types and thus used full BAB as well as up the power to that of lower-end casters. Also note that while an AC bonus is not included the Defense Bonus variant from the SRD was used and the Wind Warrior had the "C" tier progression.

Spoiler:

Wind Warrior
BAB: good
Good Saves: Fort and Ref
1st - Unarmed Strike, Ki pool, AC Bonus, Flurry of Blows
2nd - Weapon Strike, Bonus Feat, Acrobatics, Evasion
3rd - Bonus Feat, Fast Movement, Swift Step
4th - Uncanny Dodge, Unarmed Damage Increase
5th - Sway in the Wind (+2)
6th - Bonus Feat, Fury of the Wind
7th - Improved Flurry of Blows
8th - Improved Uncanny Dodge, Unarmed Damage Increase
9th - Fast Movement
10th- Lift of the Gale, Improved Evasion
11th- Improved Swift Step
12th- Improved Swift Step
13th- -
14th- Greater Flurry of Blows
15th- Fast Movement
16th- Unarmed Damage Increase
17th- Sway in the Wind (immediate action)
18th- Fast Movement
19th- Greater Swift Step
20th- Master of the Breeze, Sway in the Wind (+6)

Weapon and Armor Proficiency: Wind Warriors are proficient with the Quarterstaff, War Fan, Light Crossbow, Javelin, Spear, Longspear, and Short Spear as well as her unarmed strikes. Wind Warriors are not proficient in any armor or shields.

Unarmed Strike: A Wind Warrior gains Improved Unarmed Strike as a bonus feat and deals 1d4 damage when using an unarmed strike (for a medium creature). All style levels stack to determine when unarmed damage increases. The increases are as follows: 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 3d6. The damage does not increase passed 3d6.

AC Bonus: While a Wind Warrior is wearing no more than light armor and have no more than light encumbrance, she may add your wisdom modifier to AC. This bonus applies to both touch and flat-footed AC. Additionally, a Wind Warrior gains a defense bonus that increases her AC. These bonuses stack.

Ki Pool: A Wind Warrior has a Ki pool with a number of points equal to 1/2 her class level plus her wisdom modifier. These points can be spent each encounter to execute a technique and are refreshed after every encounter.

Flurry of Blows: Whenever a Wind Warrior makes a standard action attack, she may make one extra attack at a -5 penalty. Whenever a Wind Warrior makes a full-round attack, she may make an extra attack at a -2 penalty. A Wind Warrior must expend 1 Ki point to use this ability.

Acrobatics: A Wind Warrior may add her wisdom modifier as a bonus to all tumble, jump, and balance checks

Evasion: A Wind Warrior gains evasion as the Rogue ability.

Weapon Strike: A Wind Warrior may deal damage with a class weapon equal to her unarmed strike damage. Additionally, a Wind Warrior may take fighter-only feats as if she had fighter level equal to her Wind Warrior levels.

Fast Movement: A Wind Warrior moves as fast as the wind to stay out of harm's way. A Wind Warrior gains a +10ft bonus to her base land speed. This bonus increase to +20ft 9th level, +30ft at 15th level and +40ft at 18th level.

Swift Step: A Wind Warrior can expend 1 Ki point to instantly take a 5 foot step that provokes an attack of opportunity. This ability may be used as an immediate action, but not more than once per round.
Sway in the Wind: A Wind Warrior can increase her defenses by moving too fast for others to hit her. By taking a move action, a Wind Warrior may spend a number of Ki points up to her wisdom modifier, granting her a +2 dodge bonus to AC per point spent until the end of her next turn. This bonus increase to +4 at 12th level and +6 at 20th level. At 17th level a Wind Warrior can instead activate this technique by taking an immediate action, though she must take a move action on her next turn to recover.

Fury of the Wind: At the end of a charge, if the Wind Warrior moved at least up to her base land speed, she may make a full-round attack. A Wind Warrior must expend 1 Ki point to use this ability.

Improved Flurry of Blows: The penalty for the extra attack in a standard action is reduced to -2 and the penalty is removed for a full round action. Additionally, you may make one more extra attack at a -5 and -2 on a standard action attack and full-round attack respectively. A Wind Warrior must expend 1 Ki point to use this ability.

Lift of the Gale: A Wind Warrior is always considered to have a running start on all jump checks.

Improved Swift Step: A Wind Warrior can expend 1 Ki point to instantly take up to two 5 foot steps which provoke attacks of opportunity. This ability may be used as an immediate action, but not more than once per round.

Greater Flurry of Blows: The penalty for the first extra attack in a standard action is removed. The penalty of the second extra attack in a standard action is reduced to -2 and removed for a full-round attack. Additionally, you may make one more extra attack at a -5 and -2 on a standard action attack and full-round attack respectively. A Wind Warrior must expend 1 Ki point to use this ability.

Greater Swift Step: A Wind Warrior can expend 1 Ki point to instantly take up to three 5 foot steps which provoke attacks of opportunity. This ability may be used as an immediate action, but not more than once per round.

Master of the Breeze: A Wind Warrior who has mastered her style is a paragon of dexterous and flowing attacks and dodges. A Wind Warrior may resolve her attacks with class weapons and unarmed strikes as touch attacks. A Wind Warrior must spend 1 Ki point per attack to use this ability.


Feel free to steal what you wish.


I hate to be a spoilsport, but I think that for the people who advocate the adding of a ton of exotic weapons that are easily representable by pre-existing 'western' (weapons are almost universal on that list anyways) as exotic and 'monk' weapons is a very, very bad idea.

The less need for Monks to follow crazy rules with weapons that don't apply to anyone else and nobody else can use, the better.

Monks need to feel like more a part of the everyday game, and less a niche class that was thrown in from another setting.

Naginata=Glaive, you can make a light glaive if you really wanted to, but less exotic weapons, please?

Exotic weapons should be things that are hard to use and not regularly found, not farming implements and slightly different shaped swords.

Edit: Let me clarify,

I want to feel that the Monk is part of the Pathfinder setting. That the Monk exists alongside other classes, using weapons that are part of the world, but doing things differently from how a Rogue or Fighter would do them.

I want to avoid the fate the Monk received when 3.0 Plunked them down oh so unceremoniously with a weapon list of things nobody in the game world has ever heard of or pronounced, with a flavor that doesn't even jive with most of the artwork.

Monastaries were plunked down in previously existing settings where they didn't exist, all to find some explanation for these strangers existing somewhere in solitude training and using weapons nobody else knows how to use.

I like the direction the Pathfinder Fluff and art is going, almost into exalted territory, making the Monk feel at home. This is what we need, not more silly exceptions.

Sovereign Court

1 person marked this as a favorite.

IMPORTANT NOTE

What ever form the ability for monks to add weapon and/or armor enhancements takes it should NOT take up a body slot. The Monk should not take a penalty to gain the same bonuses as other classes. Hand wraps should be able to be worn under gloves. Bangles should be able to be worn under (over?) gauntlets.

Someone mentioned that a Monk's unarmed strikes are more than just their hands and that hand wraps wouldn't convey the bonuses to all the body parts. Simply, we just view the "wraps" as a focus that conveys the abilities to the Monk's whole body. Admittedly this may lead to a monk doing +3 vorpal tongue strikes but to me that just sounds like the beginnings of a really neat villain for my campaign.

JoS

Former VP of Finance

The Pathfinder RPG Alpha 3 wrote:


Flurry of Blows

[The monk] may attack with unarmed strikes and special monk
weapons interchangeably as desired. When using weapons
as part of a flurry of blows, a monk applies his full Strength
bonus to his damage rolls for all successful attacks, whether
he wields a weapon in one or both hands. The monk can’t
use any weapon other than a special monk weapon as part
of a flurry of blows.

I don't see that monks need to be able to enchant their fists. The monk has access to enchanted weapons just as anyone else and is fully allowed to use them in his key damage dealing ability.

Yes, flurry of blows completely unarmed has flavor. However, is there not just as much flavor with a monk taking his quarterstaff and smacking a baddie five times in a row with it in quick succession? Or taking a set of rapid stabs with a siangham? And with nunchaku...that's awesome flavor, right there.

Part of the point of the increasing damage of the unarmed strike is to keep up with the increased damage of enchanted weapons. So, enchanted fists may very well be overpowered for the monk's role when compared to the same attacks with enchanted weapons.

So...let's take a lvl 15 monk. He has the choice of using 26d unarmed strike damage or a +5 nunchaku. Let's say that he has the horridly expensive +1 Amulet of Mighty Fists that makes his attacks magical, same as the nunchaku.

So, level 15 monk, flurry of blows, unarmed with amulet vs armed with enchanted weapon

2d6+1 x 5 or 1d6+5 x 5.
Max 65 vs max 55

Note, however, that they are hitting a lot more often with that +5, so they average damage is probably the same or higher than with the unarmed at +1.

If the monk is allowed to enchant his fists at the same rate and cost as a weapon, that turns into:

2d6+5 x 5 vs 1d6+5 x 5.
Max 85 vs max 55

The unarmed attack here is hitting just as often as the enchanted weapon and it's hitting a LOT harder.

So...when you let the monk enchant his fists, there seems to be a balance issue. Of course, I haven't had time to playtest that, but that's my feeling.

Also, this just explained to me why that amulet costs so much. Guess I get to explain that to my monk player now. :)


yea, but wouldn't the averages be 35/40 and 55/40 respectively?

That makes the difference -5 & +15. The unarmed is a smaller average with a lower hit percentage in the first example. Also as I said the wraps wouldn't need to be weapons. They could be wonderous items that effectively give a bonus or an ability like ghost-touch which the monk loses out on with his unarmed...but I suppose he might as well pick up a ghost touch weapon and use it seeing is his damage with a magical weapon will be higher given the same bonus.

I think the best choice would be such an item with a reasonable cost...but of course that's more space in your book which probably gets more into concerns about publishing than I care to step into. :P

Former VP of Finance

David Jackson 60 wrote:

yea, but wouldn't the averages be 35/40 and 55/40 respectively?

That makes the difference -5 & +15. Also as I said the wraps wouldn't need to be weapons. They could be wonderous items that effectively give a bonus or an ability like ghost-touch which the monk loses out on with his unarmed...but I suppose he might as well pick up a ghost touch weapon and use it seeing is his damage with a magical weapon will be higher given the same bonus.

I think the best choice would be such an item with a reasonable cost...but of course that's more space in your book.

So, a +3 amulet and a +5 weapon have about the same price, within a few thousand gold (a small percentage when you're at those levels). The +3 fists will hit a bit less often, but will hit for more.

I think that the amulet versus the weapon is already correctly balanced.

IMHO, no new item, enchant, etc is needed. The current one seems to work well. (Again, with the caveat that I have not playtested this. This is just mathematical, and shooting from the hip.)


I'm not sure if this has been posted in this thread yet or not, but why not let Monks substitute their unarmed damage while using gauntlets and add a special cloth material based gauntlet for flavor?

Thus, a monk could have each hand with different properties. A quarterstaff wielding monk with two different gauntlets is effectively wielding 4 different weapons that can be thrown in each attack of a flurry.

IMarv

Scarab Sages

And of course a Jo Stick is just a club.

I agree all simple melee weapons should be included as monk weapons.


Chris Self wrote:
David Jackson 60 wrote:

yea, but wouldn't the averages be 35/40 and 55/40 respectively?

That makes the difference -5 & +15. Also as I said the wraps wouldn't need to be weapons. They could be wonderous items that effectively give a bonus or an ability like ghost-touch which the monk loses out on with his unarmed...but I suppose he might as well pick up a ghost touch weapon and use it seeing is his damage with a magical weapon will be higher given the same bonus.

I think the best choice would be such an item with a reasonable cost...but of course that's more space in your book.

So, a +3 amulet and a +5 weapon have about the same price, within a few thousand gold (a small percentage when you're at those levels). The +3 fists will hit a bit less often, but will hit for more.

I think that the amulet versus the weapon is already correctly balanced.

IMHO, no new item, enchant, etc is needed. The current one seems to work well. (Again, with the caveat that I have not playtested this. This is just mathematical, and shooting from the hip.)

Yea, I'm more thinking along the lines of those bonuses being put towards something like bane or ghost touch which is what I really want to see out of the wraps idea...that or adjust the amulet to do it (but I like the wraps flavor better than the pimp-medallion :P).

The monk already loses out on some weapon tricks the rest of the party gets...two handing, two weapon, and shield stuff doesn't mesh that well with the monk. I'm not sure what the cost would be but I think something could be hit on that was the right mark.

That or the wraps could only do that...no attack and damage bonus, just an equivalent cost and have the amulet add the attack and damage bonuses. This means 2 slots would be taken up to use them (which I don't really dig, but it would work towards their being a higher cost for the usage).


Not sure if this was fixed or not, as I can't download on this computer, but the old monk's Ki strike (magic) was worded in such a way that a monk could not even try to hit ghosts with his unarmed strike, because they only counted as magic for purposes of DR. Did it get changed to 'counts as a magic weapon for all purposes'?

Also, as a general note, a party of three might find a monk valuable. Since you need a divine caster, and need an arcane caster, but only kinda want a frontliner and a skills guy, the monk is kinda a frontliner and kinda a skills guy at the same time.

Monks around here tend to be pretty good, but folks around here only play monks if they roll godly stats. "Holy cow, those are monk stats!" is an expression that gets thrown around from time to time.

Sovereign Court

Rathendar wrote:
Jason Bulmahn wrote:

So,

I think we are starting to see what I felt has been the problem with the monk all along, the fact that they cannot really gain the same kind of bonuses to their unarmed strikes as others can with their weapons without paying a ridiculous cost.

I have been working on a way for them to do this, that is, apply weapon enhancements (such as +1 and flaming) to their fists at a reasonable price. The tripping point was not the idea, but the in game implementation. I thought of some sort of hand wrapping, rings, or maybe bracers, but these are really going off the beaten path, as they are not, in and of themselves, weapons.

I am hoping to get something like this into the Beta. Thoughts?

Jason Bulmahn
Lead Designer
Paizo Publishing

Something i have long wondered/considered, but not actually playtested:

What about allowing the monk to use his 'unarmed strike' damage when using 'special monk weapons'?

It would eliminate the amulet of mighty fists supercost requirement by allowing the monk access to the same priced melee combat boosters as all other classes, plus also get rid of the 'need' to do things like..multiclass to kensai so i can enchant my fist...etc. I think it would allow the monks to get more into the damage dealing level that rogues have because it would allow the stacking of holy, flaming, etc.

Just a thought

Well, you could reduce the price of amulets of mighty fists, or make bracers, or "monk" gauntlets. You could even give them a permanent +1 enhancement bonus to their natural attacks at every level they gain a new bypass DR/X ability. The unarmed strike damage for monk weapons idea sounds pretty good too. Another thing to consider is that they are not the masters of combat maneuvers. Fighters are still better than them, because fighters will have a higher strength. They need at least a +1 bonus to their CMB every four or five levels on top of the bonuses they already get.


Aren't combat manuevers standard actions now? That kinda hoses the old monk strategy of 'flurry of blows disarm'.

Re: below
I think the Ki pool is too small. I'd prefer monk level + wisdom bonus.

Sovereign Court

I think when reading this thread that people have a misunderstanding of the use of the ki pool. That's just an impression I get, but it seems to me that some people think you have to use a ki point to use a flurry of blows, or to have your fists treated as magic weapons, neither of which is the case. Maybe I'm wrong, but that's the impression I get when I read some of these posts. Ki pool to me works fine and makes sense so I don't understand some peoples gripe with it.

Scarab Sages

Big Fish wrote:

I hate to be a spoilsport, but I think that for the people who advocate the adding of a ton of exotic weapons that are easily representable by pre-existing 'western' (weapons are almost universal on that list anyways) as exotic and 'monk' weapons is a very, very bad idea.

The less need for Monks to follow crazy rules with weapons that don't apply to anyone else and nobody else can use, the better.

Monks need to feel like more a part of the everyday game, and less a niche class that was thrown in from another setting.

Naginata=Glaive, you can make a light glaive if you really wanted to, but less exotic weapons, please?

Exotic weapons should be things that are hard to use and not regularly found, not farming implements and slightly different shaped swords.

Edit: Let me clarify,

I want to feel that the Monk is part of the Pathfinder setting. That the Monk exists alongside other classes, using weapons that are part of the world, but doing things differently from how a Rogue or Fighter would do them.

I want to avoid the fate the Monk received when 3.0 Plunked them down oh so unceremoniously with a weapon list of things nobody in the game world has ever heard of or pronounced, with a flavor that doesn't even jive with most of the artwork.

Monastaries were plunked down in previously existing settings where they didn't exist, all to find some explanation for these strangers existing somewhere in solitude training and using weapons nobody else knows how to use.

I like the direction the Pathfinder Fluff and art is going, almost into exalted territory, making the Monk feel at home. This is what we need, not more silly exceptions.

In Golarion there will be a rich exotic feel. They have already shown us a little in the Pathfinder APs. I'm sorry you hadn't heard of some of the exotic weapons, but I assure you, there was a whole group of us who had indeed heard of those weapons. In addition it wasn't a 3.0 inclusion, there were way more weapons in 1st and 2nd edition.

Dark Archive

Squirrelloid wrote:
Jesse Vindiola wrote:

Also, one could always add a new 'weapon' or two that is basically just an enhancement to a monk's unarmed attacks.

Iron Rings about the wrists, a-la Wuxia?

Gauntlets?

Punching Daggers? (Actually make them useful...)

Or introduce some feats that represent a Monk's body hardening, DR before 20th level, adamantine hands, etc?

These are just random ideas, not nearly as focused as the weapon idea.

Ok, there's been a ridiculous amount of talk on making monk's able to get an enhancement bonus to attacks somehow. It should happen for parity reasons, but its *not enough*, not nearly enough. And there's no point doing it to death like this for the relatively small difference it would make (monks go from useless->mostly useless). We all agree, lets move on with our lives and talk about some more important issues.

Monks need a credible offense. Being able to hit is just part of it - they need to do something cool when they hit. It could be massive damage, but the game *does that* already (Rogue, tries with Barbarian). There's no reason to make the Monk a complete Rogue clone or a Barbarian clone. And Monk unarmed damage isn't up to the job - at level 20 that 2d10 averages 11 damage... it really isn't that exciting. And when the Monk is looking at a likely 20 Str (14 starting + 6 enhancement), his damage output per hit is on par with a 5th level barbarian, and he hits less often per attack.

At which point we really need to be looking elsewhere for an offense. I've proposed debuffer. Earlier I linked a thread showcasing a possible revision (that also fixed some annoying or silly aspects of the current version). This lets the monk apply level-appropriate debilitating conditions on his opponents when he does hit, and my proposed version lets him do so even while moving and attacking allowing the monk to actually use his mobility to do something.

Ultimately, this is what the discussion should be about - what the monk should be doing offensively. It would be...

I wouldn't underestimate how much that enchantment bonus helps. Looking at Alpha 3 and comparing the monks BAB and Monster AC according to Monster Statistics By CR(page 124 of Alpha 3), Monks need those enchantment bonuses to hit. If not, the monk stops being able to hit a enemy reliably around level 7 with it getting worse at the higher levels. Adding the appropriate enchantment at all levels, the monk goes from no chance of hitting to a good chance of hitting. This alleviates monk problem 1, monks never hit enemies.

With that (hopefully) out of the way, we can move on to what should happen when the monk hits the enemy. I agree with you that the monks should be able to debuff or add crippling status effects.(Though I would add the vital strike tree for a DPS option because options never hurt.) As to how to do that, there is probably more than one way, but I would advise as a place to start would be to start with Stunning Fist, and improve its DC(The formula means the DC will always be low.) Then I would move to the feats that are meant for monks to take and improve them like Gorgon's Fist, which needs inflict the dazed status, not the staggered. Both add status effects, and sync well with the other big monk ability, flurry of blows.


BM wrote:

I wouldn't underestimate how much that enchantment bonus helps. Looking at Alpha 3 and comparing the monks BAB and Monster AC according to Monster Statistics By CR(page 124 of Alpha 3), Monks need those enchantment bonuses to hit. If not, the monk stops being able to hit a enemy reliably around level 7 with it getting worse at the higher levels. Adding the appropriate enchantment at all levels, the monk goes from no chance of hitting to a good chance of hitting. This alleviates monk problem 1, monks never hit enemies.

With that (hopefully) out of the way, we can move on to what should happen when the monk hits the enemy. I agree with you that the monks should be able to debuff or add crippling status effects.(Though I would add the vital strike tree for a DPS option because options never hurt.) As to how to do that, there is probably more than one way, but I would advise as a place to start would be to start with Stunning Fist, and improve its DC(The formula means the DC will always be low.) Then I would move to the feats that are meant for monks to take and improve them like Gorgon's Fist, which needs inflict the dazed status, not the staggered. Both add status effects, and sync well with the other big monk ability, flurry of blows.

I'm not disagreeing the enhancement bonus helps. I'm saying we all agree, lets stop flogging it and move on.

I didn't consider Stunning Fist earlier, but i did review all the Pathfinder monk feats much earlier in this thread, and I found Gorgon's Fist lacking because it requires a standard action instead of an attack action. For a class that's supposed to be about mobile striking, this epicly fails.

I also think monks should get a diversity of disabling effects, and class abilities make them a monk schtick as opposed to 'fighters can do it better because they get more feats'. And we can roll things like Quivering Palm into a more general attack mechanic that involves ki point expenditure to force saves for avoiding status conditions. I made a more fleshed out argument for class features over feats earlier in this thread as well.

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