
KaeYoss |

Bunch of random thoughts and observations:
Let's say that if they use a monk weapon, they get to add the unarmed damage of a monk 4 levels lower than their monk level to the damage on top of weapon damage. This would not work below level 5. I'm not sure whether that extra damage should be multiplied if you score a crit.
Alternately, the extra damage could be the unarmed damage of a monk one size category smaller.
You could even split it in two:
- Have unarmed strikes with the improved unarmed strike feat deal 1d6 damage (1d4 for small characters) in addition to the normal benefits. (Since all monks get this feat, they'd benefit from it)
- Starting at level 4, grant monks a extra damage dice with unarmed attacks and attacks with monk weapons. This damage would be 1d4, and would increase one die type every 4 levels (1d6 at 8th, 1d8 at 12th, 1d10 at 16, and 1d12 or 2d6 at 20). Again, not sure whether those extra dice should be multiplied with a crit, but I'm leaning towards it.

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Wholeness of body could be brought into line with other healing abilities, i.e. lay on hands from the paladin update: Heal 1d6 for every two levels by using up two ki points. Beyond that, I think abilities like scaling sheer walls, walking on water (and maybe even air for short times), and maybe even walking up the wall could be good extra abilities, whether tied to ki or not.
Your two points mentioned above are two proud nails of mine. Especially the latter. Ki points is something that should really be developed further. Limited, 1 round/ki point abilities would make this class fun as hell to play just because it is so different. How about: walking on water 1 pt air 2 pts, lava 3 pts/minute. Also perhaps burn 1 ki point to mimic a lvl 0 cleric spell, 2 points for a lvl 1 and 3 for a lvl 2. Just some ideas for people to ponder.