
Tectorman |

Timeless Body, Tongue of the Sun and Moon, Abundant Step, Flurry of Blows as opposed to the Decisive Strike or the Flailing Strikes, Slow Fall. Pathfinder has added a bit of flexibility to the Monk class by allowing more feats and more choices, but I don’t think it’s enough. I didn’t read nearly so many complaints about the Monk’s feats as I did about the useless, tasteless, what’s-the-point-of-this-being-here class abilities. I mean, there’s only one thing the Monk’s class abilities synergize into and that’s surviving until he can run away and live to tell the tale (except Charisma is a dump stat, so they still can’t “tell the tale”).
Let me put it this way. Resistance to enchantment. Evasion and Improved Evasion. An AC bonus. A d8 HD. Immunity to poison and disease. The ability to heal himself. Spell Resistance. All good saves. These all synergize into being able to survive an attack (except the Monk really has no mechanic to compel the bad guys into attacking him other than that they don’t know to leave him alone by virtue of his being a Monk, so this isn’t exactly helpful). And then, we have Fast Movement. Dimension Door. Etherealness. These synergize for the goal of getting the Monk out of dodge. Now, in a single player game, this is fine, but in a team game, this doesn’t cut it. The ability for this one character to escape while everyone else dies is not a good design goal.
Now, I second the suggestion made in another thread about giving the Monk spells. A good number of his class features are spells anyway (except they’re gained far later than anyone else who’s gaining spells). As a reference, you can consider the Kundala from the Book of Erotic Fantasy (and no, there’s nothing inherently erotic about the class, either). That way, if the Monk ends up with an alphabet soup of class features, that’s because the player made it that way (but if we go with Wisdom-based spells (i.e., Divine spellcasting), then he can always change his mind the next day).
Or how about the Mantra Monk by Tim Martin found at:
http://www.enworld.org/forum/showthread.php?t=171841
If you want to, you can create a Monk with all the class abilities that the 3.5 Monk has. However, if you can’t see the situation arising when you need to be able to descend safely and have a convenient wall next to you, then you need not be stuck with Slow Fall. If you already know a lot of languages or are a member of a group where someone has already, many levels ago, learned all the languages that exist, then you need not be stuck with Tongue of the Sun and Moon. Heck, if you’d rather be able to move normally on difficult surfaces like walls and water than be able to move fast on normal surfaces, then you need not be stuck with Fast Movement. The current Monk pigeonholes a lot of people who just want to play a mystical unarmed fighter into a class where the class abilities don’t synergize into anything recognizable or helpful in a party game or otherwise make sense as to why they’re there. Even if you don’t go the route of the Mantra Monk, please make more of his class abilities optional, interchangeable, and different