Monk - How to make it better


Classes: Bard, Monk, and Rogue

Dark Archive

Thoughts on the Monk Class
I’ve been looking at the Monk class. I guess since I saw an episode of Doctor Who with some Akashic type monks in it (and an awesome werewolf), and I got to think about why I’ve been cold on the 3E Monk. Not simply from "how good a combatant is he," but also "what makes this archetype better in flavor?"

First, the less radical ideas:

1. A monk is a close combat fighter and should have the Fighter’s Base Attack Bonus. I justify this by pointing out that a fighter can have a better damage at level 1 than a monk, which unarmed strikes can only match by 12th level (Buy a Greatsword at 1st level and your damage is 2d6 with a better critical range. One adventure and you can get armor at 2nd level that offers protection equal to or better than a Monk the same level. But even longswords are slightly better than hands at low levels, and you rarely find a +1 Hand to give the Monk [LOL]).
To match the higher damage available to other fighters you could argue they have Flurry of Blows, but I would say “blows” is the right term. You are already have a poorer BAB, now lets give a -2 to that! At 1st level a Fighter is +3 to hit better than a Monk doing Flurry of Blows with each having equal strength. By 10th level the different becomes a difference of five.

2. I think the Monk should have some more supernatural talents. Look at other classes in Pathfinder, with Sorcerers growing wings and so on. A monk is honing his sprit and philosophy as well as combat skills, and that should be reflected. This could be things like a Danger Sense that allows a Monk to make a (hidden by DM) Perception Check. If successful his “spider sense” tingles: imminent danger is near. I just dug out old Player’s Handbook, and lo and behold Gary Gygax presented a Monk for AD&D-1 with the same idea, but lost in subsequent editions. The Monk actually gets Psionic powers, including Mind Blast at 11th level. In addition they were kind of Jedi like, with Charm as an ability to do the old “Jedi Mind Trick (a few years before anyone heard of Star Wars), and the ability to heal himself, kind of a psychic healing. What he was doing was showing how the mind develops in a Monk as well as combat. However, I do not think the Monk should become psionic or need a psionics book to run. But psi-like powers would be in line with the class.

3. Here is a suggestion for making the movement bonus be more fun. Change it to +5’/2 levels starting at level 2. This doesn’t change it much, but gives the player the joy of going up in something when he levels up. In addition, I propose a power that when he hits level 12 (+30 ft), he gains the ability to take an Extended Step: He can step 10’ instead of 5’.

Now- here is a more radical idea:

4. In 3e Charisma has become more than just personality, it has become the force of ego. It powers Sorcerers. I contend that Sorcerers inner power that drives their spells is the same as the Ki power of Monks, making them kind of kin. Rewrite the Monk to use Cha as his prime power ability, for mental powers, etc. (Not combat or perception, though I’d contend AC should add Cha instead of Wis).
Remember: This is all IMHO, it is an opinion and is neither right or wrong, just something to think about.


Opinions can be wrong, I am free to have an opinion of people of a different race that states they are less than me becuase of their race and are not as capible as me simply becuase of their race, but that doesn't make my opinion right.

However I think monks should stay primarily Wisdom based. It is not "from within" that their power comes from but from a better understanding of, acceptance of, and intuitive feel for the world around them all of which are wisdom issues.

Sorcerers bulgeon reality over the head until it does what they say, Monks accept the universe as it is and adjust themselves to it.

Dark Archive

Abraham spalding wrote:
Opinions can be wrong, I am free to have an opinion of people of a different race that states they are less than me becuase of their race and are not as capible as me simply becuase of their race, but that doesn't make my opinion right

I just put this becuase I am tired of getting hammered as if people assume I think I am right and they have to take me down a notch. The Internets can be so cruel. I can see the Wis argument as well.

your race argument is interesting. I've always thought those Elves are not a good as us humans (if you are a human! LOL)


Course they aren't! That's why they live so long. After all a human will get it right the first time. The elf has to spend a decade or two thinking about it, and they still take longer to get the job done. Heck if they had a human lifespan they would die before they grew their first tooth!


How did the monk have powers before anyone heard of star wars again?
Episode IV a New Hope was in theatres in 1977, PHB AD&D is copyrighted 1978. Seems to be same time period. No?

Dark Archive

Pendagast wrote:

How did the monk have powers before anyone heard of star wars again?

Episode IV a New Hope was in theatres in 1977, PHB AD&D is copyrighted 1978. Seems to be same time period. No?

No.

The Monk existed for D&D for a few years before 1978. Gygax did not create the Monk in 1978; he was working on AD&D for a couple of years. Don't forget, the Monk first appeared in the Supplement II: Blackmoor for Original D&D released in 1975, and was probably developed for a while before that. I would think maybe as far back as 1974.

As I think of it, the Jedi mind trick may have come from a similar interest of Gygax and George Lucas. They both liked Kurosawa films (The Hidden Fortress is a major influence on Star Wars), and I bet there are scenes or legends of Akashic monks affecting the weak will of people.

I mentioned Star Wars because so many people think Lucas invented the Jedi archetype, lightsabers, greenscreen, stc. I don't think Gygax invented the archetype of a Monk either, but was influenced by what he liked. He has even said as much in writing about the development of D&D.


I just realised why I'm so cold on the first idea (Best BAB for monks).

I know people complain about "flury of misses" but I just haven't seen it. Up to four attacks at your best attack bonus plus the secondary attacks would put the monk at 4 probable hits and some suboptimum swinging (after all how does the two weapon rogue keep hitting everything for "massive damage" if the monk can't hit when they have the same BAB?).

If the monk turned around and had Good BAB instead of average it would a huge effect. He would have a chance at seven attacks (4 at his best attack bonus) if he flury's and spends a 'ki' point at the same bonus a fighter currently has. He would get his extra attacks faster than he currently does, and he would qualify for feats such as improved vital strike, which he currently can't get as a straight monk (4 attacks at best attack bonus that do 6d10 damage plus 2 more attacks at -5 and -10 respectively for 6d10 damage, and that's not counting if he manages to stun the foe and has the medusa's wrath feat currently he can only get vital strike and not until 15th level which limits his damage to 4d10 each hit at best). He would also be the only character in the game with d10 hit dice and best saves in all three save throws, and evasion plus spell resistance.


I still think that the best way to give love to a Monk would be to give him a feature (Ki power - round based - or Always active... it doesn't matter) to add his Wisdom modifier to his Attack rolls. Better yet, to his Attack AND Damage rolls, but let's not ask for too much...
In this way, we would have a 'Intermediate BaB' character with a decent boost (without going too far); the ability could be Supernatural, in order to cripple the Monk (again...) in an Anti-magic field area.
Let's call it 'Power of the Soul' or something like that...


If it wasn't due to the fact the monk is so tied to wisdom already I could really go for that. I'm just worried about the first time someone plops down a touch of idiocy on the monk. I like that spell and don't want it to become the "anti-monk special". I agree something needs to be added, but just tacking wisdom to yet another ability doesn't seem the way to go to me.

Dark Archive

Abraham spalding wrote:
... and spends a 'ki' point at the same bonus a fighter...

I have to say I am not in favor of the Ki and Rage points. It is a new mechanic that other classes don't have and is the start of "custom class mechanics" in the future. I don't want a situation like World of Warcraft on my game table, where each class has a different set of rules. AD&D was a set of rules with many many exceptions; D&D 3 is a system of unified rules with few exceptions.

Most of the rest of your argument deals with Monks at high level. I agree. Changing the BAB to the Fighter's would mean changes to the class overall... but it really does need an overhaul, IMO.

Quote:
He would also be the only character in the game with d10 hit dice and best saves in all three save throws, and evasion plus spell resistance.

Maybe tying BAB and HD together isn't the best idea. Perhaps HD should be based on BAB and how good the saves are.


Ok so the more nerfed you are on BAB and HD the better your saves should be? So where does this leave the wizard and sorcerer (which without magic or against the magic immune are little better than commoners)? Would this also justify giving the barbarian all bad saves since he has both the best HD possible and the best BAB possible?

Personally I don't want to see the monk become combat centric. Granted a monk has alot going for him in combat, but he should not be all about battle (otherwise he's just a variant on the fighter, which is a problem I see with the ranger right now... how many bonus feats for him?). I feel the Average BAB is suitting to the Monk, however he should have other means of improving himself if he wishes too.

On the tangent: Everything in 3.5 is about exceptions. Feats are exceptions to the norm, spells are exceptions, combat is full of exceptions, every class follows the same rules... except where they don't (i.e. HD, casting methods, extra attacks when unarmed, sneak attack damage, bonuses against certain foes, having an extra set of actions (familiars and AC)).

I don't see harm in players having more choices -- especially for the non-casting classes.

Shadow Lodge

I don't know why this didn't take the first time....
I realize these may be a bit out there, but i wanted to come up with some things that would make the monk Cool. Most of these are combat oriented because i just took a quick perusaul through the PF-PHB. I would like to see more ideas that have a monk feel to them.
What can make the Monk class Better?

Things that need a change/ Replaced
Quivering Palm 15th Level
Timeless Body 17th Level
Tounge of the sun and moon 17th Level
Ethralness 19th level (Truly awesome, but at way to high a level maybe 15th.)
Perfect Self 20th Level (see Stone Skin, or any cheap potion a 1st level PC can get)

Ki Points= Monk Level + Wis. Modifier
Monk can choose which ability (Str/Dex) to use on CMB rolls (4th level)

Bonus feets
Persuasive/ Self Sufficient

Possible Ki Powers (KPs) From spells

Stone skin (DR 10/-) 2 KPs/ 1 Round (Swift Action)
Blink 1 KPs/ 1 Round (Swift Action)
Enlarge Self 4KPs/ 2 Round (Swift Action)
Bigby’s Forceful Hand 1KP
Mislead 2KPs/ 2 Round (Swift Action)
Energy Restistance +5 2 KPs/ 1 Round (Swift Action) Choose one Type
Brilliant Energy 4 KPs/ 1 Round (Swift Action) (As part of a full attack/FoB; Subtract 2 attack, and bypass armor and shield bonus to AC)
Disruption 2 KPs/ 1 Attack (Swift Action)(DC= 10+ ½ Monk Level)
Energy Attack 2 KPs/ 1 Round (Swift Action) (Add 1d6 damage of any one type to attacks until the beginning of your next turn)

Yeah, I know it is mostly combat related.
OK, so, as far as KPs go, I think they should be added in as the monk progresses through the levels. Most are pretty monkish IMO. I don’t expect all of these to be added on, they are simply a list of things that would improve the class. One thing that is for sure. The monk needs more Ki Powers and points to accomplish them.

Does anyone have any improvements to this list, or non combat ideas?


I think the adding of more Ki powers isn't a bad idea (after all if the barbarian can rage and get elemental power why can't the monk focus and do something similar?).

Making quivering palm more useful would be nice too. Once a week is just a slap in the face for a monk.


I always thought something akin to spell-like abilities was something that monks should get. So ki works well for that. Your list works wel for that, it sort of reminds me of a mix class I did based on an ninja and a void disciple.

I let my players, that are monks, take feats that were meant for ninja ki points, in Pathfinder because it gives them more flavor and diversity.

Scarab Sages

Abraham spalding wrote:
Making quivering palm more useful would be nice too. Once a week is just a slap in the face for a monk.

Would that be a single slap, or a flurry?


Well, I think Daniel Simonson's on the right track, so let's go with a giant list, shall we?

Current Class:
-Bonus Feats: Is it just me, or does it seem like Extra Ki ought to be somewhere on the list of bonus feats?

-Unarmed Damage: Yeah, I know it's lower than what a Fighter can do, but you have to balance that against all of the other special abilities that the monk has (or *should* have!). You can also take the Improved Natural Attack feat from the Monster Manual, and that helps quite a bit. At the moment I'd say their unarmed damage is fine how it is (but I'd never argue with an increase).

-Flurry of Blows: Yeah, this was always my favorite ability, and I think it's fine the way it is, especially at 11th level or more.

-Evasion, Maneuver Training, Still Mind: All fine.

-Ki Pool: Yeah, Daniel Simonson's right, this *has* to be Monk Level + WIS. There is no way a monk's current Ki pool is sufficient. That being said, if the Ki Pool does change to Level + WIS, then Extra Ki actually *shouldn't* be on the bonus feat list, b/c then there'd be too much.

-Slow Fall, High Jump, Purity of Body: All fine.

-Wholeness of Body: This really needs to be the other way around...1 point from Ki Pool heals Monk Level x2.

-Improved Evasion, Diamond Body: Both fine.

-Abundant Step: I saw someone bring this up in another thread...if Abundant Step really does work like Dimension Door, then it's kinda lame b/c you can't take any actions afterwards. Also, can the monk take others with him, as per DD? This ability really needs more text for clarification. That being said, if it really *does* work like DD, then it's sorta lame since the primary use of Abundant Step (imho) is to teleport behind and enemy and stun him before he can react (i.e. same combat round you used Step). If, instead, it allows the monk to teleport and still take his standard action, then it's a pretty sweet ability.

-Diamond Soul: It's good, but I'd like to see an additional Ki Power (like what Daniel Simonson said above, similar to the barbarian) where the monk can spend from his Ki Pool to temporarily add his WIS to his SR for a short time.

-Quivering Palm: This ability is very marginal. It's basically Finger of Death that you can only cast once per week with no range. Honestly, it needs to just have a Ki Pool cost. The actual cost would depend on the nature of the Pool itself (monk level or 1/2 monk level), but it *should* be really expensive. Ideally, you'd want to make it cost something like 60% of the monk's daily Ki. The rationale is that yes, you *could* use it every day, but it should be a major decision each time. Sure you could get enough Ki with feats and WIS to even use it twice, but that's gonna cost you.

-Timeless Body: It's fine, but it always struck me as a little late to be of real use. I'd feel better if it was down at 13th level with Diamond Soul. Sort of like there's an entire level where your physical existence just gets *better* and that's it. Seems like it'd be appropriate to the theme of the monk.

-Tongue of the Sun and Moon: Oh man! YES! I can talk to horses now! Who in the world thought this ability belonged at level 17!?!? No way. Tongues is level 4, Speak with Animals is 1, Speak with Plants is 3...geez, a 7th level bard can talk to anything. This belongs at level 11 with Diamond Body. It really is a role-playing tool put into a combat class, so there's no way it should be so late. If it were at 11, it would be worth it; right now at 17 it's pointless.

-Level 17: Well, my suggestions just emptied level 17 of everything, so something should probably go here to fill the gap. My suggestion would be a Ki Power, kind of like what Simonson was saying above. My suggestions for Ki Powers are at the end of this post.

-Empty Body: Yeah, this power is pretty sweet, and it's fine the way it is.

-Perfect Self: Oh man, I've been ranting about Perfect Self on every single monk-flavored message board on this site since Day 1. I'll reproduce my favorite Perfect Self post at the end of this.

New Stuff:
-Non-Combat Options: I don't know, but it seems like the monk could do with some more skill-based abilities, kind of like High Jump, but probably for some of the other monk class skills. Some interaction-based ones would probably be good too, since most monks are likely to dump CHA.

-Ki Powers: I'd say that there should be 4 to choose from, just as icing to your monk that you've worked so hard for. You only get to choose one though, so it's important to make that icing worth 17 levels. Here are my ideas, please feel free to add/modify by your opinion:
-Find the Weakness: Spend 4 from your Ki Pool. For a number of rounds equal to your WIS modifier, all critical threats made with unarmed attacks automatically confirm.
-Like the Wind: Spend 5 from your Ki Pool. For a number of rounds equal to your WIS modifier, you gain the following benefits: You gain the Spring Attack feat if you do not already have it, +40 feet of movement and a +2 bonus on all attack rolls (stacks with everything).
-Fortress: Spend 5 from your Ki Pool. For a number of rounds equal to your WIS modifier you gain a +2 dodge bonus to AC and the benefits of a Stoneskin spell, caster level equal to your monk level.
-Ki Restoration: Whenever you score the killing blow on an enemy, you regain 4 points of your Ki Pool immediately.

Here's my common post about Perfect Self; you can find it in a number of threads around the Pathfinder Beta message boards area:

The 20th level monk ability grants a completely useless form of DR. DR/magic is functionless at 20th level. What could you possibly be fighting that wouldn't have magic weaponry or similar DR to bypass it? This is made even more exasperating by the 20th level abilities of other classes (all excellent, granted) being very powerful.

My suggestion is this: Change the DR granted to 10/chaotic.

Similar to the way that the 20th level Paladin gets 10/evil for being the pinnacle of good, a 20th level monk is so devoted to law that the ability should reflect this.

The rest of Perfect Self is fine. The monk is a very solid class and doesn't really need to have Perfect Self expanded at all, but the DR/magic is totally useless and therefore makes the ability not at all comparable to what other 20th level characters get. At least to match the paladin, it should be 10/chaotic.

Personally, nothing is more frustrating than going into every fight saying "oh hey, I've got this nifty ability--...wait, nevermind, it's worthless..."
This same problem arises with Bards far too often as well, but that's a different thread.

Monks are a combat class at the core (*any* class can be used to roleplay, don't use that excuse on me), and at 20th level they deserve an ability that stacks up against the other 20th level combat classes. As I said, the closest parallel is the Paladin, hence my insistence on DR/chaotic.

That being said, there is another way to look at it: The 20th level monk has effectively "transcended" his normal form, 'leaving the world behind', if you will. At that point, DR/- makes a great deal of sense. Obviously it shouldn't be as much as the Barbarian...perhaps DR 3/- or maybe 4/- at the outside (the Barbarian can double that with some Rage Points).

Bottom line:
DR/magic for Perfect Self is worthless, it needs to be upgraded.

The other half of the ability turns you into an outsider from your native plane (doesn't make much sense, but we'll roll with it).
So what does being an outsider mean? Well, let's check the rules:
1) Can't be raised from the dead.
That's taken care of in the ability text itself, so disregard.
2) Has darkvision
Well, the text doesn't actually say that, so it's hard to be sure if you actually get it. I think you don't.
3) Not subject to spells that specify humanoids.
Okay, spell immunity, that's good, right? Well, it would be if it granted spell immunity to some dangerous spells.
-Immune to any spell with "Person" in the title. Charm, Dominate, Reduce, Hold, etc. And Daze. All low level, except Dominate at 5th. No self-respecting or player-respecting DM is going to try to hit you with Charm Person just so you can say "HA! HA! I'm immune!"
-*NOT* immune to those *same* spells with "Monster" in the title. Yeah. Charm Monster, Dominate Monster, Hold Monster, etc....Make a Will save.
-You actually *lose* access to the usually-beneficial spell Enlarge Person.
-Here's a fun fact: Your 20th level monk is actually *MORE* vulnerable to Chaos Hammer or Holy Smite (if he's LE). More vulnerable. Those spells actually *increase* their damage because of Perfect Self. Does that seem right to you?

Yeah, I'd say that part of Perfect Self needs some revision.

Shadow Lodge

all right, i sat down and came up with a list of Ki Powers for the monk. Not all of this needs to make the final cut, but a couple from each section would be nice. I feel all of these Powers have a monk feel to them, that is how they were chosen. Some things made the list because i find it stupid that a mon relies on wizards casting spells at high level play to keep the monk in the game. All of this is subject to review, and nothing is set in stone. Guidelines should be that the Ki powers come around just AFTER the monk would find it useful, but Before it becomes Useless.

Monk Ki-Powers
Rules =>
Spells are always centered on the monk, despite spell description
Caster Level(CL) is ½ Monk Level
Monks Ki Points(KP) are equal to monk level + Wisdom Modifier.
All ki-powers are swift actions
Durations may be different than Spell description, See Below.

Ki Powers (Plus any listed in the PFRPG)

Level 4
2 KP -Endure Elements: Exist comfortably in hot or cold environments.
2 KP - Elemental Attacks=> Add 1d6 Damage of Any one type available; for one round
-Fire, Frost

Level 8
4 KP - Mage Armor: (2 round/CL) Gives subject +4 armor bonus.
1 KP - True Strike: +20 on your next attack roll (exception; Standard Action. Cannot be combined with full attack)
2KP - Fog Cloud: (1 round/ CL, dispurses at end of duration) Fog obscures vision
2KP - Elemental Attacks=> Add 1d6 Damage of Any one type available; for one round
Fire, Frost, Shocking, Sonic
2KP - Glitterdust: Blinds creatures, outlines invisible creatures.
2KP - Spider Climb. (1 round / CL)
2KP - Gaseous Form (2 round / CL)

Level 12
4KP - Elemental Attacks=> Add 2d6 Damage of Any one type available; for one round
Fire, Frost, Shocking, Sonic
Holy/ unholy => Based on alignment (neutral characters choose one. Once choice is made, it cannot be changed, ever.)
4KP - Enlarge Person => As enlarge person except 1 round / CL
4KP - Blur: (1 round / CL) Attacks miss subject 20% of the time
4 KP - Invisibility… Should This be Changed?
2KP - +4 to One ability score (similar to potions of bulls strength, cat’s grace, etc.)
2KP - Tongues
4KP - Fly (2 round / CL)
2KP - Bigby’s Forceful Hand
2KP - Water Breathing

Level 16
6KP - Stone Skin (2 round / CL)
6KP - Mislead (1 round / CL, No Concentration Check.)


Neil Phillips wrote:

Thoughts on the Monk Class

I’ve been looking at the Monk class. I guess since I saw an episode of Doctor Who with some Akashic type monks in it (and an awesome werewolf), and I got to think about why I’ve been cold on the 3E Monk. Not simply from "how good a combatant is he," but also "what makes this archetype better in flavor?"

First, the less radical ideas:

1. A monk is a close combat fighter and should have the Fighter’s Base Attack Bonus. I justify this by pointing out that a fighter can have a better damage at level 1 than a monk, which unarmed strikes can only match by 12th level (Buy a Greatsword at 1st level and your damage is 2d6 with a better critical range. One adventure and you can get armor at 2nd level that offers protection equal to or better than a Monk the same level. But even longswords are slightly better than hands at low levels, and you rarely find a +1 Hand to give the Monk [LOL]).
To match the higher damage available to other fighters you could argue they have Flurry of Blows, but I would say “blows” is the right term. You are already have a poorer BAB, now lets give a -2 to that! At 1st level a Fighter is +3 to hit better than a Monk doing Flurry of Blows with each having equal strength. By 10th level the different becomes a difference of five.

2. I think the Monk should have some more supernatural talents. Look at other classes in Pathfinder, with Sorcerers growing wings and so on. A monk is honing his sprit and philosophy as well as combat skills, and that should be reflected. This could be things like a Danger Sense that allows a Monk to make a (hidden by DM) Perception Check. If successful his “spider sense” tingles: imminent danger is near. I just dug out old Player’s Handbook, and lo and behold Gary Gygax presented a Monk for AD&D-1 with the same idea, but lost in subsequent editions. The Monk actually gets Psionic powers, including Mind Blast at 11th level. In addition they were kind of Jedi like, with Charm as an ability to do the old “Jedi Mind Trick (a few years...

I have a guy who worked a monk from sixth level to twelth so far. I see nothing wrong with the current version of the monk, nor does the player. And giving the monk the same BAB progression of a fighter would be a bad thing, considering what else a monk can do.

Shadow Lodge

Let me be clear. i said nothing in my post about increasing BAB. The monks Flurry makes up for Bab with numerous attacks. And your monk is about to get to the Levels where he starts questioning whether or not to stick with his monk levels or cross class. And tell him to take a good look at the class. I bet he does cross class in the next level or two.


It's not a bet I would make, just from the spell resistance point of view. Granted there are feats that make SR very futile (something I would like to see changed at least slightly) however not everyone has those feats.

Shadow Lodge

Hey, no one can knock his SRs. But after 13th level he gets no worth while ability for leveling, where he could cross class to fighter and get vital strike for his flurry of blows... Yes it is subjective, but it is a reasonable arguement. Hence the thread.


I would suggest that with their high movement rate, high saving throws, low AC, and multiple status-ailment attacks (stunning fist the highest among them), and innate SR, monks are meant as "strikers", specifically lone NPC hunters, and even more specifically mage killers. Any additional powers should probably be authored with with in mind.

Shadow Lodge

I took a good hard look at the pathfinder monk. At 13th level you max out your FoB, Your SRs are +8, Your Attacks Are +9. If you cross class over to fighter, then your BAB score really starts Flying. Meaning you qualify for Vital strike. If you take TWF and Improved TWF, then you get your Vital strike for nothing more than a -2, and still get the same # of atacks. You also get a ton of feats. your SRs lag, but you are already above average across the board. So yes, as is the X-class is the way to go.

Not anything that hasn't already been mentioned, but worth pointing out again for those who say the monk is fine to take 20 levels of.


Spell Resistance and Save Throws are different things (I got confused about which you where talking about in your post), however I agree with the idea of cross classing the monk over level 11 being popular. I might suggest ranger instead of fighter though... you get the track bonus, endurance, and the two-weapon fighting stuff, plus better save throws, more skill points and some interesting abilities plus spells based on wisdom (which you have anyways)... after all what's armor proficiency to a monk?

The Ki abilities are interesting but I think caution should be exercised so that we don't provide them with too many spell-like abilities (and get close to the sorcerer's new niche).

Shadow Lodge

I understand what you are saying about the ranger thing. Also funny you should mention the sorcerer, i was looking at the monk as a cross between a fighter and a sorcerer, vs a fighter and a wizard, like most classes.
I do not expect most of these spells to make the cut. I simply made a list, and labled them for levels i think they would be useful at, but not over/under powered. I would think that 2-3 for each wouldbe perfect. Maybe alow people to choose from a list. What really keeps them in power line is the KPs. You could use them all up in one encounter, severely limiting future aid. level+wis isn't alot when some powers cost 4 KPs. And the spell durations are cut dramatically, which adds to compatability without over powering the class. I am still trying to iron out the kinks, but i think this is the way to go. Certainly the way it is, the monk gets the short end of the stike with his Ki Powers.

Shadow Lodge

Right, spell resist, Monk Level+10 SR. Very cool, but high level monsters tend to be able to crush these numbers, granted not all of them. But SR, well i do not take it into concideration. Honestly, Class abilitiesare what keep us in a class, if the abilities suck for more than 4 levels then we concider is a waste to continue past that. And i see nothing but a waste land after 13th level.

(Disclaimer of not picking on anyone, or trying to be pushy. Simply stating an oppinion.:D )


No I understand what you are saying, however since SR is caster level based most monsters don't have the caster level to hit the monk with it consistanly (a DM that rolls 15's all the time however will make this ability moot, and we all know those types exist). It is a class ability, hence why I brought it up... yes it is passive, but it can be very useful too (especially when it stops a disentigrate spell).

I kind of understand what you mean on the monk being between the fighter and sorc though.

I've always kind of seen the "base 4" (fighter, wizard, cleric, rogue)as the outside of a box, and the other classes as the connecting lines to these four points (some being closer to one point than the others).

For instance paladin is the line connecting fighter and cleric, while druid connects cleric and rogue. Ranger should connect fighter and rogue, while bard connects wizard and rogue. With the outsider influence on the blood lines I see the sorcerer as connecting the wizard and cleric (with bais towards the wizard). Monk would connect fighter to wizard.

That's just my wierd little thing though.

So where have we landed?

Quivering Palm needs to be able to be used more often.

SR is good, but maybe a little more could be used (monk level + 12?) to stay effective.

Tongues is cute but really not worth the extra levels.

D. Door is nice but kind of random without other powers coming up before it.

Becoming a native outsider is meh, becuase it doesn't really provide any benefits beyond some minor spells not working on the monk anymore (and others being more effective).

Offensively the monks are ok... there is just little reason to stick around.

Timeless body would actually be neater if the game lasts longer (as it is most "saga" games last for a few years in game time), so the aging effects could be felt more.

Empty Body doesn't really "pop" with the coolness factor... it leaves you scratching your head going "This should matter more... but it does seem to."

The bonus feat at level 14 is frustrating becuase it doesn't really open much up (BAB is too low.. maybe move the feat to 15th level when the monk as BAB + 11).

Scarab Sages

Your first point is the thing that will get Jason to not look at this, since he's been saying he WILL NOT change the BAB for Months!!!!

Here's the Monk I've come up with...it addresses many of the problems Xaaon's Monk

Shadow Lodge

at this point we have moved away from increasing bab. Right now we are looking at KI points, ki powers, and high level abilities.

Scarab Sages

then check out mine, it's full of ki powers and high level abilities..

Dark Archive

Xaaon of Xen'Drik wrote:

Your first point is the thing that will get Jason to not look at this, since he's been saying he WILL NOT change the BAB for Months!!!!

Here's the Monk I've come up with...it addresses many of the problems Xaaon's Monk

Not saying he should, but there are some other points being made. if he wishes to close himself off to debate that cannot be helped.

Dark Archive

Daniel Simonson wrote:
at this point we have moved away from increasing bab. Right now we are looking at KI points, ki powers, and high level abilities.

My only reservation about both systems being added to classes like Ki or Rage points is that they add new systems that are not universal. It is the beginning of a slippery slope that could end up making each new prestige class having new systems that are only for them. Kind of like World of Warcraft, where each class has an entirely different way it works.


I don't think that is completely a bad thing.

Currently we have 3 systems:

Classes with bonus features that are useful, not great though and always available (fighters, rogues)

Classes with specific features that use up a daily allotment of what have you (monk, barbarian)

Classes with spells, lots of variety but possibly limited application at any given time (cleric, wizard)

Everyone else (bard, druid, paladin, ranger, and sorcerer) are combination of these three basic systems.

The mechanics of these three systems remain the same, just different names and specific amounts of uses, or primary ability.


I'm not convinced you need to give the monk a higher BAB, because he breaks a lot of rules regarding BaB. Look at where the flurry of blows ability "breaks" (i.e., the penalty goes from -2 to -1 to 0), and consider the "maneuver bonus" the monk has in Pathfinder. The monk pretty much does have a fighter's BaB; it's just not applicable to an "ordinary" attack. After the first 5 levels or so, it's much more efficient for a monk to be using Flurry of Blows, stunning, tripping, sundering, bull rushing, etc. A monk is great at nonbasic attacks, and less great at "normal" attacks. It's eminent possible to build an "asassin" monk that goes after one elite opponent and disables (not necessarily kills, but disables) him.

Shadow Lodge

Again, i beleive we have moved away from +1 BAB. The debate is weather ki powers should be added.

In my oppinion, give the monk at lest as many poewrs as the Barbarian.

Matt does make a good point. The Monks focus is non standard. But at higher levels, grappling becomes a 1/10 chance. Granted it is higher for the monk, about 35%(This was coverd in another thread focusing on CMBs), I guess it is about the same possability as attacking, but they are all or none attacks. spending 3 rounds of a 4/5 round battle just tring to connect is very unfun.

Also most of the Ki powers i listed have some other function than strict combat. Fog, mislead, true strike. They all take something away from the monk, but give a tactical advantage. Either that, or they are extremely limited, and cost a fair amount of points, forcing the monk to ask if the power is worth the cost at any particular time. Especially when one power takes up a 3rd of your points.


How many feats do we see a monk "demanding" to have? How many ki powers can the monk have specifically as feats?

Honestly, I think the barbarian has way too many class options as it stands. (Barbarians have always been the "easy" class for my players, and I hate to see that change.)I'd like to see a more directed build in that class and in the monk. Feats would be a good way to do that.


A ki pool starting at first level and many choices of maneuvers/powers/figthing styles would be cool

An other way to improve the monk is to give him the same feat progression as the figther has but monk feats only on a class list
There was a lot of feats in 3 and 3.5 that were for monks
this would be simple to do

In a way feats are special maneuvers

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