Monk's Ki Pool


Homebrew and House Rules


When I started playing Beta (running Shackled City on FantasyGrounds), I made some thought as to the monk. I never made a post about it, but with the ki strike now giving additional abilities, it always struck me as a little weird that the Stunning Fist wasn't tied in to that. With the mid-level monk, I made the changes to this end, and it's seeemd to work pretty well.

Unfortunately, with ki pool being a 4th level ability, some things had to change. But I've managed to do something I think is a good combination...shouldn't affect anything except for the fact that the monk's stunning fist is now Supernatural...

Quote:


Ki Pool (Su): At 1st level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1 1/2 times his monk level + his Wisdom modifier. By spending 1 point from his ki pool, a monk may make a ki attack, which will attempt to stun the target of his attack, as by the Stunning Fist feat. You must declare the point expediture before you make your attack roll (thus, a failed attack roll ruins the attempt). A foe damaged by the unarmed attack must make a Fortitude saving throw (DC 10 + 1/2 monk level + Wisdom modifier) or be stunned for 1 round (until just before your next turn). You may not attempt to stun a creature more than once per round.
As the monk gains levels, this ability gets stronger. At 4th level, he gains the ability to make a ki strike, as long as he has at least 1 point remaining in his ki pool. This ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 10th level, his ki strike attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his ki strike attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
In addition, the monk can replace his stunning attempt with new conditions. This condition replaces stunning the target for 1 round, and a successful saving throw (with the same DC) still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target
for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by the ki attack cannot become nauseated if hit by the sickened ki attack again), but additional hits do increase the duration.
Furthermore, beginning at 4th level, the monk can increase his own abilities. By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action.
A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

This monk also had some feats from Complete Warrior? that utilized stunning fist attempts. I reworked those to be feats that used a point from the ki pool; it would possibly make sense to have them each add to the ki pool as well (1 point each, so as to not take away from Extra Ki).

Thoughts?


I like it, definitely seems interesting. The one thing I would suggest with that, is change the Ki points from 1-1/2 + wis to a simple 2* monk level + wis bonus. The 1/2 is an awkward mechanic and honestly I've never seen a Pathfinder monk that wasn't desparate for more ki points.

As long as we're on the subject, I might as well add a ki power suggestion I've used in my campaigns to great effect. "Rapid Flurry: By spending 2 ki points when making an attack, the monk may make a full attack action in place of any attack in a given round, so long as he has not made a full attack yet. This cannot be combined with any Vital Strike feat"

This allows the monk to either flurry at the end of a charge, as a standard action, or heck, even as an attack of opportunity and adds alot more strategy to their gameplay.

And for the record, I've playtested it pretty thoroughly and it's proven rather balanced. Any thoughts?

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