| Gern Blacktusk |
Now, I love the Monk, but one of the things that has bugged the Class for a long time is that the Class Abilities seem to be counter-productive. Flurry only works when you make a full attack, but you have this fantastic movement speed. Slowfall is highly situational, and the class has been accused of being a 'fifth wheel'.
Now, personally, I have used a Monk as the party 'Tank' to great effect and have loved every second of it. Nobody is faster than me, I have the singularly best saves in the game, I am NEVER unarmed and I am a Caster's worst nightmare given flesh. As the type of PC who is capable of locking down threats faster than anything I've seen bar a high-level Wizard or Sorcerer, can basically laugh in the GM's face with those high saving throws and has (assuming they can get a full attack off) a full free Two-Weapon Fighting Feat Tree plus the Double Slice feat, and can freely substitute disarm, sunder and trip combat maneuvers for unarmed attacks as part of a Flurry of Blows. That is just freaking awesome.
but what about people who want the 'Monk' without the 'Wire Fu'? No Speed Bonus, no Slow Fall, no Abundant Step or Quivering Palm?
I could fully see the Sumo Archetype gaining additional Bonuses to their AC Bonus Class Ability in place of the Slow Fall, bumping their AC by 3 at most, perhaps. All that bulk is not just fat, but thick, powerful muscle. Perhaps instead, gaining DR 1/Slashing or Piercing, going up to a maximum of DR 5/Slashing or Piercing at 20th level?
I could fully see the Sumo Archetype gaining a bonus on Overrun, Bull-Rush, Trip, Drag and Reposition at the same rate as they would gain +10 feet to their Fast Movement ability. The entire fighting style is based upon forcing your opponent either out of the ring or forcing anything other than their feet onto contact with the ground.
Shiko, the part of the tradition where the Sumo/Rikishi lifts their legs as strait and high as they can go, and then lower it with great force, traditionally to drive Demons away. Replacing Quivering Palm, the Shiko could perhaps grant the Sumo bonuses to attack and defense against one target that is opposed to his Alignment on at least one axis (Lawful Class, so either Chaotic, Good and/or Evil), useable once per day.
Still trying to figure this one out, which ability would be most 'useful' without being game-breaking and/or useless.
Abundant Step ... make the Sumo's Unarmed attacks be treated as Ghost Touch Weapons by expending two Ki points, for a number of rounds equal to half his monk level plus his Wisdom Modifier?
Just bouncing this around, but does anyone else have any suggestions?
| Anonymous Visitor 163 576 |
I've got a monk of the sacred mountain in my group right now, and it's working exactly that way.
He traded flurry of blows for decisive strike, which is one attack at -2 that does double damage. It's pretty close to mathematically equal in effect, but fits the character much better.
(less chance to crit, easier to overcome DR)
So yes, it can be done.
| Gern Blacktusk |
I've got a monk of the sacred mountain in my group right now, and it's working exactly that way.
He traded flurry of blows for decisive strike, which is one attack at -2 that does double damage. It's pretty close to mathematically equal in effect, but fits the character much better.
(less chance to crit, easier to overcome DR)
So yes, it can be done.
I considered using the Monk of the Sacred Mountain as the 'Rikishi', but the Vow of Silence strikes me as a bit 'Eh?' in regards to a near-capstone ability. As in the Ability seems to be a bit more penalizing than is necessary. Imagine not speaking to any of the other players at the table. At all. It can be brutally crippling.
And I LOVED Decisive Strike. Less "Whaaaaa-tah-tah-tah-tah-tah!" and more Martial Arts. Loved it to bits.
| Some call me Tim |
Futile Bump..............
Yeah. My answer will show how futile that was. :-)
I played a Sumo-style monk in 3.5. I think the changes to grapple make this type of character less viable. You no longer can get multiple grapples for damage in a single round.
So, I think you need to see how to augment that with the grab special ability. While you are at there are several others I could see such as pull, push, constrict, and maybe even powerful charge or trample.
I definitely think its more work under Pathfinder than 3.5 for I was able to flavor it with just key feat choices.
Start with making the changes from the APG for a monk of the sacred mountain. I think that is a good starting point.
I like the idea for shiko perhaps bonus to evil outsiders. May not come up all that often but I think it is more in keeping with idea. Perhaps use it too intimidate foes with 30ft with bonus against evil outsiders.
I might be tempted to give em DR/-, just like a barbarian.