
Caedwyr |
Here is something I did a while back (before the APG came out) to make monks work a bit more smoothly, bolded sections are the changes:
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows unless the weapon has the Ki-Focus enhancement and the monk has taken the Weapon Focus feat in the chosen weapon's type. A monk with natural weapons cannot make natural attacks in addition to his flurry of blows attacks.
The monk can now use flurry of blows with more weapon types, so long as the weapon has the Ki-Focus enhancement and the monk has taken the Weapon Focus feat in that weapon. This includes natural weapons, but would require a monk with different natural weapons (bite and claw for example) to take Weapon Focus in both natural weapon types if they wanted to use both types of natural weapons as part of a flurry of blows. This would allow druids to flurry in wildshape form, but they would have to specialize and wouldn't be able to flurry in any form they could wildshape into.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his base speed, as shown on Table: Monk. This bonus applies to any form of movement that the monk has access to
The monk can add their fast movement to their swim, climb, burrow, fly, etc speed if they are normally capable of moving in that manner, keeping their speediness through all levels and not just at low levels when movement modes are much more limited.
Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a swift action. He can heal a number of hit points of damage as per Lay On Hands, counting his monk levels as paladin levels for the purpose of this ability, by using 2 points from his ki pool. The monk does not require free hands to use this ability.
Wholeness of Body doesn't do a whole lot, and Lay On Hands already accomplishes something similar. I also made it a swift action to make it more usable in combat. This should give the monk a bit more survivability.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. Using this ability does not prevent the monk from taking other actions this turn and does not automatically end the monk's turn.
This should give the monk a bit better mobility at higher levels, and is in line with how a lot of people thought the ability worked in the first place.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Greater Bull Rush, Greater Disarm, Greater Feint, Greater Grapple, Greater Sunder, Greater Trip, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility, and Wind Stance. At 10th level, the following feats are added to the list: Improved Critical, Lightning Stance, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Gives the monk earlier access to the Greater Combat Maneuvers. The greater combat maneuvers give slightly different bonuses than the improved ones, and a monk who is going to focus on them will want both. I also added Wind and Lightning Stance as they seemed thematically appropriate.
This was written before the APG came out, so I'd probably update the list of selectable bonus feats.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. The monk does not provoke attacks of opportunity when performing combat maneuvers.
The monk no longer provokes attacks of opportunity for using combat maneuvers.
I decided against messing around with innate improved weapons acting as +X weapons as the monk levels up, but that could be another area of fiddling if you are interested.

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Kirth Gersen wrote:Did he go by Nightwing by chance? (;TriOmegaZero wrote:Yes. My first character was a street urchin that became a circus acrobat then developed his own martial art style from his circus routine.And a fun character he was!
XD I'm a Marvel fan, so I never made the connection. As you can see earlier in the thread, no he does not.

cranewings |
cranewings wrote:XD I'm a Marvel fan, so I never made the connection. As you can see earlier in the thread, no he does not.Kirth Gersen wrote:Did he go by Nightwing by chance? (;TriOmegaZero wrote:Yes. My first character was a street urchin that became a circus acrobat then developed his own martial art style from his circus routine.And a fun character he was!
It just proves you are descended from the same line of thinkers as Stan Lee and Bob Kane.

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I'd make them spellcasters.
No, seriously. The whole "ki pool" idea is basically just spellcasting by another name. Just give the monk a spell list at 4th level, same as the paladin and the ranger, and make everything the monk can spend a ki point to do a spell. Granted, most of these spells would have to be swift actions, but then we could give the monk some other spells off of some other classes' spell lists. I don't have a problem with a monk being able to cast Bull's Strength on himself, especially if he'd have to use a standard action to do so (and thus forfeit how many attacks?) Plus, the idea of a monk scribing a scroll of Stunning Fist, then a wizard copying it into his spellbook is just too amazing to pass up.
Another thing-- I wouldn't make Stunning Fist a feat, I'd just make it a feature of the monk class. Monks get it as a bonus feat, and everything about the feat says "If you're not a monk, I'm not worth spending a feat on." Who else but a monk would want this? And even if a non-monk character did have a need to be able to stun people by punching them, why wouldn't they just take a level of monk and get Improved Unarmed Strike plus being able to punch for a d6 instead of a d3?

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I'd make them spellcasters.
No, seriously. The whole "ki pool" idea is basically just spellcasting by another name. Just give the monk a spell list at 4th level, same as the paladin and the ranger, and make everything the monk can spend a ki point to do a spell. Granted, most of these spells would have to be swift actions, but then we could give the monk some other spells off of some other classes' spell lists. I don't have a problem with a monk being able to cast Bull's Strength on himself, especially if he'd have to use a standard action to do so (and thus forfeit how many attacks?) Plus, the idea of a monk scribing a scroll of Stunning Fist, then a wizard copying it into his spellbook is just too amazing to pass up.
Another thing-- I wouldn't make Stunning Fist a feat, I'd just make it a feature of the monk class. Monks get it as a bonus feat, and everything about the feat says "If you're not a monk, I'm not worth spending a feat on." Who else but a monk would want this? And even if a non-monk character did have a need to be able to stun people by punching them, why wouldn't they just take a level of monk and get Improved Unarmed Strike plus being able to punch for a d6 instead of a d3?
I agree. Though I also like Decisive Strike from WotC's PHII. It could be brutal with a monk who has combat patrol.

Jason S |

To fix monks, first of all you'd have to make their bonus feats list larger, especially to accommodate certain builds. Second, at 6th level, give monks the Greater combat maneuver feats, so they don't have to have the prerequisites, whether it's Str, Dex, or Int.
Maybe give the ability to swap bonus feats when you get to a certain level, like fighters can.
Also, fix combat feats like Dirty Trick and Steal, so that Rogues and the Dex classes are good at them... not fighters and Barbarians. Thematically, it's all wrong.
Next, fix the prices of items, so monk items aren't so damn expensive. The pricing of magic items is biased against monks, further nerfing them. For example, Amulet of Fists should be the same price and a magic sword. And Bracers of Armor should be the same price as Magical Armor.
Next, make monk abilities like Oracle abilities, in the sense of letting them choose different abilities at different levels, instead of having a standard progression. The archettypes help with that of course, but the basic monk should be more flexible.
Have more monk abilities to choose from, especially abilities that are cinematic to how they look/feel in movies.
Make feats like Spider Step and Cloud Step suck less and allow them to be taken earlier. Half the Slow Fall distance? How about the entire Slow Fall distance? It's not like Monk's have a lot of feats anyway. And you gotta wonder why you'd take these feats when they can just jump everything.
Also, Monk's desperately need a role, something they're pretty good at. They don't really have anything currently. Fastest runner doesn't count and it doesn't mean much when high level casters start doing their thing.
That's just a start. Once you make those changes, check the power level and adjust further from there if needed.

LovesTha |
Monks are meant to be good at movement and their attack needs a full attack to be useful. Make the two go together easier: Change the 5' adjustment rule so that it is based on 1/4 the characters movement speed and can be used in chunks.
So a 17th level monk can move 20' and still flurry, or they can move 5', hit twice and repeat that 3 times with an extra hit still to come.
Also then the spending a ki point to get +20' movement for a turn also is usable as an extra 5' adjustment.

Atarlost |
Also, Monk's desperately need a role, something they're pretty good at. They don't really have anything currently. Fastest runner doesn't count and it doesn't mean much when high level casters start doing their thing.
Monks, not barbarians who had a perfectly good role as front liners, should have been the ones to get spell sunder. With no stat bonuses, just the same math as dispel magic using monk level in place of caster level. And costing a ki point since monks don't have a rage equivalent in this edition.

3.5 Loyalist |

Indeed the monk does eventually gain full bab with the flurry option (and further in pathfinder, so that flurry is above and beyond their bab, check the latter levels), but they don't get it immediately, they have other focuses other than combat.
A monk is also a mystic, not just or completely a warrior/fighter/samurai. To get their monk non-combat special abilities takes time, focus and development. If one wanted a more melee heavy monk, you could mix it with fighter, a prestige class, ranger if going against specific enemies or even swashbuckler (unarmed are light weapons). I've seen some of this done, and they get pretty solid.
A monk is also a contemplative character, a person with a deep spirituality and a philosophy that gives them special abilities (hence the bonuses). War is not all they are good for.

Revan |

the balance argument doesn't hold up? How?
If a full BAB is acceptable in one situation, I don’t see why it isn't acceptable in all of them. No other class has situational BAB. We'd all think it was ridiculous if the Ranger only had a full BAB only when firing a bow, the Barbarian only when enraged, the Paladin only when smiting, or the Fighter only with weapons he is trained in. Even the magically enhanced BAB of 3.5 Divine Power applied in ALL situations as long as the spell was in effect.

The equalizer |

But the monk is rolling attacks at his full BAB. The only difference is when flurry is used, which has a penalty to all attacks that round. Gain a couple of levels and the penalty goes away. Getting an extra attack is a powerful ability especially when there is no limit to number of times per day. The penalty to flurry at early levels is the balancing mechanism to the extra attack. The situational BAB thing doesn't apply at later levels.

3.5 Loyalist |

The monk starts with their unarmed up to d6, the ability to flurry, the best saves in the game through their training of mind and body. They have laid the framework to develop their ki abilities which come as the levels progress, abilities the +1 bab per level and d10-d12 hit die classes do not get (purity, wholeness, strikes counting as magical, slow fall, still mind, in path core even more abilities), but, it is not balanced for them to get their ki abilities, and the highest bab, and the highest (or second highest) hit die.
There must be balance.
Ommmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm...

Mage Evolving |

Seriously ?
Did you even read about my 8 Dex monk with 30 AC when using barkskin from qinggong spell-like ability ?
I get 10 + 5 from Wisdom, +4 from monk levels, + 1 natural from sacred mountain, -1 from Dexterity, + 4 from Bracers of armor, and + 2 from ring of protection.30 AC for an unarmored character is more than the ranger's archer AC when using a nice light armor...AC is THE big thing of monks.
+1. I had a sorcerer (1 level) monk (5 levels)of the sacred mountain. His Ac was in the 30 mid thirties with a single ki point. I'm not sure that AC is the issue.
I've always thought that at level 5 or 6 monks should get the ability to use wisdom instead of strength to deal damage. It always seemed logical that someone who studies unarmed combat and ki flow would be able to attack creatures at their weakest points rather than just punch them in the face. Maybe something like they take a move action and are able to see the ki flow of their enemy so that when they attack they are hitting pressure points, disrupting energy flow or striking vital organs rather than just pummeling creatures haphazardly.
This would reduce the MAD issue with monks and ensure that people didn't just take a one level monk dip to get god like warrior clerics.

3.5 Loyalist |

It varies from dm to dm, but all groups should be balanced.
So if all are playing pretty equal classes (no wroughty variants of base classes, only approved prestige classes) no f***ing dread necromancers!
:)
Now I might sound like quite the resistant dm here, but there is a lot of unbalance out there, a lot of classes that give too much in even the first few levels.

Kirth Gersen |

WAIT I CAN DO THAT?
Just about. You're a 5th level monk with a 15 Wisdom, giving you 2 o-level and 2 first-level ki powers known. You already know feather fall; add another 0-level power and pick, say, touch of nausea as one of your 1st level powers. 4/day first-level ki uses means that 4/day you could make standard unarmed or chain attacks that also carries the effects of that power. Nauseated is almost as good as stunned.
Of course, you want to keep one of those slots in reserve to maintain the +1 enhancement bonus to all your attacks.
At 6th level, when you learn a 2nd level ki power, you could grab hold person, and have a paralyzing fist/paralyzing chain, which is better than stunning.

Kirth Gersen |

Arrrgh, character options, the horror!
Yeah. I've been re-reading some of Frank and K's tome stuff, and it always strikes me that they eliminate every option but "the best ones" and just give you those, and figure the other ones aren't worth mentioning.
I prefer nitpickier character generation, so while I might give you the most obvious top and last choice options as class features, I also like to have a laundry list of second-tier choices to pick from.

Kirth Gersen |

Huh, I didn't get that impression. Maybe because I only really pay attention to the feats. There are enough of those that you are going to have to pick and choose at some point, even if your first couple are obvious choices. Not even a fighter can get them all.
I think that's where the difference comes in -- Frank and K have designed something like 14 trillion base and prestige classes, and then give you feats to customize those -- it's a very 3.5-friendly approach. One of my big goals was to get rid of the PrCs, so it meant making the classes themselves more flexible.
At the end of the day I don't think it matters much -- 100 classes at 3 pages each or 10 classes at 30 pages each, you've still got 300 pages' worth of classes.

Kirth Gersen |

That's a classic. People who get upset about 'unprofessionalism' in homebrew are silly.
Depends in what areas -- the bulk of the tomes stuff is pretty well-balanced for the type of game they play; they have minimal spelling errors (although they prefer bombast to grammar); they understand how the d20 rules work. That's all fairly professional compared to a lot of published stuff.

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Nah, just remembering someone who complained about that exact line, saying it proved that the writers were unprofessional and none of their work was worth using.
Of course, then there's this.

3.5 Loyalist |

Funniest monk battle I've seen, (3.5) a defensive, dodge heavy monk/drunken master go to town on an offensive, tripping and combat manoeuver tree, pure monk.
Drunk monk had far higher ac, more damage.
Pure monk had more abilities, was not on flurry penalties anymore, but couldn't hit, couldn't get a trip or grapple off. He backed out of that fight with that master (was close to the same level). He was very surprised, but in that game it was simply a matter of not getting lucky enough against a heavy hitter and high ac monk, who really had two focuses.
Alas the monk player was a bit annoyed his character was so specialised and couldn't always deal well with social situations or unusual encounters. He was great against golems, not so good against high ac fighters, or things that went through his limited hp quickly. By emphasising ac, his saves were only good, none were great, and that can really bite you in the arse.

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I already said make them spellcasters, but I understand that maybe some people don't want that. Alternatively, I'd let monks get a little more use of their ki pool. I've thought about it, and here's a few things I'd let monks spend a ki point to do.
-Add their wisdom bonus to attack and damage rolls for one turn (can't be used the same turn you spent a ki point for an extra attack)
-Get a +10 bonus on a STR, DEX, or WIS-based skill check(must be a skill they have ranks in)
-The next time they would provoke an AoO this round, they don't provoke it
-Get an extra use of Stunning Fist
-Attempt a feint as a swift action
I think being able to do that would help give monks some extra flexibility without overpowering them or distorting their focus. The skill check one especially gives the monk some out-of-combat capability that lets him contribute to social situations without having to be the face of the party.

Viktyr Korimir |

My first ever D&D character was a Monk. I love them.
I would replace the majority of the Monk's class features with psionic abilities and give them their own class power list, focusing heavily on powers that can be manifested as swift actions.
Failing that, I would at least expand the scope and scale of ki powers to give Monks more options in and out of combat.

Atarlost |
You could fuse the monk with something like the wu jen with an altered spell list. But if the monk has spells, can't have all the normal monk benefits. Making some type of ki sorcerer, not a mobile brawler.
Why ever not? Ranger has spells, full BAB, similar access to bonus feats, and assorted other benefits. Why must monks have fewer class abilities than rangers?

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The Zen Archer can spend a ki point to add 50' to the range increment of the arrows he shoots. I would let other monks do something similar with shuriken. Perhaps the monk could change the range increment to 20' at 4th level, 30' at 8th level and 40' at 12th level.
I haven't read all the posts in this thread, so if someone else already suggested this, so be it.

3.5 Loyalist |

"Why ever not? Ranger has spells, full BAB, similar access to bonus feats, and assorted other benefits. Why must monks have fewer class abilities than rangers?"
The ranger gets spells yes, after a number of levels. You shouldn't use the argument that rangers get spells so as to give monks sorcerer spellcasting or something like that. Rangers never get very many and their list is limited compared to something like a pure spellcaster.
Having as many class abilities as the ranger isn't the point, the point is that there must be balance. If the monk has less but they are as strong or quite useful that can balance. If they have more but they are weaker that can also equal.
I like the idea of monks as psions. Playing a heavy force damage psion can even feel a bit like a monk, but you are more fragile.

SPCDRI |
Well, if I ran a game there are 4 things I would like to try as a GM and see where it takes a Monk player. This is what I would say.
Full BAB. The Flurry thing and the Maneuvers bonus thing pointed to this, but they chickened out. It is time, at long last, for a martial class to get Full BAB, especially after all the other goodies other classes got. Here's looking at you, Paladin.
Bonus movement is given Monk type bonus so that it works with untyped bonuses, Haste, etc.
Amulet of Mighty Fists shouldn't cost more than bonuses on a weapon or else there should be gloves and gauntlets and brass knuckles/cestus things that can be used as weapons and enchanted at the weapon cost.
Wholeness of Body should work like Paladin's Lay on Hands without Mercies. I.e., swift action on self and usable on others.
Ultimate Combat is said to be THE book for monks and goes a long way to making them better.
If that and Ultimate Combat and all the Archetypes still don't get you to the Monk that you want, if that is still "too weak", don't play a Monk.

Dapifer |

Who needs monks when you can have a super modular Martial Artist that can be anything from a no-magic streetfighting type to a super zen ki using shaolin monk?
BRAVO!
*standing ovation*
EDIT: I am being completely honest here, I really loved it. I can even see it using weapons and replacing the fighter altogether...

The equalizer |

Well, if I ran a game there are 4 things I would like to try as a GM and see where it takes a Monk player. This is what I would say.
Full BAB. The Flurry thing and the Maneuvers bonus thing pointed to this, but they chickened out. It is time, at long last, for a martial class to get Full BAB, especially after all the other goodies other classes got. Here's looking at you, Paladin.
Bonus movement is given Monk type bonus so that it works with untyped bonuses, Haste, etc.
Amulet of Mighty Fists shouldn't cost more than bonuses on a weapon or else there should be gloves and gauntlets and brass knuckles/cestus things that can be used as weapons and enchanted at the weapon cost.
Wholeness of Body should work like Paladin's Lay on Hands without Mercies. I.e., swift action on self and usable on others.
Ultimate Combat is said to be THE book for monks and goes a long way to making them better.
If that and Ultimate Combat and all the Archetypes still don't get you to the Monk that you want, if that is still "too weak", don't play a Monk.
So... to be clear, amulet of mighty fists are significantly cheaper, no penalties for flurry, wholeness of body becomes lay on hands, their beef to base speed is kept on top of everything else the monk class gives. Lets think about this. Hmmmmm. All I can say is ......bwahahahahahahahahaha. You got no clue what a monk is.

Atarlost |
"Why ever not? Ranger has spells, full BAB, similar access to bonus feats, and assorted other benefits. Why must monks have fewer class abilities than rangers?"
The ranger gets spells yes, after a number of levels. You shouldn't use the argument that rangers get spells so as to give monks sorcerer spellcasting or something like that. Rangers never get very many and their list is limited compared to something like a pure spellcaster.
Having as many class abilities as the ranger isn't the point, the point is that there must be balance. If the monk has less but they are as strong or quite useful that can balance. If they have more but they are weaker that can also equal.
I like the idea of monks as psions. Playing a heavy force damage psion can even feel a bit like a monk, but you are more fragile.
Who's trying to give monks sorceror casting?
They have ki. It's about equivalent to ranger/paladin casting. It's linear instead of quadratic, but 4 level casting is a short enough sample that it doesn't stray unacceptably far from linearity. At low levels it gives more uses. At high levels it's not so great, but being a point instead of a prepared slot system it's more flexible.
Most of the other monk abilities are lame and/or situational just like the bulk of the ranger abilities.
Evasion is duplicable from a ring.
Fast Movement doesn't stack with anything.
Slow Fall is limited and situational.
Diamond Body is situational.
Diamond Soul is a liability if you have friendly casters since it takes an action to drop it.
Quivering Palm is kind of nice.
Timeless Body does nothing unless an adventure runs long enough for you to pass an age category.
Tongue of the Sun and Moon is something all 2/3 or more casters except the magus got between 9 and 13 levels ago.
Perfect Self can actually be a nerf if you want to get certain buffs cast on you. DR alignment is not hard to bypass at level 20 so it's situational as well.
The other abilities use ki, making them part of the spellcasting equivalent.
Comparing the actual abilities there's no reason for monks to not be full BAB, nor much reason not to trade ki for a 1/4 casting spell slot mechanic if that's the mechanic psionics wind up using.