Fixing the Pathfinder Monk with 1 new archetype


Homebrew and House Rules


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The Reconstruction – Fixing the Pathfinder Monk

To get to the actual Archetype built in this article, skip down to the very end. The section you’re looking for is “Archetype: The Wandering Warrior.” Everything else is a justification of the changes made by that archetype, and why those changes are vital. I know I’ve written a great deal in the coming section to explain these changes, but if you read the entire post, I think you will agree with them.
Let me begin by saying I do not mean to offend. Everything I say here is in the spirit of enhancing or improving my favorite game of all time. I’m a D&D geek who loves both 4th Edition and Pathfinder. This causes problems at times. I’m also a martial artist. This causes problems at times as well, especially when I start thinking about everybody’s favorite Bare-fisted brawling class: The Monk.

The Monk has been riddled with problems in 3.5 D&D and Pathfinder, and it’s a class that deserves better. Whenever a class is updated from one iteration of a system to the next, there develop “Sacred Cows” that a creator feels cannot be discarded from the previous edition. 4th Edition took the vast majority of cows to slaughter, giving us a magnificent selection of beef cuts to choose from, but preventing the enjoyment of the tasty milk we’ve grown to love over years of playing the wonderful D&D 3.5 system. Pathfinder kept most of the cows alive, killing only the ones too old to give the milk of enjoyment that is good game mechanics. The beef was tasty, but they kept a number of Monk’s cows from 1st, 2nd, and 3rd, edition alive that should have been wiped out a long time ago. Well I’m hungry, and I want me some beef. It’s time to kill us some cows, ladies and gentlemen.

The sacred cows that are going to the slaughterhouse are cows that exist on the purely in game, mechanical level, and on the psychological, meta-level of Pathfinder in the minds of GMs, Players, and Designers. Frankly, the Pathfinder Monk is a class that was supposed to be an Eastern-style martial artist. Then a few too many sacred cows were alive, and not enough thought was put into how Eastern-style martial artists work. The unmodified Monk is nearly unplayable in its standard form at this time. However, there’s good news: all the parts and concepts are there to make a totally awesome class. I think we can rebuild this glorious martial combatant with just one new archetype!

This article will focus primarily on the issues with Pathfinder Monk, and how to fix them. Portions of this will be extremely wordy. There’s a reason for that: trying to explain WHY certain things will be changed the way they must be changed, and giving historical reasoning for how martial arts have worked, and how that applies to Pathfinder.
For now, lets start with the basics. The goals of this article are:

-To rebuild the Monk as an effective combatant with a clearly defined role in the Pathfinder System. Pathfinder attempts to classify the Monk as a highly mobile frontline fighter, so that’s what we’re going to build it as. We’re also going to add “Light and/or Exotic Weapon Fighter” to that to better define their role.

-To rebuild the Monk with a clear specialty: That specialty will be Combat Maneuvers, as defined by the Pathfinder System. The monk will also be able to act as a Skirmishing Combatant the way it was originally intended to in earlier editions.

-Monks have a huge case of Multiple Attribute Dependency (MAD). This needs to be solved in a manner that sticks to the conception of Monk that designers and players prefer: the strong and graceful warrior. Not what actually occurs which forces players to use Dexterity as the only logical dump stat. (See also TreantMonk’s Guide to the Monk.)

-To make Monk Weapons useful. They’re the mostly ignored section of Exotic Weapons, and that MUST change. This is the easiest fix, and it does not require the alteration of ANY existing weapons.

-To solve ALL of these problems with a single new Monk Archetype, which will be listed at the bottom of this article. If you’re just looking for the stats, skip to there. However, if you’d like to avoid sputtering in rage, I suggest you read this entire article so you can understand the changes.

-To solve ALL of these problems without making awesome feats from Ultimate Combat useless.

Our first step, is to define the Monk:

The Monk is an Eastern Martial Artist

Eastern Martial Arts confuse people. You see people in uniforms, punching at the air, or performing complex and fascinating looking techniques packaged together in a balanced set called a “kata”. Without going into the vast, extensive, and varied histories of the martial arts worldwide, I’ll discuss a broad overview of how martial arts often developed and how they apply to the Pathfinder Monk.

It should first be stated that the Martial Artist has existed in the east and in the west since the dawn of man. The Pathfinder Fighter is the generic European Man-At-Arms, the expert martial artist of the West. Western Martial Arts primarily focused on weaponry. There were vast amounts of iron deposits in the western areas where the European Man-At-Arms did his dirty work, so there was easy access to weaponry and armor of all kinds. With the best materials at hand, unarmed combat was something that rarely, if ever happened. You had a big stick with a pointy metal bit on the end, or a big honking sword, a shield and armor for defense, and you beat the crap out of the other guy. Everybody else had these big honking swords, shields, and armor, so you didn’t have to switch things up all that often. This was the traditional approach to European Warfare, and it worked pretty well.

In the East, in diverse areas as China, India, Thailand, Japan, Okinawa and many other locations, a very different approach developed. They had the same constant warfare of the west, but a very distinct problem with resources. Namely, they didn’t have them. Vast iron deposits and steel deposits were not readily available in some places. Cultures and small states vied for control, and it was all very messy. Eastern Marital Artists adapted to their environment, which was one of uncertainty and improvised warfare.

You didn’t know when you’d be fighting. You didn’t know who you’d be fighting. So you improvised. You started with the basics: your bare hands, feet, and any other part of your body that could be turned into a weapon. Armor was that thing that your invaders were likely to have, and you never knew if you would actually have it on hand. So you improvised and learned how to defend as you attacked, or to position yourself in a manner that your opponent’s weapon couldn’t easily hit you from. You were still at a huge disadvantage against a well trained opponent with a weapon, but if you knew what you were doing you might disarm said opponent. Then it was a whole different kind of fight.

In this area, the Pathfinder Monk MUST diverge from reality. Because we love our Wuxia and Martial Arts movies, and beating an enemy down with your bare hands is just too awesome an image to lose. It can’t just be fighting with your bare hands until you steal someone else’s weapon.

One fact from Reality does remain however: weapons became important for eastern martial artists in areas where they were hard to find, hard to make, or where oppressive regimes made weapons illegal. Once again, they had to improvise and come up with something that would let them stay relevant against their oppressors. The Okinawans developed the martial art of Te, which eventually evolved into Karate. As this process occurred, they determined that they needed decent weapons. Between their Japanese oppressors, and just keeping things clean with their fellow Okinawans, they had to have a way to fight weapon on weapon with tools of their own. No one picks up a long stick and says “I’m going to take on that guy with a steel sword using this hunk of wood” without first determining that they don’t have a better option. Karate Staff technique was formed from this need. Tonfa, originally a grain-threshing tool, gave a Karate practitioner a way to perform armed combat techniques using their unarmed training. Then they added a few other techniques specific to the Tonfa to their unarmed combat style, and they were ready for any enemy that came their way.

While many eastern martial arts begin with just the unarmed, unarmored body of their practitioner, they often come to a point where a weapon is applied. The weapon always made use of whatever materials were on hand (steel and iron if the practitioner was very lucky), and was wielded in a way that that allowed the practitioner to make use of their previous unarmed combat training: concepts and techniques that applied while the practitioner was without a weapon could now be applied to the weapon.

This was not always true. Some weapons were styles in and of themselves, or applied the fighting concepts of a martial art without applying the same movements. However, a martial artist who had training in an unarmed combat style who wielded a weapon that worked within that combat style was a terrifying warrior indeed.

The Pathfinder Monk has no need to wield a weapon. This is not a bad thing, but the Pathfinder Monk actually handicaps himself by wielding a weapon! This needs to change.

Our concept here is of the Eastern Martial Artist, The wandering warrior of legend, movies and television. Informed by real world martial arts, but modified for the sake of dramatic convenience.

Sacred Cow #1: Arbitrarily Increasing Unarmed Strike Power. The Foul Beast 2d10.

Lets talk about the mechanic that is simultaneously the greatest advantage of the Pathfinder Monk, and the greatest disadvantage. Steadily increasing Unarmed Strike damage dice. It’s almost synonymous with Monk. When people think of Monk, the first two things that pop into their heads are “Flurry of Blows” and “2d10 Damage Dice”. It starts at 1d6 at level 1, at level 4 it increases two potential damage points to 1d8, and so on and so forth until you hit level 12 when it becomes 2d6. It’s still 2 potential damage points higher, but it’s also got a much higher average damage due to the increase in actual dice rolled. This becomes 2d8 at level 16, (4 more potential damage, higher average damage), and finally the dread 2d10 at the pinnacle of power that is level 20. You know this mechanic and you probably swear by it. It’s the sacred cow you might cuddle with at night.

There is no reason to do so. This is possibly the worst mechanic ever. It handicaps you at low levels with weak damage. The concept is that you eventually become a Lord High Godking of Close Combat with that epic 2d10. Except that the designer who’s put himself in the corner with that mighty 2d10 suddenly realizes what exactly he’s done. He’s created the most powerful weapon in all of D&D/Pathfinder: the Monk’s Bare Hands. They can be used in a grapple, you can use your unarmed strike to punch/elbow/headbutt your way out of restraints when they finally count as adamantine. If someone restrains your arms or legs somehow, too bad! You can still hit him. Forever.

The designer may very well have just invalidated the Barbarian and the Fighter with the foul beast 2d10. He hears 2d10 growling in the shadows, and he tries to restrain it. The Monk wants his unarmed strike to get enchanted so that it can keep up with the fighting ability of the other party members? Too bad, it will cost the monk four times the gold if he pays for an Amulet of Mighty Fists. As it is, the designer has completely invalidated all of the wonderful monk weapons he’s come up with because of the dread beast 2d10’s massive damage output. He restricts anything that would actually enhance the power of a Monk’s attacks. If the monk wants weapon focus, specialization, or anything that gives a steady attack/damage increase, he’s not going to find it. 2d10 must not be allowed to grow stronger. That is why Flurry of Blows is always a Flurry of Misses, and why even when it hits, it probably doesn’t do actual damage. Potential Damage is completely useless without any guaranteed damage to back it up. In Pathfinder, guaranteed damage and stacking on entire potential damage dice are the true source of power. The only source of actual damage that a Monk can actually apply to their unarmed strike comes from their Strength stat. They have the Double Slice feat effectively built into their flurry of blows. They have zero off-handed attacks during Flurry of Blows. This is the means by which you do damage. An effective monk requires a massive strength stat, as it is their only hope of delivering actual damage in combat.

In the real world, physical strength is a useful thing to have when training in the martial arts. My dojo has a very well defined physical fitness regimen designed to build the kind of strength and endurance a martial artist needs. Physical Strength only adds power, however. Technique multiplies it. A Karate expert I know can demonstrate all the things that add into the power of a proper Karate-style punch. You fire a punch from the hip, and twist your hip at the end to throw your weight into the punch. This multiplies the power of the punch. You turn your fist at the moment of impact, which further multiplies the power of the punch. There is no force in the punch until the exact moment of impact, when you squeeze your fist and press forward, which even further multiplies the power of the punch. By listing three individual portions of the punch, I’ve explained how power is multiplied three times before it’s actually applied to the target of the punch! If the technique of a punch is bad, it will not have great power. If you challenged an Olympic weightlifter to throw a punch at something that could measure force output, and challenged a skilled martial artist to do the same thing, you’d determine one thing very quickly: The skilled martial artist probably doesn’t have the same raw strength as the Olympic Weightlifter, but through technique and skill he’ll be able to project far more power.

In short: the current iteration of monk makes no account for martial arts technique beyond 2d10. And when the amount of power that good technique can apply to an attack can be measured in anything from 2 to 20 damage, depending entirely on luck and prayer and not the skill of the combatant, then the system is flawed. While actually MULTIPLYING the damage done by a monk’s attack would not actually work in D&D game mechanics (let’s just say, I think Karate Practitioners make very solid use of the Vital Strike feat tree when they fight), there is another way to fix the problem of the dread beast 2d10 while simultaneously making Monk Weapons an awesome investment. It would also be balanced to keep Monk Unarmed Strike relevant as a weapon across 20 levels.

The Fix:

Monk Unarmed Strike: Unarmed strike does not increase at level 4 and above.

Martial Arts Training (EX): At levels 4th, 8th, 16th, and 20th, the monk gains +1 to Attack and Damage with their Unarmed Strike and all Special Monk weapons.

Why?: The Monk’s greatest weakness is it’s incredibly low bonus to Attack (usually due to the Dread Beast 2d10 preventing any increases in bonuses to attack rolls), and it’s incredibly low Guaranteed Damage. (Again: Dread Beast 2d10.) They get plenty of Potential Damage from the dread beast 2d10 that almost NEVER pans out for a monk. Plenty of mighty eastern martial artists have fought with deadly weapons over the years. Thus, the fix allows for the traditional eastern Martial Artist to use their normal portfolio of awesome weapons of legend without being rendered pointless by the dread beast 2d10. The monk who does not wield weapons still remains effective across 20 levels with his unarmed strikes. It also reduces MAD problems by including a steady, static bonus to attack and damage. It’s now possible to play a monk with Middling Strength or Dex. The increased steady bonus to attack and damage works thematically to represent awesome martial arts training. The increased steady bonus also allows Unarmed Strike to remain viable at all levels. Sadly, there’s no way to include some kind of two-handed spear as monk weapon. This is a great loss, as the Spear was commonly used by eastern martial artists. However, the way Flurry of Blows works would make that impossible, giving such a massive amount of damage as to render every other class useless by the power of a two-handed spear in the hands of a monk with the current version of Flurry of Blows. If someone wants to play a Monk spearman, then they should probably play the Sohei variant from Ultimate Combat. It should be noted that the Sohei is one of the best designed monk variants currently in play, but that is neither here nor there. The killing of this sacred cow also works to fix a vast number of rules on the Meta Level of Pathfinder.

Lets talk about the Meta-level for a moment. Why did Paizo say “Improved Natural Attack” doesn’t work for Monk Unarmed Strike? Because of the dread beast 2d10. Using this unarmed strike progression means that Improved Natural Attack can again be an acceptable Monk Feat. The designer is no longer paranoid of 2d10 becoming the deadly leviathan 3d10. Because Pathfinder Monk has always had decent damage output IF you played a high strength monk, and 3d10 is such powerful damage that it probably would have gone beyond matching Monk Damage with the Fighter and Barbarian, and blown everything else in the game out of the water. Potential damage isn’t often worth all that much statistically speaking, but 3d10 per attack with up to 8 attacks in a round means that something is getting disintegrated. It also means that the Amulet of Mighty Fists no longer needs to be four times more expensive than any other weapon enchantment, because Unarmed Strike is no longer an unstoppable beast of 2d10. It also allows for more interesting and deadly combinations. There is however, a truly elegant and wonderful change that we’ve created here that most people wouldn’t think of.

You see, this fix doesn’t actually weaken monk unarmed strike. It makes Monk Unarmed Strike and Monk Special Weapons much more awesome. In fact, by giving this steadily increasing bonus to Attack and Damage, we’ve made them more powerful without creating imbalance. No one can argue that 1d6 + 5 is better than 2d10 in total damage, but the average damage between the two is about the same. The increased attack bonus for monks allows them to more easily use feats such as Power Attack and Combat Expertise without losing their chance to hit their target, which easily makes up the difference. If the monk decides to Skirmish and attack on the run in spite having a medium BAB when not using Flurry of Blows, they’ll have a much better chance to hit. Anyone who is worried about not having enough damage across 20 levels with this static base damage of 1d6 +5 as opposed to 2d10 should also keep in mind that they have Flurry of Blows with no “off-hand” weapon. Flurry of blows, left unchanged and attached to this, makes for a deadly combatant indeed. Most importantly of all, by changing our unarmed strike to this, we’ve redefined the Monk: fast, mobile, light weapon specialist. No Monk Weapon does more than about 1d8 damage, with a few fun exceptions introduced in Ultimate Combat. A total amount of bonus attack/damage of +5/+5 puts the Monk on par with what a Fighter or Barbarian can stack onto their weapons through class features and feats across 20 levels.

(And what can they stack without magic weapons? +6/+8 Max for a fighter through weapon focus/specialization/greater weapon focus/greater weapon specialization and Weapon Training with the first weapon group being the one that has the weapon you’re specializing in. Barbarians meanwhile are a case of +4/+Lots for a Raging Barbarian with a two-handed weapon. We’ll say Lots, just because we don’t know what the Barbarian’s base strength is at that point, and if their strength mod is +6 or higher. There’s no hope of someone catching up with their damage without a lot of nice equipment.)

Previously, the Monk was entirely dependent on the dread, steadily growing beast of 2d10 for increased damage. Every player will tell you that the beast was kind of useless: no guaranteed damage meant that you were lucky if you ever got a solid hit with any attack. And because of it, there was no reason to actually try one of those cool looking monk weapons. Previously, you might just touch a monk weapon for levels 1 to 4 before unarmed damage hit 1d8. Now however, you could specialize with a special monk weapon, and actually play around with mechanics that have been completely ignored previously due to the awesome power of the dread beast 2d10. The monk is now playable as Paizo intended: fast, light, mobile fighter.

But this is only the first fix needed. We’ve nerfed Monk Total Damage while increasing Monk Average Damage, and gave players a reason to try Special Monk Weapons. Repeatedly hitting with those Monk combat options is now viable thanks to the increased attack bonus. Now we need to compensate for some of our lost damage. This brings us to Sacred Cow Number 2, which is in fact a Design Philosophy Cow.

Sacred Cow #2: The Fighter Does Everything Better

There is an unwritten rule of D&D 3.5 and Pathfinder that goes something like this: Anything a non-magic class can do in open, weapon-based combat in the game, the Fighter MUST be able to do better.

No one’s ever said it out loud, but this revelation should not come as a surprise. Barbarians are better damage dealers when they rage, but when you add up all the feats and class features, the Fighter has better over-all damage and they have it all the time. They are not dependent on Rage to get things done. The new Gunslinger class has some of the best gun-based mechanics in the game, but if you JUST want to hit your target and do damage and nothing else…you’ll actually get better damage with a fighter, weapon training, and the weapon focus/specialization feat tree. This isn’t true if the Gunslinger in question managed to get a Dexterity modifier of +8 or higher. On the other hand, no one says that you can’t take the first five levels of gunslinger to get your dexterity bonus to damage, and then take 15 fighter levels to add on all the relevant Fighter class features and feats on top. However, this will only help a character with flat out damage and won’t grant access to the amazing Grit abilities that a higher level Gunslinger can earn. Still, in terms of Flat Damage, Fighter usually takes the cake.

There are exceptions. Paladins were boosted from 3.5 to Pathfinder, with a major upgrade to their smiting ability. They are now by far the highest damaging melee fighting characters, but only against evil creatures, and only against one evil creature at a time. If it isn’t evil then they’re still heavily disadvantaged. Worse, Paladins can only use this a very limited number of times per day. Meanwhile, the Fighter comes in with his bonuses to attack and damage that apply all the time, every time. Cavaliers can pick one truly powerful enemy, and become one of the highest damaging melee fighters, assuming they’re not just wiping people out using Mounted Combat-related abilities…

Once again, Fighters have clearly defined damage against everything in any situation. Somewhere along the line, someone decided that they also had to have the highest combat maneuver bonuses at all times. After all, Fighters are the most versatile combat class, obviously their ability to specialize should include being able to specialize in Combat Maneuvers to a degree that beats out anyone else.

Monks need to become another exception to this rule. The biggest change between 3.5 and Pathfinder, was that Monk was supposed to be redefined as a Combat Maneuver Specialist. While Maneuver Training and the Wisdom Bonus to CMD gives the monk serious advantages when dealing with CMD, it doesn’t really help that the Monk can’t actually TAKE any combat maneuver feats beyond the basic “Improved” feats. Not without reworking their build to specifically take all the prerequisite feats. Furthermore, it would cost a further feat to make some combat maneuvers such as Bull Rush or Reposition able to be done quickly. There needs to be a fix within the monk class that effectively addresses combat maneuvers, and allows a Monk to truly specialize in them without using up all the feats they’ll need to develop their combat strategy. Don’t say the “Maneuver Master” from Ultimate Combat is the answer to that. That is an Alternate Archetype with serious issues.

The Fix:

All of the “Improved (Maneuver)” feats for Combat Maneuvers are added to the monk’s feat list at level 6.

Secret Technique (EX): The Monk picks one combat maneuver. When using that maneuver, they gain a +2 bonus to perform that maneuver, and they can reduce the action cost for that maneuver by spending a ki point. (A Standard Action is reduced to one of the monk’s attacks in the round, one of the monk’s attacks in the round is reduced to a Swift Action). These benefits stack with the Quick (Maneuver) feats (Such as Quick Bull Rush or Quick Reposition). At level 17, the monk can apply these benefits to another combat maneuver. This ability replaces Wholeness of Body and Tongue of the Sun and Moon

Why?: Our combat maneuver specialist is outclassed by the Fighter at all turns on feat selection. (with the honorable and deadly exceptions of Ki Throw, Improved Ki Throw, and Greater Ki Throw, none of which apply until around level 10 or so!) Our combat maneuver specialist has no actual special ability that applies when they actually perform combat maneuvers. Every other class that specializes in something has a special ability that gives them an edge in their specialty. Monk does not. Now they do, and in a way that doesn’t imbalance the entire class. Wholeness of Body never actually did anything that the party cleric or other healing capable class wouldn’t have done for the monk anyway. I would also ask what Tongue of the Sun and Moon did for a monk that a Spellcaster couldn’t achieve 12 or more levels earlier. Now however, we’ve got a special ability that allows a monk to treat two combat maneuvers they know as though they have the greater version of it in terms of CMB. Furthermore, they can reduce the action cost of really useful maneuvers while still gaining a fantastic benefit from feats like “Quick Bull Rush” or “Quick Reposition.” Of course, a monk could work their entire feat selection around one specific combat maneuver, allowing them a bonus of +6 to use that maneuver. Otherwise, classes could only manage +4 beyond what their base attributes and base attack bonus gave them through feats. This is not a serious issue. If a monk wants to do this, let him. A player can Bull Rush or Trip something of their size all they’d like, but they’ll have to hit it eventually. The risk here of course, is that a player might take “Janni Style” and it’s related style feats, allowing them a massive potential bonus on a trip or bull rush of +10 on that check. Of course, if they took the Dimensional Dervish tree to the point of Dimensional Maneuvers, and stacked all of it’s feats on top of this, they’d max at +14. That’d be their base attribute for the check, plus base attack bonus, +14.

As terrible as that could be, it’s not that much of a game changer. This would require that a monk spend their feat selection entirely on one combat maneuver, and all the gods help them if their enemy is flying when they’re trying to do such foolish things as “trip” or “Bull rush” it. Has tripping or bull rushing ever made a difference against a dragon? Let’s also keep in mind, the speculated upon feat tree listed out above requires that a character be nearly level 20, the time when ALL classes gain ridiculous and potent special abilities. If a character wants to be a wanton god of Tripping or Bull Rushing, then that should be their right. Not to mention that the Advanced Players Guide has already made it so that certain classes can effectively become immune to combat maneuvers. (I’m looking at Human Fighters, and their ability to pick any two combat maneuvers to get +1 on their CMD against at every level.) Now we’ve at least got ONE class that can even the playing field.

Fighters will always be able to specialize and use incredible builds based on their massive feat selection. Monks are currently unable to use their “specialty” with any degree of skill compared to other classes. Let’s kill the sacred cow, and actually let the Monk spread their wings and gain some actual mastery over combat maneuvers.

But this brings us to another problem that Monks have that fighters don’t:

Sacred Cow #3: MAD Monks.

Multiple Attribute Dependency. They fixed it for Paladins, by making it so that all paladin abilities were keyed to Charisma. (In 3.5, they needed Strength, Constitution, Wisdom, and Charisma to be effective. In pathfinder, they only need Strength, Constitution, and Charisma.) Paladins are now awesome for a variety of reasons, and if you have the stats to play one, you get the awesome powers that come with the package.

Monks do not get awesome powers to make up for their MAD. A monk currently requires Strength (to hit and do damage), Dexterity (To not get hit and for half their class skills), Constitution (They’re a melee class. They need the HP to take hits.), and Wisdom (for ALL of their decent class abilities.) All of this assuming that the monk doesn’t want to make use of their decent skill selection, in which case you might toss Intelligence onto the list. Some might say you can dump Dexterity as per the wisdom dispensed by Treantmonk in his guide. While I understand the statistical and logical reasons for this, I despise them for existing. Monks can be brawny bruisers, but I LIKE the archetype of the well balanced unarmed combatant who fights with style and grace. Others use Weapon Finesse and a High Dex, but Monk Damage is only reasonably high IF you have good strength to fuel your unarmed strike. This means that Style and Grace are rather useless to the Pathfinder Monk.

Something’s got to give. One of those stats needs to be removed from the list in order for the Monk to work. So it’s time to try something completely ridiculous.

The Fix:

Indomitable Spirit (EX): The monk has trained in a variety of methods that have infused their bodies with mighty Ki. Even if they don’t know how to actively make use of it yet, it makes them tougher and more able to take hits. The monk uses the higher of their Wisdom or Constitution modifiers to determine their bonus HP at first level, and every level after first. This ability only affects levels in monk. Levels in a previous class are unaffected, as are levels in a future class. This ability replaces Empty Body

Why?: Empty Body is a really cool ability that’s very flavorful. But if Monk is going to be fixed with a single archetype, then “strong” fanciful abilities need to be given up for a couple of practical ones that bring Monk in line with its development concept. As per why we’re making CONSTITUTION a possible dump stat, of all things, the answer is simple: Fixing Monk MAD is a maddening process (no pun intended). Strength can’t be removed because strength SHOULD be an integral part of damaging someone. Historical and Modern martial artists do tend to be pretty strong from their training. Worse, we’ve already created a method for the idea of fighting skill to come into play with the new archetype’s steadily rising bonus to Attack and Damage. You can’t take dexterity out of Monk, because Monks have it hard enough as it is without Armor. A high Wisdom Stat can negate that problem, but you still need decent Dexterity to match. Unless you have a ridiculous Wisdom Stat, you probably count as wearing “light armor” for all intents and purposes with your Monk’s wisdom modifier added to AC. This leaves us with one completely ridiculous option: Constitution. A monk’s got to have HP if he’s going to be a frontline fighter, even if he IS geared toward light fighting and skirmishing. But this is where we do something completely ridiculous: Constitution’s steadily rising bonus to HP is the main reason that monks need to have it high, because they really don’t need help with their saves. All that needs to be done is to change that part of the equation, and suddenly the entire game is different. Now the Monk only really needs Strength, Dexterity, and Wisdom.

There are those who would tell you that a Monk does not need Dexterity. They would quickly reference Treantmonk’s guide to the Monk. While I respect that opinion, and understand the statistical nature of that pronouncement (AKA: the fact that it’s entirely true in the current iteration of Monk), I’d ask that everyone consider: which is more in tune with their idea of a martial artist? The martial artist who can’t dodge, lets himself get hit in a ridiculously painful fashion, and takes it like a man? Or the martial artist who defends himself with lightning quick dodges, maneuvers, and counterattacks? The vast majority of people will think of the second idea when they think of the martial artist. It’s time to make Dexterity a part of being a Monk again. With this one quick, easy replacement, we’ve eliminated MAD from the Monk. With Wisdom as their attribute keyed to gaining more HP, explained by the monk’s training in the use of Ki; they now only require Strength, Dexterity, and Wisdom to be played effectively. Their Fortitude Saves will be hurting if you don’t have at least something in their constitution score, and god help the Monk who takes a hard hit of CON Damage from an effect, but constitution now becomes a distant 4th in terms of stat priority. This also fits thematically with the idea of the ancient martial artist whose body has aged, but whose power has only grown thanks to their wisdom and skill. Everybody has wanted to play the Old Master Monk whose been training all his or her life at one point or another. Now it’s plausible at lower levels.

Sacred Cow #4: Slow Fall is a Useful Ability.

I’ve been playing D&D and Pathfinder for 11 years now. I have never used Slow Fall. I have never been in a position where I could use Slow Fall. This is not to say there weren’t situations where I could have used it, but you’d be surprised how hard it is to be where you could touch a wall in order to actually slow your fall. Slow Fall is an awesome idea, but in practice it’s basically replicating a 1st level spell (Feather Fall) as a steadily growing class feature, and simultaneously making it weaker by having a tricky requirement. It doesn’t work.

In this case, a player known online as “Master Arminas”, came up with a better solution. The Catfall. To quote his work: “Catfall (Su): At 4th level or higher, a monk can fall incredible distances without suffering damage. When falling, a monk always lands on his feet. In addition, he reduces the damage inflicted from a fall by 1d6 per monk level he possesses, to a maximum reduction of 20d6 at 20th level. Unlike magical spells (such as feather fall) with similar effects, a monk is not slowed during his descent, making this ability a favored method for higher level monks to rapidly descend great distances quickly.”

It sticks to the archetype of the wandering Movie Martial Artist, give them an awesome ability that synergizes well with High Jump, and generally make the class stronger. However, it seems a little inelegant at this point. With the death of the foul beast 2d10 though, the Monk could handle a small boost.

The Fix:

Safe Landing (EX): damage from any fall is reduced by 1d6 at level 4, which increases by 1d6 every 2 levels after 4th. At level 20 this ability improves further, and the monk no longer takes damage from a fall at any height. This ability replaces Slow Fall

Why?: Because Slow Fall is a useless mechanic. This makes it useful without resorting to just making it “spend 1 ki to gain the effect of feather fall”, which doesn’t really fit the idea of Monk leaping around and performing awesome feats of skill. Master Arminas’s Catfall is a brilliant idea, and the above Fix is BASICALLY Catfall with fall damage removed at the same rate as the original Slow Fall and flat removal of fall damage at level 20. The only reason why we shouldn’t just say, “Turn Slow Fall into Cat Fall” is just because we’re trying to fix Monk with a single, balanced archetype instead of a complete rewrite. We should stick to the Slow Fall progression for this one.

Sacred Cow #5: The Monk is the Fastest Thing Ever.

Every single person that has ever read up on monk has said “Wow, I have a 90 foot base land speed at level 20! That is the most epic thing ever!”

Every single person that has ever played monk has said, “Wow. I have a 90 foot base land speed, and I can’t actually do anything with it.”

It’s as simple as that. Monks were originally meant to be high speed skirmishers that attacked while they moved, playing havoc with a group of enemies. As it currently stands, as of 3rd edition D&D, no monk has had any reasonable or decent skirmishing ability.

Why is this? It’s not for the reason most people would assume. It’s because of mounted combat. Mounted combat is the most powerful skirmishing and melee combat option in Pathfinder. A character using Mounted Combat is heavily armored, probably wearing Fullplate and wielding a shield, but still moving with a minimum of a 50 foot base land speed because of their mount, which is doing all of their moving for them. They can even get off a full attack action if their mount does a double movement for them, or have both the character and their mount perform a full attack action if they’re already in melee with a target. You can charge with your mount, doing double damage if you’re wielding a lance, and triple damage if you have the Spirited Charge feat. Of course, this deadly and amazing combat style requires a massive expenditure of feats and gold.

Meanwhile, if a designer allowed the Monk with it’s potential 90 foot base land speed move and attack, they’d basically let a normal lightly armored human fight and skirmish the way another character whose spent thousands of gold and four to six feats does. The monk would not hit nearly as hard, but they’d still run the risk of invalidating an entire combat style.

However, as things currently stand, the Monk is incredibly fast but cannot actually do anything with that speed. Combat Style feats from Ultimate Combat do address this problem, but they do not solve it without the expenditure of 2 to 3 feats. The Dimensional Agility/Assault/Dervish feat tree can solve the problem completely, but not until level 17. Monk needs something built into the class to allow them to skirmish on some level, because what happens now just doesn’t work without a significant expenditure of resources.

Many people are probably confused by the fact that I don’t include the Pathfinder version of Flurry of Blows or Monk Medium BAB on the list of sacred cows to be slaughtered. The reason is because the Pathfinder version of Flurry of Blows now allows us to do this:

The Fix:

Highly Mobile Combatant (EX): at 8th level, as a standard action, The Monk may spend a point of Ki to attack at it’s highest base attack bonus, and then make it’s second iterative attack. At level 15 this power improves, allowing the monk to deliver one attack at a monk’s highest base attack bonus, then it’s second iterative attack, and it’s third iterative attack. He can use each of those attacks to perform Combat Maneuvers at his normal CMB instead, but only if those Combat Maneuvers can be performed as attacks in a round. This ability replaces Monk Fast Movement at levels 6, 12, and 18.

Why?: Even with the Monk’s top speed reduced to 60 feet, it is still by far the fastest character class in Pathfinder. He can no longer move almost as fast as a Mounted Combat character on horseback whose mount makes a double-move action, but he’s still really fast. He can perform a full attack action like a mounted combat character, but his special rules for using his full attack action while moving prevent him from ever outstripping the mounted combat specialist in damage, and he must have Ki in his Ki pool to skirmish effectively. Once again, the nature of Combat Maneuvers makes it so that this power is VERY useful for disrupting an enemy line by delivering a fast set of combat maneuvers on arrival into a group of enemies. The monk can only ever perform three attacks or combat maneuvers with this power, and that third attack can’t happen until level 15. This prevents someone trying to dip into monk for this ability, and it also has decent chances of hitting when used, thanks to the bonuses to attack and damage that Monk now has as it levels.

The Monk is now a capable Skirmisher. He’s not as good as the Mounted Combat character, but he can certainly do some damage if he has to with a skirmish-type fighting style. The Monk can’t do it all that often though; it costs Ki, and that means that being able to skirmish effectively becomes one of the items covered by the Monk’s spendable daily resources, just like everything else a class gets that’s of a certain degree of power.

Conclusion:

This has been my attempt to Reconstruct the Pathfinder Monk as it was intended. These were some sacred cows that needed killing, and I hope people will agree.

-------
The Complete Pathfinder Monk Fix
Archetype: The Wandering Warrior

Indomitable Spirit (EX): The monk has trained in a variety of methods that have infused their bodies with mighty Ki. Even if they don’t know how to actively make use of it yet, it makes them tougher and more able to take hits. The monk uses the higher of their Wisdom or Constitution modifiers to determine their bonus HP at first level, and every level after first. This ability only affects levels in monk. Levels in a previous class are unaffected, as are levels in a future class. This ability replaces Empty Body

Monk Unarmed Strike: Unarmed strike does not increase at level 4 and above.

Martial Arts Training (EX): At levels 4th, 8th, 16th, and 20th, the monk gains +1 to Attack and Damage with their Unarmed Strike and all Special Monk weapons.

Safe Landing (EX): damage from any fall is reduced by 1d6 at level 4, which increases by 1d6 every 2 levels after 4th. At level 20 this ability improves further, and the monk no longer takes damage from a fall at any height. This ability replaces Slow Fall

Bonus Feats: All of the “Improved (Maneuver)” feats for Combat Maneuvers are added to the monk’s feat list at level 6.

Secret Technique (EX): The Monk picks one combat maneuver. When using that maneuver, they gain a +2 bonus to perform that maneuver, and they can reduce the action cost for that maneuver by spending a ki point. (A Standard Action is reduced to one of the monk’s attacks in the round, one of the monk’s attacks in the round is reduced to a Swift Action). These benefits stack with the Quick (Maneuver) feats (Such as Quick Bull Rush or Quick Reposition). At level 17, the monk can apply these benefits to another combat maneuver. This ability replaces Wholeness of Body and Tongue of the Sun and Moon

Highly Mobile Combatant (EX): at 8th level, as a standard action, The Monk may spend a point of Ki to attack at it’s highest base attack bonus, and then make it’s second iterative attack. At level 15 this power improves, allowing the monk to deliver one attack at a monk’s highest base attack bonus, then it’s second iterative attack, and it’s third iterative attack. He can use each of those attacks to perform Combat Maneuvers at his normal CMB instead, but only if those Combat Maneuvers can be performed as attacks in a round. This ability replaces Monk Fast Movement at levels 6, 12, and 18.


I like it. My only comment: instead of Highly Mobile Combatant, I think it would be easier to just allow a Monk to use their "spend a ki point to gain an extra attack at highest BAB" in all situations rather than only in a flurry of Blows. Accomplishes much the same thing (even better before level 15, arguably) with less of a re-write involved.


Indomitable Spirit: okay ability. Slightly reduces MAD.

Martial Arts Training: poor man's Weapon Training.

Safe Landing: extremely situational. I don't remember the last time someone took fall damage.

Bonus Feats: free stuff is always neat.

Secret Technique: swift actions aren't always cheaper than attacks.

Highly Mobile Combatant: here's where I'd rather have the dread beast so I could use a Vital Strike while moving faster than everyone else.

The Fighter Does Everything Better


This looks interesting in several ways, however I think it's a shame that unarmed attacks won't compare with monk weapons using martial arts training.
Why use your bare hands when you could use a magic sword which has a bigger damage die, more frequent crits, the trip property and an enhancement bonus that stacks with training?
There's always brass knuckles, I suppose, but those turn you from an impressive martial artist into some kind of weirdo who uses only one hand to punch people multiple times every second. Besides, dependence on a magic weapon still takes away the advantages and mystique of a true unarmed combatant, even if it's a weapon which enhances your punches.
I've been considering a similar rule myself, but I've not been entirely happy with anything I came up with either.

I'd like the ability to move while fighting to be part of the monk from very early on, rather than wait for a partial fix at 8th level. Some people don't even play that far.
I wonder about the possibility of converting flurry into something more like Vital Strike, allowing monks to accept a -2 penalty to hit when they attack as a standard action in exchange for extra damage dice.

One problem with monk MAD is it clearly ought to be there for flavour reasons. The way I see it, half the point in most characters from fiction who I'd stat up as monks is their very high ability scores. Under your indomitable spirit rule, monks are optimally going to be pale, sickly and thin. I wonder if there's not a good way to just give them higher ability scores than everyone else.

Safe landing works for me.

The expanded bonus feat list makes sense.

Secret technique seems interesting.

Shadow Lodge

Dotted for later.


Considering how powerful classes are at level 20, I really don't think 2d10 damage is all that outrageous. How does 2d10 compare against a greatsword or falchion wielding fighter of the same level? Especially with critical hits factored in and all the extra critical hit feats (which fighters have an easy time getting) that work with them! A rogue or ninja with sneak attack or their one-hit kill abilities? Wizards and Clerics and their ninth level spells? The list goes on, but those are the ones that sprang immediately to mind.

Sure, a Monk's robe lets you get into the 2d10 damage bracket at level 15 and that is more than most classes can say. However that still seems like the scaling damage die is fine compared to the abilities of other classes and that there is a lot being leveled against it without much evidence. And I have never heard anything that said that the reason for the Amulet of Mighty Fists being so ridiculously priced was to combat the capstone damage of unarmed strikes; that has always been chalked up to having to cover similar costs to two weapons. And I think we all agree is pretty bogus.

Improved Natural Attack worked just fine in 3.5, at least as I understood it, and I am not sure why it was taken away from the Monk in Pathfinder--especially with the general increase in power for the classes. Monks were hardly the end-all-be-all of that system even when they had the feat, but I have not seen anything linking that to their eventual damage die.

Also, isn't it possible that the scaling damage of unarmed strike is supposed to account for the increased skill and technique of the monk, which you say is missing? It would explain why strength is still an entirely separate addition to damage dealt and why the strength modifier doesn't have some sort of multiplier. The unarmed damage die of the Monk is always larger than the unarmed damage die of a same-size creature, with strength being added in on top of that, so I think it is fair to say that the increase in the size of the damage dice is factoring in something other than raw power. Perhaps it is knowing how to hit and where to hit?

There are some fun ideas in your archetype and I hope you keep working on it, but I implore you not to mess with the damage that a Monk gets in the tail end of the game. Not unless you are going to go back and add house rules to deal with all of the other problems that they deal with, like an eclectic mix of special abilities, overpriced magical items, and next to useless monk weaponry.


Extremely interesting, and I think I blushed a bit. Thanks for the kind words.

I do have to digest this, but I will be back with some comments.

Master Arminas


Dotting for later.


Dotted.

Liberty's Edge

Did a bit of calculating HERE.

Just a few observations related solely to damage capacity.


AdamMeyers wrote:
I think it would be easier to just allow a Monk to use their "spend a ki point to gain an extra attack at highest BAB" in all situations rather than only in a flurry of Blows. Accomplishes much the same thing (even better before level 15, arguably) with less of a re-write involved.

While it is true that there would be less of a rewrite involved, it would also mean that a lot of people would just take a 4 level dip in monk. An ability with this kind of firepower attached needs to either be a substantial enough investment that someone can't just do a quick dip for power, or it needs to work in a way that makes doing so impossible. Highly Mobile Combatant as written can get you your second iterative attack at level 8 while moving, and then your third when you get it at 15 while moving; all while simultaneously denying the ability for someone to dip for a potential gamebreaker. There are other classes and builds whose players would KILL for the ability to use their iterative attacks on the run. For our monk...it's kind of limited in effectiveness. Until you factor in that you could have a monk disrupt an entire enemy force by rushing in and combat maneuvering the bunch of them this way. This is mostly the point of Highly Mobile Combatant and Secret Technique synergizing. We want Monk to EARN their title of Combat Maneuver Specialist, and do what no one else can do in a fun way.

Trikk wrote:
Secret Technique: swift actions aren't always cheaper than attacks.

Good point. Okay, lets make things FANCY!

Secret Technique (EX): The Monk picks one combat maneuver. When using that maneuver, they gain a +2 bonus to perform that maneuver, and they can reduce the action cost for that maneuver by spending a ki point. (A Standard Action is reduced to one of the monk’s attacks in the round, one of the monk’s attacks in the round is reduced to an Immediate Action). These benefits stack with the Quick (Maneuver) feats (Such as Quick Bull Rush or Quick Reposition). A monk that uses Secret Technique as an immediate action must use it before a target who is attacking makes their attack roll. Otherwise, the use of Secret Technique is resolved after that attack. At level 17, the monk can apply these benefits to another combat maneuver. This ability replaces Wholeness of Body and Tongue of the Sun and Moon.

By making this change, the monk changes completely at level 7. Any square the monk threatens can now be disrupted once per turn using a combat maneuver. Suddenly our combat maneuver specialist is a one-character disruption to an entire battlefield in a manner that does not imbalance...but does enhance monk's specialty. What do you guys think?

Mortuum wrote:

This looks interesting in several ways, however I think it's a shame that unarmed attacks won't compare with monk weapons using martial arts training.

Why use your bare hands when you could use a magic sword which has a bigger damage die, more frequent crits, the trip property and an enhancement bonus that stacks with training?
There's always brass knuckles, I suppose, but those turn you from an impressive martial artist into some kind of weirdo who uses only one hand to punch people multiple times every second. Besides, dependence on a magic weapon still takes away the advantages and mystique of a true unarmed combatant, even if it's a weapon which enhances your punches.
I've been considering a similar rule myself, but I've not been entirely happy with anything I came up with either.

You've got a good point. Unarmed strike needs to change somehow to make both it and weapons a valid option at all times, instead of unarmed strike now taking the back seat to weapons, which have again become valid. I could be silly and say "It's bashing damage that you always have access to, forever", but I don't think that's enough in and of itself. Especially if someone wants to specialize in JUST fighting unarmed. I'm going to think about that for a little while, methinks.

mortuum wrote:

I'd like the ability to move while fighting to be part of the monk from very early on, rather than wait for a partial fix at 8th level. Some people don't even play that far.

I wonder about the possibility of converting flurry into something more like Vital Strike, allowing monks to accept a -2 penalty to hit when they attack as a standard action in exchange for extra damage dice.

I agree with you. But the problem is dipping. Unless there's an easy way to include the fix that doesn't allow it to be easily used by any Fighter or Barbarian with a dip to make them able to run around getting full attack actions. How to do THAT is something of a headache. I think I found a way, but sadly it requires that a character waits until level 8.

mortuum wrote:
One problem with monk MAD is it clearly ought to be there for flavour reasons. The way I see it, half the point in most characters from fiction who I'd stat up as monks is their very high ability scores. Under your indomitable spirit rule, monks are optimally going to be pale, sickly and thin. I wonder if there's not a good way to just give them higher ability scores than everyone else.

I agree completely on a philosophical level, because Monks are the archetype of such a paragon. The problem is again with dipping. If there was an easy way to give Monk higher ability scores than everyone else to make the class easily playable, someone would dip into Monk for it and then bring it to another class to create a giant gamebreaker. With Indomitable Spirit, you have the option of choosing from Wisdom or Constitution for your level bonus HP when leveling with Monk...which allows for someone blessed with awesome stats to not worry about it, and gives someone with a standard array of some kind a chance to do what they want to do.

The way monks are designed makes them built to be a Magikarp Power based class. You put in your time sucking early on, and then get amazing powers later. In this case, we want those powers without usurping the positions of other classes. We're also trying to fully flesh out Monk's position as Combat Maneuver Specialist.

Incidentally: Thinking of keeping Monk normal speed boosts at their normal rate (monk damage would be nowhere near a Mounted Combat Character at this point anyway, and they might as well have it?) Instead, characters would just drop Quivering Palm for Highly Mobile Combatant. It's fun to do Quivering Palm once a day, but wouldn't it be better to replace it for something they could do at the cost of 1 ki all day long that would be pretty nifty and synergize well?

Also: Viking Irishman, Your calculations are awesome. Could you run a quick set that cuts Weapon Focus/Specialization/Greater Weapon Focus/Greater Weapon Specialization from the list for Monks, and then compare? Oh, and add attacks if the Monk's stunning fist manages to Stun/Stagger a target, and then use Medusa's Wrath? Oh, and add in "Hammer the Gap" from Ultimate Combat for both of them? With that many attacks by both characters, Hammer the Gap becomes a pretty big damage boost, doesn't it?

What I think needs to be done, is balancing the damage for monks so that it is within some range of what a Fighter or Barbarian could do (some range, still not as high as those two though,) while keeping them focused on using combat maneuvers to disrupt a fight. Monk is meant to be a Combat Maneuver Specialist who disrupts the battlefield with their maneuvers, but is able to hold their own if necessary.

EDIT: Edits were made to clarify statements. Going to edit the first post to include changes to Secret Technique, unless someone thinks the change is a bad idea.


Alright then, how about this:

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 from other classes are unaffected and are added normally.
When a monk who possesses this ability uses the attack action to make one melee attack, he may immediately thereafter perform a single combat maneuver of his choice on any creature within his reach.
A monk gains a +2 competence bonus on all combat maneuver checks that he makes. This stacks with the bonus provided by the Improved X and Greater X feats.

In exchange, get rid of still mind, which is gained at the same level.

Master Arminas


I don't like that as much, just because they're already getting their class level instead of their BAB for their CMB at that level. The other reason being that by taking out Still Mind, we prevent it being taken out for other archetypes. Monk Vows are too good of an idea to negate so soon. I'm obsessed with getting this right in one shot in a way that allows for the majority of Official Monk Archetypes/feats from offical books to remain unaffected.

On the other hand, getting them that extra +2 on combat maneuvers in general early on would fix a lot of future problems.

What do you think of the tweak on "Secret Technique" in my last post?


Monks without still mind can still take vows, I think. It's just that if they do have it, it's replaced.

4 levels of monk is not a quick dip. That's a commitment!


SC#1: The Foul Beast 2d10.

Okay, this is an interesting idea and I applaud your decision to take it on. But it does give rise to problems later in that using a weapon almost always provides a bigger bang for you gold piece. Sure, you a progressive +1-+5 to attack and damage with unarmed strikes, but you get the same thing with weapons. I personally like the heavy unarmed strike damage, but then I am partially to more 1st-edition style progression that has lots of d4s (there is just something about rolling 4 or 5 or 6d4s for damage from 1 attack).

Perhaps a better way might be keep the monk unarmed damage dice, keep your progressive bonus on attack and damage (perhaps tieing it into ki strike much like the magus arcane strike ability) and giving the monk a flat +2 damage bonus when using a special monk weapon.

SC#2: The Fighter Does Everything Better

See my maneuvering training idea above.

SC#3: MAD Monks

Rather than have the Wisdom/Constitution thing for hit points, simply declare that monks (at a certain level, perhaps 4th would be good) monks may add their Wisdom bonus (if any) in addition to their Strength bonus for their unarmed damage. That way there is not a great deal of pressure to have a super strength score, which allows for more points to be spent on Dex, Con, and Wis. Maybe allow a feat (Weapon Intuition) that lets you use Wisdom on attack rolls instead of Strength. Instead of doing it with light weapons (ala Weapon Finesse) perhaps state in the feat it can only be used with unarmed strikes and weapons that have the monk special property (which keeps clerics and druids from grabbing it up).

SC#4: Slow Fall is a Useful Ability.

Well, you did model it after my catfall, so I can't complain here.

SC#5: The Monk is the Fastest Thing Ever.

Difficult to do without making every other character who wants multiple attacks on a standard action. Easiest and most balanced thing is to simply let the monk spend a point of ki to gain an additional attack, whether he flurries or not, meaning he could get one on a charge, a standard attack, a spring attack, or a flurry.

Master Arminas

Liberty's Edge

Alrighty, got one more set of calculations done, scroll to the bottom for them.

HERE.

Also, in case you skim over it, I'm not going to bother with factoring in Stunning Fist, Medusa's Wrath, or Hammer the Gap. They're fantastic feat choices, but them being available to both Fighters and Monks means that the results should be proportionally similar.


Great job boss :) and lul @ the sacred cow analogy. Made me crave some tandoori beef.

I feel that you've encapsulated the fundamental problems with the Core Monk, and you're offering some clever/good solutions. I like your Unarmed Damage solution, and it closely follows what many have been suggesting in these sorts of threads. I agree that the +5 attack/damage bonus mirrors a weapon enchantment, but I'm not sure that you've been explicit enough in whether this bonus counts toward overcoming DR. I'm assuming not. Maybe it should?

Secret Technique is awesome. Honestly, the Ki mechanic should have been modeled in this way instead of trying to be a poor man's method of spell casting. I'd like to see the ki mechanic expanded even further--after all, its burned up rather quickly.

--PC


Dotted.
Looks interesting


I brought my findings to some friends of mine, and we did some math. This time, with the stats of all the characters for the little scenario at 10. +0 modifiers all around for everything. And…well, Monk in it’s normal Pathfinder incarnation, with the exception of MAD, pretty much works. I have issues with it, and reservations. I’d certainly like Monk Damage to be just high enough to be competitive with the Fighter for situations when it needs to be. I’d also like a Low Level monk to not have it’s weird power curve along the lines of a Magikarp Power with an unclear Actual Power at the end, but I don’t think that will ever change. I’d also like for Monk Weapons from Ultimate Combat to be a useful thing to use across 20 levels. No matter how many ways you slice it, Monk’s speed, ability to flank, scout, and resist situations that could otherwise be TPKs is impressive. They’re like the 5th party member, but instead of the Bard which takes that idea and runs with it…they’re like a 5th party member that works explicitly through changing conditions on the battle with Stunning Fist, combat maneuvers, and flanking or backing up party members from any point on the map. That is their “role” in Pathfinder I suppose. That and Flowing Monk from Ultimate Combat pretty much already covered most of the nifty stuff I wanted to see come out of monk at some point or another. The Maneuver Master DOES have it’s benefits (but they never should have changed flurry of blows for that variant! There was no point!) That and a lot of the Style Feats really fixed up a lot of the problems Monks have.

I was going to give up on this.

Then I decided that, hey, might as well finish it. If nothing else, the ideas present in my longwinded tirade ARE something to think about. I know I’m not off my rocker. My friends (who traditionally hate monks) did a hard sell on how I'm wrong... But based on what I know, I’m pretty sure Monk would have been a completely different beast if people hadn’t been dead set on the dread beast 2d10. Probably a more entertaining beast as well. This is not complete yet, but here’s what I’ve got so far. Without further ado:

The Complete Pathfinder Monk Fix: Take Two
Archetype: The Wandering Warrior

Indomitable Spirit: The monk has trained in a variety of methods that have infused their bodies with mighty Ki. Even if they don’t know how to actively make use of it yet, it makes them tougher and more able to take hits. The monk uses the higher of their Wisdom or Constitution modifiers to determine their bonus HP at first level, and every level after first. This ability only affects levels in monk. Levels in a previous class are unaffected, as are levels in a future class.

Monk Unarmed Strike: Unarmed strike does not increase at level 4 and above.

Martial Arts Training: At levels 4th, 8th, 16th, and 20th, the monk gains +1 to Attack and Damage with their Unarmed Strike and all Special Monk weapons. Just to make sure that there’s no further confusion: this works like Fighter Weapon Training, except relating only to two categories across 20 levels.

Safe Landing: damage from any fall is reduced by 1d6 at level 4, which increases by 1d6 every 2 levels after 4th. At level 20 this ability improves further, and the monk no longer takes damage from a fall at any height. This ability replaces Slow Fall

Secret Technique: At levels 3, 7, 11, 15, and 19, the Monk chooses from a list of Secret Techniques that they may learn:
Still Mind: As the Monk Ability
Wholeness of Body: As the Monk Ability. A Monk must be level 7 before he can take this Secret Technique.
Diamond Body: As the Monk Ability. A Monk must be 11th level before he can take this Secret Technique
Quivering Palm: A Monk must be 15th level before he can take this Secret Technique.
Empty Body: As the Monk Ability. A Monk must be 19th level before he can take this Secret Technique.

(With those out of the way, lets bring out the new abilities that Monks can take as Secret Techniques. >:D)

Ghost Palm (Su): by spending 1 Ki, as a standard action a Monk may perform the ancient and deadly Ghost Palm technique. The Ghost Palm is an unarmed strike touch attack that does the Monk’s unarmed damage, +1d6 at level 3. It’s power increases by 1d6 at levels 7, 11, 15, and 19.

(This is basically the Vital Strike that everyone’s wanted. And with Monk Unarmed damage reduced to 1d6, it actually Works without imbalance, and we can toss a few extra d6s without fear of rocking the boat. Making it a touch attack might be pushing it, but the concept is just too cool for me to ignore.)

Skilled Maneuvering(EX): The Monk picks one combat maneuver. When using that maneuver, they gain a +2 bonus to perform that maneuver, and they can reduce the action cost for that maneuver by spending a ki point. (A Standard Action is reduced to one of the monk’s attacks in the round, one of the monk’s attacks in the round is reduced to an Immediate Action). These benefits stack with the Quick (Maneuver) feats (Such as Quick Bull Rush or Quick Reposition). A monk that uses Secret Technique as an immediate action must use it before a target who is attacking makes their attack roll. Otherwise, the use of Secret Technique is resolved after that attack. This Secret Technique can be taken multiple times, each time it applies to a different maneuver.

Meditative Maneuver (EX): Works as the Maneuver Master Monk ability. (UC 59) Cannot be taken before level 7.

(And that’s all I’ve got for Secret Techniques so far. Still working on it. Will add more as time allows)

Bonus Feats: All of the “Improved (Maneuver)” feats for Combat Maneuvers are added to the monk’s feat list at level 6.

Highly Mobile Combatant: at 8th level, as a standard action, The Monk may spend a point of Ki to attack at it’s highest base attack bonus, and then make it’s second iterative attack. At level 15 this power improves, allowing the monk to deliver one attack at a monk’s highest base attack bonus, then it’s second iterative attack, and it’s third iterative attack. He can use each of those attacks to perform Combat Maneuvers at his normal CMB instead, but only if those Combat Maneuvers can be performed as attacks in a round. This ability replaces Monk Fast Movement at levels 6, 12, and 18.

Grand Lodge

DUDE - secret technique? Love that concept. Just like Barbarians were given Rage powers it's a pity that this wasn't done for the monk. Maybe in the next edition...


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I apologize for the shoddiness of my LAST post regarding all of this. I’ve rebalanced and reworked the hell out of this to try and make it a better archetype that does it’s job a little better. I’ve axed Highly Mobile Combatant and Indomitable Spirit. Mostly because with the inclusion of Ghost Palm, I don’t think Highly Mobile Combatant is necessary anymore. (as was stated previously by everybody. Thanks guys!) Indomitable Spirit was just…well, it was a really hard fix to sell, and I don’t think it entirely works.

That said, here’s the current version. I think it covers all the bases that the previous versions did, with a bit more pizzazz in the process.

The Complete Pathfinder Monk Fix: Take Three
Archetype: The Wandering Warrior

Master’s Chosen Technique: As a gift at the end of the Wandering Warrior’s training, he is given the secret of one of his sensei’s special techniques. At first level, choose one feat from this list: Stunning Fist, Elemental Fist, Punishing Kick, Touch of Serenity, or Perfect Strike. If the Wandering Warrior chooses Stunning Fist, he may use it with the normal progression of stunning conditions it may add for a monk. If the Wandering Warrior takes Elemental Fist, he may use it as a Monk of the Four Winds of his monk level. If he takes Punishing Kick, he may use it as a Hungry Ghost Monk of his monk level. If he takes Touch of Serenity, he may use it as a Monk of the Lotus of his monk level. If he takes Perfect Strike, he may use it as a Weapon Adept of his level. This replaces Stunning Fist.

Bonus Feats: In addition to normal monk bonus feats, a Wandering Warrior may select any Improved combat maneuver feat at 6th level and above. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat, as well as Critical Focus, and any critical feat.

Monk Unarmed Strike: Unarmed strike does not increase at level 4 and above.

Martial Arts Training: At levels 4th, 8th, 12th, 16th, and 20th, the monk gains +1 to Attack and Damage with their Unarmed Strike and all Special Monk weapons.

Safe Landing (Su): damage from any fall is reduced by 1d6 at level 4, which increases by 1d6 every 2 levels after 4th. At level 20 this ability improves further, and the monk no longer takes damage from a fall at any height. This ability replaces Slow Fall.

Secret Technique: At levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 the Monk chooses from a list of Secret Techniques that they may learn:
Still Mind: As the Monk Ability
High Jump: As the Monk Ability. A monk must be level 5 before he can take this Secret Technique.
Wholeness of Body: As the Monk Ability. A Monk must be level 7 before he can take this Secret Technique.
Improved Evasion: As the Monk Ability. A Monk must be level 9 before he can take Improved Evasion
Diamond Body: As the Monk Ability. A Monk must be 11th level before he can take this Secret Technique
Diamond Soul: As the Monk Ability. A Monk must be 13th level before he can take this Secret Technique.
Quivering Palm: As the Monk ability. A Monk must be 15th level before he can take this Secret Technique.
Timeless Body: As the Monk ability. A monk must be 17th level before he can take this Secret Technique.
Empty Body: As the Monk Ability. A Monk must be 19th level before he can take this Secret Technique.
Ghost Palm (Su): by spending 1 Ki, as a standard action a Monk may perform the ancient and deadly Ghost Palm technique. The Ghost Palm is a touch attack that deals the Monk’s unarmed damage +1d6, and an additional +1d6 damage at levels 10, 15, and 20. The monk must be at least 5th level before selecting this Secret Technique.
Skilled Maneuvering (EX): The Monk picks one combat maneuver. When using that maneuver, they gain a +2 bonus to perform that maneuver, and they can reduce the action cost for that maneuver by spending a ki point. (A Standard Action is reduced to one of the monk’s attacks in the round, one of the monk’s attacks in the round is reduced to an Immediate Action). These benefits stack with the Quick (Maneuver) feats (Such as Quick Bull Rush or Quick Reposition). A monk that Skilled Maneuvering as an immediate action must use it before a target who is attacking makes their attack roll. Otherwise, the use of Skilled Maneuvering is resolved after that attack. This Secret Technique can be taken multiple times, each time it applies to a different maneuver. The monk must be at least 7th level before selecting this Secret Technique.
Exquisite Staff of the Wandering Warrior (Ex): A Staff in the hands of the Wandering Warrior seems to come alive in his hands, changing positions and lengths rapidly as he fights, almost appearing as though it were liquid rather than a solid length of wood. Any Quarterstaff or Bo Staff in his hands counts as having 5 feet of reach. The monk takes no penalty for using this reach and also attacking adjacent targets during his turn.
Secret Staff of the Wandering Warrior (Ex): A Wandering Warrior who strikes consecutively with one end of his staff, and then the other during a flurry of blows may make a free trip attempt on the target of his attacks. He must declare which end of the staff is striking with each attack. The monk must be at least 17th level before selecting this Secret Technique, and must have Exquisite Staff of the Wandering Warrior.
Nunchaku Flurry (Ex): if the Monk is wielding Nunchaku, he may make one extra attack with it at his highest base attack bonus, however, this attack and all other attacks he makes in the round are at a -2 penalty.
Disorienting Nunchaku (Ex): If the Monk is wielding Nunchaku and uses Nunchaku Flurry, and strikes with 4 consecutive attacks, he may spend 1 Ki point to force his foe to make a fortitude save (DC 10 + ½ your character level + your Wisdom Modifier). If the target fails the save, he is rendered flatfooted for the rest of the round. A monk must have Nunchaku Flurry to take this. The monk must be at least 7th level before selecting this Secret Technique.
Deadly Kama (Ex): As a Swift action, a Wandering Warrior can spend 1 ki to give their next Kama attack 1d6 bleed damage.
Sickening Kama (Ex): If the Wandering Warrior successfully deals bleed damage with Deadly Kama, the afflicted target must make a Fortitude Save (DC 10 + ½ Character level + Wisdom Modifier) or be sickened for a number of rounds equal to the Wandering Warrior’s Wisdom Modifier. The Wandering Warrior must take Deadly Kama before he takes this, and must be at least level 7.
Iron Palm Training (Ex): A Wandering Warrior’s unarmed strike damage increases from 1d6 to 1d8, and the critical threat range increases from 20/x2 to 19-20/x2. A monk cannot take this before level 5.
Mythril Palm Training (Ex): A Wandering Warrior’s unarmed strike damage increases from 1d8 to 1d10, and the critical threat range increases from 19-20/x2 to 18-20/x2. A monk cannot take this before level 11.
Meditative Maneuver (Ex): Works as the Maneuver Master Monk ability. (UC 59) The monk must be at least 7th level before selecting this Secret Technique.
Sweeping Maneuver (Ex): Works as the Maneuver Master Monk ability. (UC 59) the monk must be at least 11th level before he can take this Secret Technique
Ancient Healing Hand (Su): As the Monk of the Healing Hand ability. (APG 113)
Slow Time (Su): As the Monk of the Four Winds ability. (APG 112)
Ninja Trick: A monk may choose a ninja trick that he qualifies for as a secret technique. He cannot take the Ninja Tricks “Combat Trick” or “Rogue Talent.”
Secret Technique replaces Still Mind, High Jump, Wholeness of Body, Improved Evasion, Diamond Body, Diamond Soul, Quivering Palm, Timeless Body, and Empty Body.

I think this covers just about everything. With Ghost Palm, you have something to allow you to skirmish more effectively ala Vital Strike. Overall damage (2d10) is reduced while Average Damage (with Martial Arts Training) is increased to remain competitive with Fighter. With Iron Palm Training and Mythril Palm Training, you can specialize in using your unarmed strike and remain competitive in damage with the Unarmed Fighter. You also have the benefit of getting serious bonuses if you choose to take Critical Focus and Improved Critical, meaning that even if your damage isn’t as good, you’re more likely to drop a nasty status effect on the enemy. With the additional smattering of Monk Features as “Secret Techniques”, a wide variety of build options are now possible. Monk weapons now have specific features that hopefully keep them competitive despite the increase in Unarmed Damage possible through Iron Palm Training and Mythril Palm Training. There are now abilities that allow for Monks to specialize in maneuvers, and bonus feats available to back them. Finally, you could just take the Monk Abilities from PHB Monk that you’d like and stick to them. And having your choice of Stunning Fist or the APG Replacements for Stunning fist allows for even more versatility.
The inclusion of Ninja Tricks is pretty simple: because awesome shuriken power is awesome, and because if the monk you create intends to do some scouting, it’s just a good idea to have some of this stuff on hand.
Anyone who says that the Staff features granted through Exquisite Staff of the Wandering Monk and Secret Staff of the Wandering Monk are unrealistic…I practice Staff Technique a lot. That’s pretty much how they work if you’re really good. Quarterstaff should have been a reach weapon in the first place, especially since English Quarterstaff was the weapon you learned when you were planning on figuring out a Polearm later… (grumblegrumblegrumble)

What does everyone think?


(And my poor editing kicks me in the shins yet again.

Slow Time cannot be taken until level 13, Ancient Healing Hand cannot be taken until level 7. Everything else looks to be correct though.


I think Indomitable spirit was perfect, it should remain because axing Con as a stat maks sense if you think about HP as "ability to avoid death.

Maybe make it apply at level 10 or something instead of immediately

Old martial artist, after all, are more physically frail but they can avoid getting hit because they know, through years of experience and training, where another fighter will be before they do so I think after a certain point wisdom _should_ replace Con for bonus HP especially since Timeless Body is no longer a given, just in case the game stretches on to include actual aging mechanics

here, try adding this

Indomitable Spirit: As a monk’s experience grows they learn more and more about the way combat flows and how to avoid injury as they see and experience more and more variety of combat, relying on this accumulated knowledge to stay alive. Starting at level 10, the monk uses the higher of their Wisdom or Constitution modifiers to determine their bonus HP at first level, and every level after first. This ability only affects levels in monk. Levels in a previous class are unaffected, as are levels in a future class.

Maybe change the name of the ability to something like "Experience is the best treacher"

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