| GM Kyle |
There has been a lot of controversy surrounding the Monk class. Now and again the forums flare up with topics regarding the Monk with various issues. I would like to collaborate with the community to rebuild the monk for my own personal game. This is not a place to argue over what is wrong and what isn’t, that discussion is reserved for another thread. I would like the help for those who are willing and critique to create something balanced. I want to retain the flavor of the monk in the process.
First I am going to list the abilities of the Monk that I like.
1. Good Saving Throws – Fortitude, Reflexes, Willpower
2. AC Bonus
3. Bonus Feat Progression
4. Flurry of Blows
5. Stunning Fist
6. Unarmed Strike
7. Evasion
8. Fast Movement
9. Maneuver Training
10. Still Mind
11. Ki Pool
12. High Jump
13. Purity of Body
14. Wholeness of Body
15. Improved Evasion
16. Diamond Body
17. Abundant Step
18. Diamond Soul
19. Quivering Palm
20. Timeless Body
Next, I am going to list the abilities of the Monk that I do not like.
1. Slow Fall
2. Tongue of the Sun and Moon
3. Empty Body
4. Perfect Self
Lastly, I am going to list the abilities of the Monk that I feel that need revised.
1. Base Attack Progression – If the Monk’s BAB is altered, the following would be affected:
a. Flurry of Blows
b. Maneuver Training
2. Bonus Feats – I think the Monk needs more options.
3. Unarmed Strike – One of the greatest arguments with the Monk’s Unarmed Strike is the fact that it becomes less effective at higher levels. Other combatants get magical weapons, Monks can too but they have no synergy with their special Unarmed Strike. The Amulet of Mighty Fists is the assumed fix for this but it costs more, doesn't offer a +10, and takes up a neck slot compared to a normal magic weapon.
4. Still Mind – I think that this ability could improve.
5. Ki Pool – I think that the ki pool comes too late for the Monk (the ninja gets it at Level 1).
6. Slow Fall – I like the concept of the ability but it needs to work differently.
7. Purity of Body and Diamond Body – I think this ability should be rolled up into one ability or simply scaled; it doesn’t need to have two separate abilities.
8. Wholeness of Body – I think that this ability is very limited and should be improved.
9. Abundant Step – I’m not sure if this ability actually fits the flavor of the class at all, with teleporting.
10. Diamond Soul – This ability needs to have a clause to work with friendly spells.
11. Tongue of the Sun and Moon – Why does the Monk need this? Similar to Abundant Step in that it doesn’t fit the flavor very well in my opinion.
12. Empty Body – Like Abundant Step and Tongue of the Sun and Moon, how does it fit?
13. Perfect Self – I don’t like the capstone ability at all; it seems so weak compared to every other class in the game.
So, starting out, what does everyone think? This is a very brief overview.
| FreelanceEvilGenius |
There has been a lot of controversy surrounding the Monk class. Now and again the forums flare up with topics regarding the Monk with various issues. I would like to collaborate with the community to rebuild the monk for my own personal game. This is not a place to argue over what is wrong and what isn’t, that discussion is reserved for another thread. I would like the help for those who are willing and critique to create something balanced. I want to retain the flavor of the monk in the process.
First I am going to list the abilities of the Monk that I like.
1. Good Saving Throws – Fortitude, Reflexes, Willpower
2. AC Bonus
3. Bonus Feat Progression
4. Flurry of Blows
5. Stunning Fist
6. Unarmed Strike
7. Evasion
8. Fast Movement
9. Maneuver Training
10. Still Mind
11. Ki Pool
12. High Jump
13. Purity of Body
14. Wholeness of Body
15. Improved Evasion
16. Diamond Body
17. Abundant Step
18. Diamond Soul
19. Quivering Palm
20. Timeless BodyNext, I am going to list the abilities of the Monk that I do not like.
1. Slow Fall
2. Tongue of the Sun and Moon
3. Empty Body
4. Perfect SelfLastly, I am going to list the abilities of the Monk that I feel that need revised.
1. Base Attack Progression – If the Monk’s BAB is altered, the following would be affected:
a. Flurry of Blows
b. Maneuver Training
2. Bonus Feats – I think the Monk needs more options.
3. Unarmed Strike – One of the greatest arguments with the Monk’s Unarmed Strike is the fact that it becomes less effective at higher levels. Other combatants get magical weapons, Monks can too but they have no synergy with their special Unarmed Strike. The Amulet of Mighty Fists is the assumed fix for this but it costs more, doesn't offer a +10, and takes up a neck slot compared to a normal magic weapon.
4. Still Mind – I think that this ability could improve.
5. Ki Pool – I think that the ki pool comes too late for the Monk (the ninja gets it at Level 1).
6. Slow Fall – I like the concept of the ability but it needs to work...
Abundant Step to me is the whole "Where did he go?" that that happens in Martial Arts movies. Where the guy dissapears and then pops out of nowhere with a flying kick. Like some of the teleport moves in Mortal Kombat.
Tongue of the Sun and Moon is built off the whole inner self becoming at peace with the world around you and their by being able to understand and comprehend all forms of communication.
Ultimately I think the are fine Monk abilities but may not be best for every monk or as default monk abilities.
I wish Monks had a list of class abilities they could pick from as they leveled up.
As for Slow Fall. I love the concept of this ability but as it is written is just stinks. It should just reduce falling damage/distance regardless of whether there is a wall or not and double it if close to a wall. Or roll it in with High Jump.
| master arminas |
Take a look at this: Master Arminas's Monk. I think you will find that meets most of what you looking for.
Master Arminas