Master Arminas's New Model Monk!


Homebrew and House Rules


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Well, here we are again. I warn you ahead of time; some of the changes are rather subtle; others, not so much. Let me know what you think.

MA

Master Arminas’s New Model Monk

Alignment: Any lawful.

BAB: Medium.

Good Saves: Fortitude, Reflex, and Will.

Hit Die: d8

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

CLASS FEATURES

All of the following are class features for the monk.

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light and heavy), dagger, dart, javelin, light mace, quarterstaff, punching dagger, shortspear, short sword, sickle, sling, and unarmed strike.
Monks are not proficient with any armor or shields.
When wearing armor, wearing or wielding a shield, or carrying a medium or heavy load, a monk loses his fast movement, flurry of blows, and intuitive defense class abilities.

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: Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, and Weapon Focus.
At 6th level, the following feats are added to the list: Improved Blind-Fight, Improved Bull Rush, Improved Disarm, Improved Trip, Ki Stand, and Mobility.
At 10th level, the following feats are added to the list: Greater Grapple, Greater Sunder, Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack.
At 14th level, the following feats are added to the list: Greater Bull Rush, Greater Disarm, Greater Trip, Penetrating Strike, and Whirlwind Attack.
A monk need not have to meet any of the prerequisites normally required for these feats to select them.

Fast Movement (Ex): A monk gains a +10’ enhancement bonus to his speed. This bonus applies to all movement modes possessed by the monk. At 4th level, and again every 3 levels gained thereafter as a monk, this enhancement bonus increases by an additional +10’, to a maximum enhancement bonus of +60’ at 16th level.

Intuitive Defense (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he wears or wields a shield, or when he carries a medium or heavy load.

Intuitive Offense (Ex): A monk relies upon his skill and intuition more than brute force or pure speed. Accordingly, a monk substitutes his Wisdom bonus (if any) instead of his Strength bonus for all attack rolls, damage rolls, and CMB. A monk still adds his Strength bonus to his CMD.
If the monk has a penalty as the modifier of his Strength ability score, that penalty still applies to his attacks and damage.

Unarmed Strike (Ex): A monk gains Improved Unarmed Strike as a bonus feat. A monk may make an Unarmed Strike with his fists, elbows, feet, knees, and head; thus, a monk may make an unarmed strike even when his hands are full. A monk always applies his full Wisdom bonus on damage rolls for his unarmed strikes, regardless of which limb he is using to make the attack.
Usually a monk’s unarmed strike deals lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strike than a normal person. At 1st level, a monk deals 1d6 points of damage. At 4th level, this increases to 2d4 points of damage. At 8th level, and every four levels gained thereafter as a monk, a monk’s damage with his unarmed strike increases by an additional 1d4.
This damage is for a Medium monk. A Small monk deals less damage than the amount given with his unarmed strike, while a Large monk deals more damage. Small monks deal 1d4 points of damage at 1st level, increase to 1d6 at 4th level, and thereafter follow the normal monk progression four levels behind a Medium monk. A Large monk deals 2d4 points of damage at 1st level and adds an additional +1d4 at 4th level and every four levels gained as a monk thereafter.

Evasion (Ex): Starting at 2nd level, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor, and is carrying no more than a light load. A helpless monk does not gain the benefit of evasion.

Maneuver Training (Ex): A monk of 2nd level or higher 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.

Monastic Martial Training (Ex): Starting at 2nd level, a monk gains a +1 bonus on damage rolls for every two monk class levels he possesses (rounded down) when using the following weapons: club, crossbow (light and heavy), dagger, dart, javelin, light mace, quarterstaff, punching dagger, shortspear, short sword, sickle, and sling.
This damage bonus does not apply to a monk’s unarmed strike.

Stunning Fist (Ex): At 2nd level, the monk can attempt to stun his opponent. Once per round, as a free action, a monk who has successfully struck an opponent with an unarmed strike, and dealt damage to that opponent, may force his opponent to make a Fortitude save against a DC of 10 + one-half the monk’s level + the monk’s Wisdom modifier. Success on this saving throw results in negating the stunning attack; failure leaves the creature stunned until the beginning of the monk’s next turn. A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses its Dexterity bonus to AC (if any).
A monk can make one stunning fist attack each day per monk level he possesses, but no more than once per round.
Constructs, Oozes, Plants, and Undead creatures are immune to stunning.

Flurry of Blows (Ex): A 3rd level monk can launch a lightning-fast series of blows as a full-attack action. When using flurry of blows, a monk must be attacking with his unarmed strike or the any of the following weapons: club, dagger, dart, javelin, light mace, quarterstaff, punching dagger, shortspear, short sword, or sickle. The monk gains one additional attack with either one of these listed weapons or his unarmed strike; this additional attack is made at the monk’s highest attack bonus.
At 10th level, the monk gains a second additional attack at his highest attack bonus when he makes a flurry of blows attack.
At 17th level, the monk gains a third additional attack at his highest attack bonus when he makes a flurry of blows attack.
Unlike Two-Weapon, a monk does not suffer a penalty to his attack rolls when performing a flurry of blows and he may use any combination of his unarmed strike and the above listed weapons to conduct the attack. He may choose to make all of his attacks in a flurry of blows with a single weapon listed above (including his unarmed strike) or he may use multiple weapons at his discretion. He may even combine one or more weapons and his unarmed strike. A monk may not use Two-Weapon fighting to gain one or more additional attacks while using flurry of blows.
A monk applies his full Strength bonus to his damage rolls with all successful attacks made with a flurry of blows, whether or not 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 one of the weapons listed above as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Still Mind (Ex): Starting at 3rd level, a monk gains a +2 bonus on saving throws against enchantment spells and effects. This bonus improves to +4 at 10th level and again to +6 at 17th level.

Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, the monk can make a ki strike. At 4th level, ki strike allows his unarmed strike to be treated as a magic weapon for the purpose of overcoming damage reduction and affecting incorporeal creatures. Ki strike improves with the character’s monk level. At 8th level, his unarmed strike is also treated as a lawful weapon for the purpose of overcoming damage reduction. At 12th level, his unarmed strike is also treated as a cold iron and silver weapon for the purpose of overcoming damage reduction. At 16th level, his unarmed strike is also treated as an adamantine weapon for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Finally, a monk can spend 2 points from his ki pool to make one additional attack at his highest attack bonus when the monk performs a charge, uses the Spring Attack feat, or when he moves and then attacks as a standard action. This additional attack can only be made with a monk’s unarmed strike or with a weapon listed in his flurry of blows class ability, above. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Catfall (Ex): A monk of 4th level or higher 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.

Monastic Weapon Training (Ex): Starting at 5th level, a monk gains a +1 bonus on all attack rolls that makes with his unarmed strike and with the following weapons: club, dagger, dart, javelin, light mace, quarterstaff, punching dagger, shortspear, short sword, or sickle. Every four levels thereafter (9th, 13th, and 17th), this bonus on attack rolls increases by +1, to a maximum of +4 at 17th level.
A monk also adds this bonus to any combat maneuvers made with unarmed strike (including grappling) or with the listed weapons. This bonus applies to the monk’s Combat Maneuver Defense when defending against disarm and sunder attacks made against the above listed weapons.

Physical Training (Ex): At 5th level, a monk adds one-half his class level to all Acrobatics, Climb, and Swim skill checks. In addition, he always counts as having a running start when he making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk can gain an additional +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Speak with Animals (Sp): Starting at 6th level, a monk can communicate with any creature with the animal type, as per the spell speak with animals. Such conversations are limited by the animal’s intelligence (or lack thereof).

Wholeness of Body (Ex): Starting a 7th level, a monk can heal his own wounds by focusing his ki ki into knitting whole his flesh, bone, and blood. As a swift action, a monk can spend 2 points from his ki pool to heal a number of hit points equal to 2d8 + the monk’s class level + the monk’s Wisdom modifier. Furthermore, a monk can spend 1 point from his ki pool as a standard action to heal the same number of hit points. A monk can use wholeness of body in this manner up to twice per round; once as a swift action and once as a standard action.

Opening the Third Eye (Su): At 8th level, a monk can spend 1 point from his ki pool as a standard action to gain blind-sense in a 10’ radius for 1 minute per monk level. At 14th level, this ability improves to grant blind-sense in a 20’ radius.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Spiritual Endurance (Ex): Staring at 10th level, a monk's training and inner reserves of ki allow him to comfortably exist in environments and conditions that would quickly sap the strength from others. He is considered to be under the influence of an endure elements spell at all times, ignoring the extremes of heat and cold. In addition, he may go for a number of days equal to one-half his monk level without eating or drinking before beginning to suffer adverse effects. He requires only four hours of sleep per night, provided that he also meditates for at least four hours as well. While meditating, a monk remains fully aware of his surroundings and may make Perception checks without penalty.

Diamond Body (Ex): At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su): Starting at 12th level, 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 the monk’s ki pool. Unlike the spell, a monk using this ability can take any actions he has remaining after the teleportation effect. A monk may take willing creatures with him, but he is limited in this by his maximum encumbrance; any creature exceeding that limit does not accompany the monk. A monk’s caster level for this effect is equal to his monk level.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance. Once per round as a free action, even if it is not the monk’s turn, the monk may choose to lower his spell resistance. Once lowered, it remains not in effect until the start of the monk’s next turn.

Cloud Step (Su): A monk of 14th level or higher may spend 2 points from his ki pool to air walk, as per the spell, for 1 round per 2 class levels (round down). When the monk uses cloud step he may neither run nor may he charge; the monk may only use this ability if he is lightly encumbered.

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack but it may still be affected by another one at a later time. A monk can have only one quivering palm in effect upon any single creature at one time.
At 17th level, and again at 19th level, the monk gains one additional daily use of this ability.

The Castle Crumbles (Su): Starting at 16th level, a monk can use his mastery of ki to cause vibrations within free-standing structures as well as creatures. By making contact with a solid object and concentrating for one minute (and spending 3 points from his ki pool), a monk can use sympathetic vibration as per the spell. By spending twice the amount of ki (6 points) a monk can affect a portion of a structure, such as a 10’ by 10’ square of a city wall, or the stone walls of his prison cell, etc., rather than a free-standing structure. In this case, the monk chooses what section will be affected; he must still concentrate and place his bare hand upon the surface.

Tongue of the Sun and Moon (Ex): A 17th level monk can speak with any living creature.

Timeless Body (Ex): At 18th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. His still mind class ability improves yet again, and the monk becomes immune to enchantment spells and effects. His opening the third eye class ability improves again, giving him blind-sense in a 30’ radius. Additionally, the monk gains damage reduction 10/magic and chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical, nonchaotic weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk, but retains all monk abilities.


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reads Intuitive Offense, monastic martial training, flurry of blows, and monastic weapon training

I can't tell if this is a serious offering or not, and I am fearful to know the answer. In combinations, those are the hallmarks of "having your cake, and eating it too" fallacy of design.


I've got a few concerns about this, but I think it's good.

For this Monk it's Wis > Dex > Con > Int > Str > Cha by my reckoning, though Int and Str could probably reverse if you worry about CMD, just don't put a penalty in STR.

I notice that this Monk is going to be very good with weapons. As stated, a 10th level Monk uses Wisdom for Attack and Damage, gains +5 to damage from Monastic Martial Training and +2 to attack from Monastic Weapon Training (I hope this doesn't count for Gloves of Dueling). He's going to be 7/2 from BAB and a 20 Wisdom wouldn't be unreasonable. Assuming a +2 short sword and Piranha Strike (fully aware Finesse does nothing for this Monk) the Monk will have 7 + 2 + 2 + 5 - 2 to hit for +14, this strikes me as a little low, and he'll be hitting for 1d6 + 2 + 5 + 5 + 4 for an average of 19. Even without Piranha Strike, the Monk will have +16 vs AC 24 for an equal CR monster. Granted, he'll have 3 attacks at +16 from Flurry of Blows, but it strikes me as a little worrisome, and possibly continuing the trend of Flurry of Misses.

Also, this Monk relies on the AoMF just like the normal Monk does, was that intentional? Also, why isn't the Monk able to use Monk weapons?

I like that you fixed some things, like Wholeness of Body, Abundant Step and Diamond Soul, though his SR won't be very useful against anyone that isn't a mook. His attack routine concerns me though. It seems his best method for combat, will to be sink 2 Ki every round for Spring Attack.

I think this Monk solves many issues the current Monk has, while keeping some of the same issues as well.

Also, the Monk became the default level dip for any Wisdom class. 1 level dip gives Druids and Clerics Wisdom to hit and damage instead of Strength.

Dark Archive

Only one really important question:

How does this monk (when built well) compare to a THF Fighter with a Greatsword using the same wealth and the same point-buy?


Darkholme wrote:

Only one really important question:

How does this monk (when built well) compare to a THF Fighter with a Greatsword using the same wealth and the same point-buy?

I would extend the wealth a little to say no class specific weapons. For instance, if Gloves of Dueling don't affect the Monk, then the Fighter shouldn't get them either. That's just to keep things as roughly fair as possible.


You still have enhanced movement and the primary means of offense requires a full attack. Try again.

Dark Archive

Hmm.

DeuxHero: That's kindof a flaw with the entire game. You can't be good at combat the same turn you move unless you're a spellcaster.

Here's a thought about something I've never be done before in 3.5: Enhanced 5-foot step. The ability to move more than 5 feet and still function in combat.


deuxhero wrote:
You still have enhanced movement and the primary means of offense requires a full attack. Try again.

What you want does not exist at present.

Pounce comes close, but it's a charge only and can't achieve a true full attack.

A fully mobile, full attacker is not going to arrive. It would make the other Martials almost obsolete.

Dark Archive

But that doesn't mean you couldn't make a decent melee class that's built to be full mobile. Obviously it would have to do less damage than the fighter does while standing still (unless you're making all the melee classes mobile) , but it could be quite a bit better than the fighter's standard action attack while mobile.

Worth noting that most of the spells a spellcaster can do are only a standard action, so the casters are generally more powerful AND mobile.

Perhaps a monk could full attack (with crappier damage than a THF Fighter) and move half his move speed; or something like that.


MA,
I like alot of this.

Skills: yes

Weapons and Armor: No Monk Weapons?
Admittedly this is an issue I have with the base class, restricted weapon access. I believe what you want is a class that works with the CRB weapon list. Losing shurikens is a hit. It strains my brain that a sling flurry is possible.

Bonus Feats: I like, but you've dropped things that I believe should stay like Scorpion Style and Gorgon Fist, both feats for a grappler.
No Weapon Finesse and no Combat Exp. (admittedly Crane Style destroys Combat Exp.)?
I do like the additions.

Fast Movement: sigh, still an enhancement bonus.

Intuitive Defense: Nice

Intuitive Offense: nice but to powerful.
Dabbler is correct, this is too much at 1st level. As written, this is a perfectly acceptable loss of casterlevel for a divine dip. It is meant to alleviate MAD but would prove to only strengthen the cleric and Druid as truly SAD classes.

Unarmed Strike: ah you went oldschool.
Back in the AD&D days, I was the only guy with 9 4 siders.

Monastic Martial Training: Cool.
Is it necessary? Given the other bonuses this seems a little redundant though I like this bit better than the weap skill part further down.

Stunning Fist: This is a big hit with the NERF bat as written.
Did you mean to drop the ability to Nauseate and Paralyze? If so I'd pass and want to substitute Punishing Kick.

Flurry: No comment.

Still Mind: those are BIG jumps, with WIS the monk becomes immune to enchantment way before lvl 20. Not that that is a bad thing.

Ki Pool: We've discussed before.

Catfall: No requirement for a wall?
Interesting but near superhuman, some people will latch on to this as the new reason to hate monks.

Monastic Weapon Training: redundant
Having 2 monastic training abilities is unnecessary. This also steps on the fighter's toes, I personally dislike that aspect.

Physical Training: I really like this alteration.

Speak with Animals: Nice.
Moving it up the list makes good sense. Gygax would smile.

Wholeness of Body: That's a powerful Heal effect.

Opening the 3rd Eye: Cool!
Without a retraining feature, having Blindfight as a bonus feat will be seen as a trap by some people.

Spiritual Endurance: Nice ability.

Abundant Step: Good.
You eliminate the feat tax for basic Dimensional Utility. This has been houseruled in with us for a long time now.

Cloud Step: hehehe
This is the most powerful ability on this entire list, but most people will look over it and miss the possibilities.

QP: is this altered from the CRB?

Castle Crumbles: interesting ability, but I never play this far up the level tree. It's cool but odd.

Perfect Self: Nice improvement to a weak capstone ability.

I like it but it has some issues, cloning the fighter in places being one and being a legitimate dip choice for the divines being the other. The latter wouldn't fly with my group, somebody would call foul.

Dark Archive

Slingshot Flurry?

The original Monk capstone was more of a drawback than a benefit, as it's main effect is making you immune to many of the useful buff spells that could effect your monk.


Darkholme wrote:

Only one really important question:

How does this monk (when built well) compare to a THF Fighter with a Greatsword using the same wealth and the same point-buy?

I think it will compare pretty well. The monk is 5 points behind in BAB, and his monastic weapon training (which is different from fighter weapon training and therefore doesn't benefit from gloves of dueling) applies only to attack rolls.

Now, for the monastic martial training, I went all the way back to the 1st Edition AD&D monk here, where the monk received a bonus of +1 for every two class levels when using ANY weapon. I just made it any class weapon. Why? People complain all the time about how no monk would ever use a weapon when their unarmed strike damage is so much better, and if you are following the original design, that shouldn't be.

Consider this: at 10th level, a medium monk does 3d4 damage with his unarmed strikes. Nearly every weapon on his proficiency list does 1d6 or lower; but, with MMT, they now do 1d6+5. Perhaps I should scale it back though, making it +1 at 2nd level and increasing every 3rd level thereafter (5, 8, 11, 14, 17, and 20, for max +7) or every 4th level thereafter (6, 10, 14, 18, for max +5) would be better?

Master Arminas


To make intuitive offense less of an automatic dip for certain Wisdom based classes, how about this:

Intuitive Offense (Ex): A monk relies upon his skill and intuition more than brute force or pure speed. Accordingly, a monk substitutes his Wisdom bonus (if any) instead of his Strength bonus for all attack rolls, damage rolls, and CMB made with his unarmed strike or the weapons listed in his flurry of blows class ability (see below). A monk still adds his Strength bonus to his CMD.
If the monk has a penalty as the modifier of his Strength ability score, that penalty still applies to his attacks and damage.
A monk loses the benefits of this ability when he wears any armor, when he wears or wields a shield, when he carries a medium or heavy load, or if he uses a weapon other than his unarmed strike or one of those listed in his flurry of blows class ability (see below).


Tels: No, the MWT doesn't count as fighter weapons training and therefore cannot be used with gloves of dueling. I went with the old style of flurry deliberately; this way the monk remains behind the fighter/ranger/paladin/barabarian/cavalier but ahead of the bard/cleric/druid/rogue in his attacks. It also adds some consistency with getting up to five attacks (eventually) at his highest attack bonus (if those don't hit, would his previous greater number of attacks at lower bonuses have hit?).

True, the Monk does rely on an external item to gain an enhancement bonus to unarmed strikes; just as the fighter/paladin/ranger relies on magic weapons. I leave the AoMF debate to another thread, but for my game I allow my monk fighting gloves, which grant an enhancemetn bonus to unarmed strikes (not natural weapons) at a rate of bonus squared x 3,000 gp.

Deuxhero: this monk does have enhanced movement, but he also has an option to spend two ki points to make two attacks while moving. Which ain't bad.

Darkholme: There was a magic item in 3.0's Arms and Equipment Guide that allowed a person who trained with it over a period of time to gain a 10-ft step, instead of a 5-ft step. But it hasn't ever been replicated.

Zagnabbit: Thanks. There are so many people out there who see the 'eastern' style weapons and go into knee-jerk reaction mode. I run more of a 'western' style game, and those weapons simply do not fit; so I removed them. And you are right: this monk cannot flurry with slings. LOL He can flurry with thrown daggers, darts, and javelins, however.

I dropped the feats that everyone seems to say are weak in order to focus on feats that the monk should have had available. It wasn't because I really dislike Scorpion Style and Gorgon fist, but because I didn't want to drastically bloat the feat selection.

On the fast movement . . . I think it needs to stay an enhancement bonus. Otherwise, you have monks at 20th level moving 120' (30' normal, +60' class, +30' boots of striding and springing or haste).

I think I managed to put some restrictions on Intuitive Offense.

Old School is the Best School! LOL MMT provides a means of closing the gap between a monk's medium BAB and the full-BAB classes. Each of them (fighter, barbarian, paladin, ranger, cavalier) have a special ability that increases their attack bonuses further. Now with this monk, so does the monk. He stays at around +5 behind the full-BAB classes, but is within shouting distance. MWT was done precisely because it was that way in 1st edition. Remember, back then, the monk was the second highest damage dealer, right behind a fighter. Well, discounting spells, of course.

I agree on Stunning Fist. I don't think that it should have been made a feat in the first place; and I believe that what Paizo did was to plaster over the flaws with shiny new polished chrome on the outside! Some folks will see it as a nerf, but really if you stun your opponent, you don't need the rest!

There is no requirement for a wall in Catfall, I assure you all. LOL

For the physical training, it makes sense to have the bonus apply for more than jump; the monk actually uses his acrobatics and climbing and swimming, but I still have the ki option there for super long jumps and he always counts as having a running start.

Wholeness of body is a bit more powerful than a cleric or druids cure serious wounds. However, the monk can only use it on himself, and the base healing never increases.

True, and we could add Scorpion Style back instead of Blind-Fight.

There are some subtle changes in QP, Zag, but it pretty much is the way Paizo and Wizards wrote it at its heart.

Now, about dipping: one thing my group did is make it so if you don't start as a monk, you can't multi-class into monk. And if you leave the monk class, you can't return. Cuts down on the multi-class dipping quite a lot.

MA

Dark Archive

master arminas wrote:
Now, about dipping: one thing my group did is make it so if you don't start as a monk, you can't multi-class into monk. And if you leave the monk class, you can't return. Cuts down on the multi-class dipping quite a lot.

This I don't like. It seriously gets in the way of concepts that require multiclassing, like a religious order of monks who train as both clerics and monks, or nature based monks who train as both monks and rangers, or warrior monks who train as both monks and fighters.

Yes there are sometimes archetypes; but There won't be an archetype to cover every character concept.


Darkholme wrote:
master arminas wrote:
Now, about dipping: one thing my group did is make it so if you don't start as a monk, you can't multi-class into monk. And if you leave the monk class, you can't return. Cuts down on the multi-class dipping quite a lot.

This I don't like. It seriously gets in the way of concepts that require multiclassing, like a religious order of monks who train as both clerics and monks, or nature based monks who train as both monks and rangers, or warrior monks who train as both monks and fighters.

Yes there are sometimes archetypes; but There won't be an archetype to cover every character concept.

That is one of the things I dislike about 3.x/PF; the ease with which a character can 'suddenly' learn the basics of another class. I mean, you've been a fighter for four levels (for example) and you become a wizard (which takes years of apprenticeship and learning) simply because you gain a level and therefore can take what you want? No. Not in my games.

Multi-classing should be rare and it should have a reason; not a reason of 'well this is what I want'. In this respect I must prefer the old dual-class mechanic of 1st and 2nd edition. Yes, I am well aware that most people today hate that and decry it as a lack of player options. That may be, but I greatly dislike the proliferation of people who dip to grab features not intended to mesh together.

I believe that if you play a barbarian, you need to play a barbarian, illiteracy and all. If you want to play a wizard, you shouldn't take two levels of ranger to get light armor and martial weapons and favored enermy and a weapon style. If you are a paladin, grabbing a couple of levels of rogue because you want 1d6 of sneak attack and lots of skill points shouldn't happen.

Pick a class; play a class. And don't try to grab stuff just because 'this would be cool if I could use this ability AND this ability both'.

Master Arminas

Liberty's Edge

The basics are supposed to be just that, the basics.

I appreciate the effort, but I agree with some of the criticism above.

I think this is overcomplicating the fix. The issue is that the monk can't hit things. It isn't really damage or other things, as they have a decent toolkit if they can hit.

But being 3/4 BaB with a primary weapon which is more than twice as expensive to enhance is a non-starter.

I see what you are trying to do with wisdom, but it creates more problems than it solves IMHO.

What we are trying to do it make sure the monk can hit things, so that they can take advantage of their increased damage/stunning fists/etc.

You can do this a number of ways, but I think we need to stay focused on fixing the primary issue without creating new issues, lest no fix come at all.

Liberty's Edge

As a compromise, perhaps at 4th level a monk can add one point of wisdom to his attack and damage if he make only a single unarmed attack in a round.

He may add one additional point of wisdom for every 4 additional monk levels.

This functionally gives them full BaB for single unarmed attacks (to go with functional full BaB with flurry).

I still want a way other than AoMF to enhance unarmed attacks, but this fits flavor and won't be as open to multiclass abuse.

Dark Archive

master arminas wrote:

That is one of the things I dislike about 3.x/PF; the ease with which a character can 'suddenly' learn the basics of another class. I mean, you've been a fighter for four levels (for example) and you become a wizard (which takes years of apprenticeship and learning) simply because you gain a level and therefore can take what you want? No. Not in my games.

Multi-classing should be rare and it should have a reason; not a reason of 'well this is what I want'. In this respect I must prefer the old dual-class mechanic of 1st and 2nd edition. Yes, I am well aware that most people today hate that and decry it as a lack of player options. That may be, but I greatly dislike the proliferation of people who dip to grab features not intended to mesh together.

I believe that if you play a barbarian, you need to play a barbarian, illiteracy and all. If you want to play a wizard, you shouldn't take two levels of ranger to get light armor and martial weapons and favored enermy and a weapon style. If you are a paladin, grabbing a couple of levels of rogue because you want 1d6 of sneak attack and lots of skill points shouldn't happen.

Pick a class; play a class. And don't try to grab stuff just because 'this would be cool if I could use this ability AND this ability both'.

Master Arminas

Ah.

And if what you want to play doesn't neatly fit into a single class?

I'm not talking about just randomly taking a level in wizard just'cause. I'm talking about if you have a concept that one class doesn't adequately cover.

Like a True Neutral Warrior Priest (Fighter/Cleric) or the previously mentioned monk orders that cover things the default monk doesn't.

Unless you're going to let the players make up new archetypes, or you have a massive collection of hundreds of additional archetypes, there are still character concepts that aren't well covered by the existing classes; and require multiclassing to manage, like every 3rd level is a level in fighter, or something.

I agree that managing what you want with a single class is preferable, but I acknowledge it's not always viable or satisfying. And some classes, like Rogue, just suck.

Now, if you've written an elaborate point-buy archetype creation system to cover that, awesome; I'd love to see it.


My thoughts:

1) I like the skills, that's a decent boost.

2) You have chopped and changes a lot of weapons, and that won't fit well into the existing structure.

3) Monastic Martial Training and Monastic Weapon Training are a desperate attempt not to give the monk Weapon Training and I cannot for the life of me see why, other than that some fighter lovers might be offended. Seriously? Let them have weapon training.

4) Intuitive Offence is helpful with MAD, but then you are hanging everything on Wisdom for attack and damage. It seems a bit much, when other systems only ever take attack bonus OR damage bonus from strength.

5) The ki-strike gives you the ability to bypass DR, once you are at the level where it starts to cease to matter. Same problem as before, different arrangement.

6) Opening the third eye is nice, but why isn't Blindfight a bonus feat that could enhance this - say, blindsense if you don't have it, blindsight if you do?

7) Going through this monk, it does not address the monks main problem: gaining enough enhancement to hit the target and have any special effects.

I like a lot of things in this monk, like the way wholeness of body works, and overall a good effort, but I think Intuitive Offence is too much, and there's no addressing the monk's major problem of hitting the target.


Here are the monk’s fighting gloves that I mentioned above. Cost is bonus squared x 3,000 gp, which is higher than a single weapon, but since you can’t disarm unarmed strikes and they are always available, I think this is a reasonably good compromise between the Amulet of Mighty Fists and a regular standard old magic weapon.

Monk’s Fighting Gloves

Aura: Faint (+1), Moderate (+2, +3), or Strong (+4, +5) Transmutation
CL: 3rd (+1), 6th (+2), 9th (+3), 12th (+4), or 15th (+5)
Slot: Hands
Price: 3,000 (+1), 12,000 (+2), 27,000 (+3), 48,000 (+4), 75,000 (+5)
Weight: --
Description: These lightweight, fingerless, leather gloves confer great benefits in unarmed combat upon the wearer. They grant an enhancement bonus ranging from +1 and +5 on attacks and damage made with unarmed strikes (but not with natural weapons). Fighting gloves do not have a fixed damage; they are not weapons. They simply augment the existing unarmed strikes of the wearer. Both gloves must be worn for the magic to be effective. Fighting gloves cannot benefit from weapon special properties, only from enhancement bonuses to hit and damage.

Monk’s Fighting Gloves, Improved

Aura: Moderate (+2, +3), or Strong (+4, +5) Transmutation
CL: 6th (+2), 9th (+3), 12th (+4), or 15th (+5)
Slot: Hands
Price: 27,000 (+2), 42,000 (+3), 63,000 (+4), 90,000 (+5)
Weight: --
Description: These lightweight, fingerless, leather gloves confer great benefits in unarmed combat upon the wearer. They grant an enhancement bonus ranging from +1 and +5 on attacks and damage made with unarmed strikes (but not with natural weapons). Fighting gloves do not have a fixed damage; they are not weapons. They simply augment the existing unarmed strikes of the wearer. If worn by a character with the Stunning Fist feat, the gloves grant a +2 enhancement bonus to the DC of the Stunning Fist. Both gloves must be worn for the magic to be effective. Fighting gloves cannot benefit from weapon special properties, only from enhancement bonuses to hit and damage.

Monk’s Fighting Gloves, Greater

Aura: Moderate (+3), or Strong (+4, +5) Transmutation
CL: 9th (+3), 12th (+4), or 15th (+5)
Slot: Hands
Price: 57,000 (+3), 78,000 (+4), 105,000 (+5)
Weight: --
Description: These lightweight, fingerless, leather gloves confer great benefits in unarmed combat upon the wearer. They grant an enhancement bonus ranging from +1 and +5 on attacks and damage made with unarmed strikes (but not with natural weapons). Fighting gloves do not have a fixed damage; they are not weapons. They simply augment the existing unarmed strikes of the wearer. If worn by a character with the Stunning Fist feat, the gloves grant a +2 enhancement bonus to the DC of the Stunning Fist. If worn by a character with the Quivering Palm special ability, the gloves grant a +2 enhancement bonus to the DC of the Quivering Palm. Both gloves must be worn for the magic to be effective. Fighting gloves cannot benefit from weapon special properties, only from enhancement bonuses to hit and damage.


Master Arminas’s New Model Monk (Take 2)

Alignment: Any lawful.

BAB: Medium.

Good Saves: Fortitude, Reflex, and Will.

Hit Die: d8

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

CLASS FEATURES

All of the following are class features for the monk.

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light and heavy), dagger, dart, javelin, light mace, quarterstaff, punching dagger, shortspear, short sword, sickle, sling, and unarmed strike.
Monks are not proficient with any armor or shields.
When wearing armor, wearing or wielding a shield, or carrying a medium or heavy load, a monk loses his fast movement, flurry of blows, and intuitive defense class abilities.

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: Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, Scorpion Style, and Weapon Focus.
At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Trip, Ki Stand, and Mobility.
At 10th level, the following feats are added to the list: Greater Grapple, Greater Sunder, Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack.
At 14th level, the following feats are added to the list: Greater Bull Rush, Greater Disarm, Greater Trip, Penetrating Strike, and Whirlwind Attack.
A monk need not have to meet any of the prerequisites normally required for these feats to select them.

Fast Movement (Ex): A monk gains a +10’ enhancement bonus to his speed. This bonus applies to all movement modes possessed by the monk. At 4th level, and again every 3 levels gained thereafter as a monk, this enhancement bonus increases by an additional +10’, to a maximum enhancement bonus of +60’ at 16th level.

Intuitive Defense (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he wears or wields a shield, or when he carries a medium or heavy load.

Intuitive Offense (Ex): A monk relies upon his skill and intuition more than brute force or pure speed. Accordingly, a monk substitutes his Wisdom bonus (if any) instead of his Strength bonus for all attack rolls, and he may add his Wisdom bonus (if any) to his CMB (this is in addition to any Strength bonus). A monk still adds his Strength bonus (if any) to his damage rolls and his CMD.
If the monk has a penalty as the modifier of his Strength ability score, that penalty still applies to his attacks, as well as to his damage, CMB, and CMD.

Unarmed Strike (Ex): A monk gains Improved Unarmed Strike as a bonus feat. A monk may make an Unarmed Strike with his fists, elbows, feet, knees, and head; thus, a monk may make an unarmed strike even when his hands are full. A monk always applies his full Wisdom bonus on damage rolls for his unarmed strikes, regardless of which limb he is using to make the attack.
Usually a monk’s unarmed strike deals lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strike than a normal person. At 1st level, a monk deals 1d6 points of damage. At 4th level, this increases to 2d4 points of damage. At 8th level, and every four levels gained thereafter as a monk, a monk’s damage with his unarmed strike increases by an additional 1d4.
This damage is for a Medium monk. A Small monk deals less damage than the amount given with his unarmed strike, while a Large monk deals more damage. Small monks deal 1d4 points of damage at 1st level, increase to 1d6 at 4th level, and thereafter follow the normal monk progression four levels behind a Medium monk. A Large monk deals 2d4 points of damage at 1st level and adds an additional +1d4 at 4th level and every four levels gained as a monk thereafter.

Evasion (Ex): Starting at 2nd level, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor, and is carrying no more than a light load. A helpless monk does not gain the benefit of evasion.

Maneuver Training (Ex): A monk of 2nd level or higher 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.

Stunning Fist (Ex): At 2nd level, the monk can attempt to stun his opponent. Once per round, as a free action, a monk who has successfully struck an opponent with an unarmed strike, and dealt damage to that opponent, may force his opponent to make a Fortitude save against a DC of 10 + one-half the monk’s level + the monk’s Wisdom modifier. Success on this saving throw results in negating the stunning attack; failure leaves the creature stunned until the beginning of the monk’s next turn. A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses its Dexterity bonus to AC (if any).
A monk can make one stunning fist attack each day per monk level he possesses, but no more than once per round.
Constructs, Oozes, Plants, and Undead creatures are immune to stunning.

Flurry of Blows (Ex): A 3rd level monk can launch a lightning-fast series of blows as a full-attack action. When using flurry of blows, a monk must be attacking with his unarmed strike or the any of the following weapons: club, dagger, dart, javelin, light mace, quarterstaff, punching dagger, shortspear, short sword, or sickle. The monk gains one additional attack with either one of these listed weapons or his unarmed strike; this additional attack is made at the monk’s highest attack bonus.
At 10th level, the monk gains a second additional attack at his highest attack bonus when he makes a flurry of blows attack.
At 17th level, the monk gains a third additional attack at his highest attack bonus when he makes a flurry of blows attack.
Unlike Two-Weapon, a monk does not suffer a penalty to his attack rolls when performing a flurry of blows and he may use any combination of his unarmed strike and the above listed weapons to conduct the attack. He may choose to make all of his attacks in a flurry of blows with a single weapon listed above (including his unarmed strike) or he may use multiple weapons at his discretion. He may even combine one or more weapons and his unarmed strike. A monk may not use Two-Weapon fighting to gain one or more additional attacks while using flurry of blows.
A monk applies his full Strength bonus to his damage rolls with all successful attacks made with a flurry of blows, whether or not 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 one of the weapons listed above as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Still Mind (Ex): Starting at 3rd level, a monk gains a +2 bonus on saving throws against enchantment spells and effects. This bonus improves to +4 at 10th level and again to +6 at 17th level.

Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, the monk can make a ki strike. At 4th level, ki strike allows his unarmed strike to be treated as a magic weapon for the purpose of overcoming damage reduction and affecting incorporeal creatures. Ki strike improves with the character’s monk level. At 8th level, his unarmed strike is also treated as a lawful weapon for the purpose of overcoming damage reduction. At 12th level, his unarmed strike is also treated as a cold iron and silver weapon for the purpose of overcoming damage reduction. At 16th level, his unarmed strike is also treated as an adamantine weapon for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. By spending 1 point from his ki pool, a monk can deal his unarmed strike damage when using a weapon he is allowed to use for a flurry of blows attack for 1 round. Finally, a monk can spend 2 points from his ki pool to make one additional attack at his highest attack bonus when the monk performs a charge, uses the Spring Attack feat, or when he moves and then attacks as a standard action. This additional attack can only be made with a monk’s unarmed strike or with a weapon listed in his flurry of blows class ability, above. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Catfall (Ex): A monk of 4th level or higher 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.

Monastic Weapon Training (Ex): Starting at 5th level, a monk gains a +1 bonus on all attack rolls that makes with his unarmed strike and with the following weapons: club, dagger, dart, javelin, light mace, quarterstaff, punching dagger, shortspear, short sword, or sickle. Every four levels thereafter (9th, 13th, and 17th), this bonus on attack rolls increases by +1, to a maximum of +4 at 17th level.
A monk also adds this bonus to any combat maneuvers made with unarmed strike (including grappling) or with the listed weapons. This bonus applies to the monk’s Combat Maneuver Defense when defending against disarm and sunder attacks made against the above listed weapons.

Physical Training (Ex): At 5th level, a monk adds one-half his class level to all Acrobatics, Climb, and Swim skill checks. In addition, he always counts as having a running start when he making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk can gain an additional +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Speak with Animals (Sp): Starting at 6th level, a monk can communicate with any creature with the animal type, as per the spell speak with animals. Such conversations are limited by the animal’s intelligence (or lack thereof).

Wholeness of Body (Ex): Starting a 7th level, a monk can heal his own wounds by focusing his ki into knitting whole his flesh, bone, and blood. As a swift action, a monk can spend 2 points from his ki pool to heal a number of hit points equal to 2d8 + the monk’s class level + the monk’s Wisdom modifier. Furthermore, a monk can spend 1 point from his ki pool as a standard action to heal the same number of hit points. A monk can use wholeness of body in this manner up to twice per round; once as a swift action and once as a standard action.

Opening the Third Eye (Su): At 8th level, a monk can spend 1 point from his ki pool as a standard action to gain blind-sense in a 10’ radius for 1 minute per monk level. At 14th level, this ability improves to grant blind-sense in a 20’ radius.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Spiritual Endurance (Ex): Staring at 10th level, a monk's training and inner reserves of ki allow him to comfortably exist in environments and conditions that would quickly sap the strength from others. He is considered to be under the influence of an endure elements spell at all times, ignoring the extremes of heat and cold. In addition, he may go for a number of days equal to one-half his monk level without eating or drinking before beginning to suffer adverse effects. He requires only four hours of sleep per night, provided that he also meditates for at least four hours as well. While meditating, a monk remains fully aware of his surroundings and may make Perception checks without penalty.

Diamond Body (Ex): At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su): Starting at 12th level, 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 the monk’s ki pool. Unlike the spell, a monk using this ability can take any actions he has remaining after the teleportation effect. A monk may take willing creatures with him, but he is limited in this by his maximum encumbrance; any creature exceeding that limit does not accompany the monk. A monk’s caster level for this effect is equal to his monk level.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance. Once per round as a free action, even if it is not the monk’s turn, the monk may choose to lower his spell resistance. Once lowered, it remains not in effect until the start of the monk’s next turn.

Cloud Step (Su): A monk of 14th level or higher may spend 2 points from his ki pool to air walk, as per the spell, for 1 round per 2 class levels (round down). When the monk uses cloud step he may neither run nor may he charge; the monk may only use this ability if he is lightly encumbered.

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack but it may still be affected by another one at a later time. A monk can have only one quivering palm in effect upon any single creature at one time.
At 17th level, and again at 19th level, the monk gains one additional daily use of this ability.

The Castle Crumbles (Su): Starting at 16th level, a monk can use his mastery of ki to cause vibrations within free-standing structures as well as creatures. By making contact with a solid object and concentrating for one minute (and spending 3 points from his ki pool), a monk can use sympathetic vibration as per the spell. By spending twice the amount of ki (6 points) a monk can affect a portion of a structure, such as a 10’ by 10’ square of a city wall, or the stone walls of his prison cell, etc., rather than a free-standing structure. In this case, the monk chooses what section will be affected; he must still concentrate and place his bare hand upon the surface.

Tongue of the Sun and Moon (Ex): A 17th level monk can speak with any living creature.

Timeless Body (Ex): At 18th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. His still mind class ability improves yet again, and the monk becomes immune to enchantment spells and effects. His opening the third eye class ability improves again, giving him blind-sense in a 30’ radius. Additionally, the monk gains damage reduction 10/magic and chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical, nonchaotic weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk, but retains all monk abilities.


And for those who prefer a shorter list of changes, here is my change log:

Changed bonuses feats to remove Blind-Fight/Improved Blind-Fight and replaced them with Scorpion Style/Gorgon's Fist.

Changed Intuitive Offense to give Wisdom bonus on attack rolls and as an additional bonus on CMB (say what?!?). Yep, this helps monks be the maneuver masters. You still use Strength for damage.

Removed Monastic Martial Training: too many of said whoa, overpowered!

Added a new ki option to ki pool: you can spend 1 point of ki to deal your unarmed strike damage with any weapon you are allowed to flurry with for 1 round. To which you get your weapon enhancement bonuses, if any.

MA


master arminas wrote:
Changed Intuitive Offense to give Wisdom bonus on attack rolls and as an additional bonus on CMB (say what?!?). Yep, this helps monks be the maneuver masters. You still use Strength for damage.

Like it.

master arminas wrote:
Removed Monastic Martial Training: too many of said whoa, overpowered!

Depends, I don't think it was overpowered so much as just...why not weapon training? Of course that would mena toning down unarmed strike base damage but I don;t see that as a bad thing.

master arminas wrote:
Added a new ki option to ki pool: you can spend 1 point of ki to deal your unarmed strike damage with any weapon you are allowed to flurry with for 1 round. To which you get your weapon enhancement bonuses, if any.

Like it.

I notice above that you introduce the gloves, and I see this as a problem because you are still displacing the AoMF, so I can't see Paizo going for it.


True, but this isn't really an attempt for Paizo developers to implement; it is just something that I am thinking about using in my own game for the monk. And since I already allow monks (and unarmed fighters, and anyone who wants to beef up their unarmed strikes) use the fighting gloves, why not?

So this version (take 2) is a bit more in tune with the game, you think?

Master Arminas


For your game, no reason at all. I'm looking bigger picture at what could help everyone in their games, including PFS games.


True, but the odds of any of our ideas get plucked up by the developers are . . . very low. In fact . . .

Never tell me the odds!

Well, okay then. Carry on.

MA


Is there anything wrong or Op about letting a monk choose a weapon and letting them get flurry and unarmed damage with it?


Kryzbyn wrote:
Is there anything wrong or Op about letting a monk choose a weapon and letting them get flurry and unarmed damage with it?

No, there is just no official mechanic for it other than in the Sohei. This is something I wanted to correct with my own monk re-design. Also I don't think it hurts to propose practical solutions here within the limits of what the devs have stated are their limits - it may not get picked up, but at least it has a chance. I want an official fix, not a selection of house-rules; I can do house rules for myself.


True was jsut putting that out there.


when you look at how oracles, inquisitors and the other advanced classes are written up, it almost seems the monk should have been saved for 'advanced' treatment, so it had more options for varying styles of monk one would wish to play.


Indeed, it certainly could be given that treatment in a re-write too.

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