Making Monks Mobile And Dangerous


Homebrew and House Rules


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Monks are getting some nudges from the developers.

Here are changes I'd like to see.

1) Halve all of the Monk movement bonuses. However, they all add to the Monk's 5' step distance when making a full attack. Also, don't make them enhancement bonuses, make them untyped.
2) A monk spending ki doesn't get +20 to their movement. The Monk gets to make a full Move action and still Flurry. They do not get to Charge and Flurry.
3) At the same levels the Monk gets an AC bonus, they also get a bonus to hit; this bonus is capped at the lower value of their DEX or WIS modifier, and stacks with Weapon Finesse and the Guided weapon ability.

This should cause Monks to move around the fight a little bit more, and should help them compensate for the Flurry of Misses phenomenon.


Monks are already great at Acrobatics, I don't see a need to give them a larger 5ft step distance, but I don't like that idea for another reason: I find it kind of odd for a rule to be calling an action a "5 foot step" and then have a class that takes more than 5 feet of movement in that action.


Big Lemon wrote:
Monks are already great at Acrobatics,

Sure, assuming your standard for "great" is "It's a class skill and they have passable Dex".

Big Lemon wrote:
I don't see a need to give them a larger 5ft step distance

The point is to allow monks to actually move around and flurry instead of having their fast movement and flurry of blows abilities conflict, not to avoid attacks of opportunity.


In my games I let them spend a ki point to move their fast movement distance(not total speed) as a swift action. Not too powerful at early levels but carries weight later on with better flurry and greater movement distance. In my games I also allow the use of "anointed oil" which allows you to enhance your unarmed strike as a weapon. The cost is equal to that of a standard enhancement +500 GP per enhancement. Finally I also changed the monks Fast Movement to untyped. Honestly this has helped a lot with monk players contributing to the party in my games.
I would love to see at least one of these become official rules.


Roberta Yang wrote:


Big Lemon wrote:
I don't see a need to give them a larger 5ft step distance
The point is to allow monks to actually move around and flurry instead of having their fast movement and flurry of blows abilities conflict, not to avoid attacks of opportunity.

Exactly - and avoiding AoOs is a nice side effect.


AdAstraGames wrote:

Monks are getting some nudges from the developers.

Here are changes I'd like to see.

1) Halve all of the Monk movement bonuses. However, they all add to the Monk's 5' step distance when making a full attack. Also, don't make them enhancement bonuses, make them untyped.
2) A monk spending ki doesn't get +20 to their movement. The Monk gets to make a full Move action and still Flurry. They do not get to Charge and Flurry.
3) At the same levels the Monk gets an AC bonus, they also get a bonus to hit; this bonus is capped at the lower value of their DEX or WIS modifier, and stacks with Weapon Finesse and the Guided weapon ability.

This should cause Monks to move around the fight a little bit more, and should help them compensate for the Flurry of Misses phenomenon.

A zen archer with this will wreck everything.


johnlocke90:

Zen Archers already wreck everything. They 5' step and flurry at range 70 and kill things.

Being able to spend Ki and do a Move then Flurry allows them to be mobile shooters.

The bonus to hit for the flurry will help them hit a little more, but every Zen Archer I've seen tanks Dex for Moahr Wisdom, which is why the to-hit bonus is capped at the lower of the WIS and DEX mod.

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