Simple Monk Fix ideas.


Homebrew and House Rules


1 person marked this as a favorite.

Let's compare Monk to Paladin and Barbarians.

What a simple easy way to bring Monks up to par without requiring massive rule rewrites?

My idea: Take the Monk's AC bonus and turn it into a general combat bonus that increases CMD, CMB, AC, attack rolls and damage rolls (with monk weapons and unarmed strikes).

This turns monk's robes into their version of duelist gloves.

How would that monk compare to Barbarians and Paladins?


1 person marked this as a favorite.

Take it for a test run and see how the new modifications compare.

I'll test it out in my next game session on Sunday and get back to you.


Arkady Zelenka wrote:

Take it for a test run and see how the new modifications compare.

I'll test it out in my next game session on Sunday and get back to you.

Cool. Looking forward to see how it works out.


Marthkus wrote:

Let's compare Monk to Paladin and Barbarians.

What a simple easy way to bring Monks up to par without requiring massive rule rewrites?

-Full BAB (Maneuver Training is replaced with a bonus feat)

-Can spend 1 point of Ki to Pounce
-Add WIS bonus to damage rolls & CMB
-Stunning Fist: Declared AFTER you make your attack roll. Each attack after the first you land on your target increases the DC by +2 (so landing 4 hits will add +6 to the DC of one stunning fist attempt)

The monk is now capable of being a skirmisher that throws a flurry of attacks(that are accurate enough to hit)on the move.

Liberty's Edge

I don't think you need even that much. There are many monk threads, but my two cents:

Full BAB and HD, they're already close enough and this would go a long way to just simplifying, though it increases the dip temptation, as those first two levels really are among the best in the game already.

Monk AC bonus I think already adds to CMD?

Adding the bonus to attack and damage is to good, in my opinion.

Incidentally, all of my highest AC characters have had 1+ monk levels.


So I didn't get a chance to test this out last night. My friend split the party and proceeded to hog most of our game time. The outcome of the situation was pretty cool, but it kind of sucked that I didn't get to kick ass. There was a lot of diplomacy and sense motive checks though.


Arkady Zelenka wrote:
So I didn't get a chance to test this out last night. My friend split the party and proceeded to hog most of our game time. The outcome of the situation was pretty cool, but it kind of sucked that I didn't get to kick ass. There was a lot of diplomacy and sense motive checks though.

Ah OK.

Maybe we can get another update next week?


This is how I do it.

Monk
- 6 skill points per level
- New version of Amulet of Mighty Fists.*
- No Flurry of Blows. Instead, Monks get a +1 bonus to attack rolls made with unarmed strikes, natural attacks and Monk weapons. This bonus increases by +1 for every 5 Monk levels. Abilities and feats that allow Monks to use FoB with other weapons instead grant this bonus to those weapons.
- TWF enters the list of Monk bonus feats.**
- Can deal bludgeoning, piercing and slashing damage with unarmed strikes.
- Monks are proficient with all Monk weapons.
- Slow Fall no longer requires a vertical surface. It simply reduces all fall damage by 1d6 per Monk level and allows Monks to always fall on their feet.
- Able to regain 1 Ki with 30 minutes of uninterrupted meditation.
- Free MoMS archetype.

*The new version costs the same as a normal magical weapon (2000gp for +1 enhancement, 8000* for +2, etc) but doesn't affect natural attacks or off-hand attacks. It can be upgrade to usual AoMF by paying the price difference.
**TWF scales automatically with BAB, so a Monk who takes TWF can use it as a FoB

Other general changes that buff Monks:

- Many feats scale automatically with BAB, caster level, etc.
- Powert Attack, Combat Expertise, Strike Back and Bullseye Shot are combat options anyone can use instead of feats.
- Characters can move and make more than 1 attack, depending on their BAB.
- Using the Acrobatics skill in combat is easier

Sczarni

Marthkus wrote:

Let's compare Monk to Paladin and Barbarians.

What a simple easy way to bring Monks up to par without requiring massive rule rewrites?

My idea: Take the Monk's AC bonus and turn it into a general combat bonus that increases CMD, CMB, AC, attack rolls and damage rolls (with monk weapons and unarmed strikes).

This turns monk's robes into their version of duelist gloves.

How would that monk compare to Barbarians and Paladins?

IMO:

1. Give them Full BAB for both of their BAB progressions.
2. Let them have a Weapon Focus much like Fighters do, but perhaps let them choose only one category out of xx amount of groups.
3. Allow them to use Brass Knuckles or Gauntlets as their IUS(how it used to be).
4. Knock down the Feat Cost of the Dimensional Suite to just requiring 2 to make Abundant Step effective.

These are all And/Or values. I wouldn't want to see all of these put in as that would over-whelmingly change things.

Grand Lodge Archives of Nethys

Rather than completely overdoing the monk, I would prefer some small changes

- Instead of increase move by 20 for 1 ki, spend 1 point of ki as a swift to move 20 feet.

- Add a few bonus feats to the monk. I think combat expertise should be one, and perhaps greater grapple/trip/sunder/disarm at level 10. Maybe not all of them, but at least grapple/trip.

- Some way to increase their chance to hit. I like the idea of 1 ki to add your wisdom modifier to hit for 1 round as a free action as part of FoB.

I think the monk is fine over all, just needs 1 or 2 bumps to get him where he keeps up with barbarians/fighters/paladins.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Simple Monk Fix ideas. All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules