Monk rebuilt: thanks for the feedback, so here is 2.0


Homebrew and House Rules


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Monk

HD:D8

BAB:full

FORT:Good

REF:Good

WILL:Good

proficients:club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling,spear and all monk weapons, no armor or shields.

Intuitive combat(need better name!!!)(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 3rd level. This bonus increases by 1 for every three monk levels thereafter, up to a maximum of +6 at 20th level.

The monk may use his wisdom bonus in place of his strength or dexterity bonus on attack rolls made with unarmed strikes and monk weapons.

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 carries a shield, or when he carries a medium or heavy load. A monk may add his level based AC Bonus to repel rolls(rules here, don't like it?don't use it).

Two-weapon fighting (Ex): at level 1, a monk gains the benefits of two-weapon fighting as a bonus feat even if he does not meet the prerequisites.

improved unarmed strike(Ex): at level 1, a monk gains improved unarmed strike as a bonus feat. (not a fan of this? just keep his normal unarmed strike progression and flurry of blows instead then)

Bonus Feat: At 1st level, 2nd level,3rd level,6th level and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: two-weapon fury, Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist(Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion(Ex): At 2nd level or higher, 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. A helpless monk does not gain the benefit of evasion.

Fast Movement(Ex): At 3rd level, a monk may move up to the speed provided on the monk table for fast movement as a swift action.A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind(Ex): A monk of 3rd level and every three levels thereafter gains a cumulative +1 bonus on saving throws against enchantment spells and effects.

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 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction and grant his unarmed attacks a +1 enchantment bonus. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction and his enchantment bonus increases to +2. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction and his enchantment bonus increases to +3.At 13th level, his unarmed strikes enchantment bonus increases to +4. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness and his enchantment bonus to his unarmed strikes increases to +5.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus. In addition, he can spend 1 point to increase his fast movement ability distance by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. The monk may activate a number of these powers equal to half his monk levels per round as a free 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.

Slow Fall(Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump(Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +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.

Wholeness of Body(Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

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.

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

Abundant Step (Su): At 12th level or higher, 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 his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

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.

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 a number of times per day equal to his wisdom bonus, 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 + 1/2 the monk's level + the monk's Wis 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 may expend 5 ki points and use a quivering palm on a creature immune to critical hits.

Timeless Body(Ex): At 17th 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.

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

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 as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a 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.

Monk feats...kinda...ish..

Ki blast:

prereqs: wisdom 15, ki pool ability

benefits: as a standard action,you may spend 1 point of ki and choose to deal your unarmed damage with your wisdom in place of your strength in a ranged touch attack that has a range increment of 5' per point of wisdom bonus.

if you have a base attack bonus of +6 or higher, you may perform a ki blast as a swift action.

Ki manipulation

prereqs: wisdom 15, ki pool ability, an enchantment bonus of +1 or higher on an unarmed strike/natural attack.

benefits:as a swift action, you may spend a number of ki points equal to a given magical enchantment's enchantment value and convert your preexisting enchantment bonus into your desired ability.This ignores the rule of a weapon needing at least a +1 enchantment to gain magical abilities.These enchantments last a number of rounds equal to the level of the class that gave you a Ki pool, afterwards the effect returns to being a simple enchantment bonus. if you have two classes that gave you the ki pool ability, they stack for determining duration (Ex. spend 1 ki point and grant your unarmed strike the flaming quality in place of it's +1 enchantment bonus)

so, any more suggestions? feed back? criticism? hell, I'll take hate posts.


Proficiencies: if you list "all monk weapons", spelling out nunchaku, sai, siangham, etc is surperfluous. heck, just say "all simple weapons and all monk weapons" and you're done. Easy.

Inuitive Combat: actually, the name's not bad. I don't think monk AC is that bad off right now, defense is what this class shines at. Also, full BAB means their CMD is going to be higher anyways. For these reasons, the increased per level return on this feature doesn't really need to be changed. Wisdom to hit is a good idea.

Two-Weapon Fighting: needs Improved TWF and Greater TWF at levels 8 and 15, respectively. Otherwise, this is nicely complemented by making the monk full BAB.

Improved Unarmed Strike: there's actually less in your write up than the base monk gets for this class feature. I'm assuming you mean this stays the same otherwise.

Bonus Feat: meh, an extra feat is nice but not really necessary.

Fast Movement: Good concept, though I might consider halving the distance.

Still Mind: nice, this is now potentially worth keeping instead of automatically trading it out for Monk Vows.

Ki Pool: the enhancement bonus provides automatic DR penetration. As such, I'd recommend dropping the individual mentions of silver/cold iron, lawful, adamantine, it'll only get confusing. Maybe make it so he can focus as a swift action to ignore twice his level + Wis mod in hardness for a round? Now that the uses for ki pool are free actions (which is cool and very useful), the action economy could easily support that.

Wholeness of Body: you didn't change anything here and I consider that an oversight. This ability SUCKS! Make it a swift action for twice the monks level of healing. Boom, done.

Quivering Palm: more uses and can target things immune to crits? yes please! the latter might actually be worth the ki cost too, in some instances.


Cerberus Seven wrote:

Proficiencies: if you list "all monk weapons", spelling out nunchaku, sai, siangham, etc is surperfluous. heck, just say "all simple weapons and all monk weapons" and you're done. Easy.

Inuitive Combat: actually, the name's not bad. I don't think monk AC is that bad off right now, defense is what this class shines at. Also, full BAB means their CMD is going to be higher anyways. For these reasons, the increased per level return on this feature doesn't really need to be changed. Wisdom to hit is a good idea.

Two-Weapon Fighting: needs Improved TWF and Greater TWF at levels 8 and 15, respectively. Otherwise, this is nicely complemented by making the monk full BAB.

Improved Unarmed Strike: there's actually less in your write up than the base monk gets for this class feature. I'm assuming you mean this stays the same otherwise.

Bonus Feat: meh, an extra feat is nice but not really necessary.

Fast Movement: Good concept, though I might consider halving the distance.

Still Mind: nice, this is now potentially worth keeping instead of automatically trading it out for Monk Vows.

Ki Pool: the enhancement bonus provides automatic DR penetration. As such, I'd recommend dropping the individual mentions of silver/cold iron, lawful, adamantine, it'll only get confusing. Maybe make it so he can focus as a swift action to ignore twice his level + Wis mod in hardness for a round? Now that the uses for ki pool are free actions (which is cool and very useful), the action economy could easily support that.

Wholeness of Body: you didn't change anything here and I consider that an oversight. This ability SUCKS! Make it a swift action for twice the monks level of healing. Boom, done.

Quivering Palm: more uses and can target things immune to crits? yes please! the latter might actually be worth the ki cost too, in some instances.

thx

1. okay, just didn't want to leave room for someone to complain about proficiency.

2. thanks, so, I can nix the cmb and cmd bonuses in version 2.5.

3. twf and unarmed strike....I changed the way both of those feats work in the beginning stages of a massive over haul to help eliminate the martial magic gap. here's the links to both . unarmed and twf . I included simply using the standard unarmed progression and the flurry ability to those that didn't want my upgrading feats.

4. bonus feat= had to add it in as I got rid of manuever training.

5. fast movement= by 3rd level, he can spend a ki point to move 30 feet and attack, it's sorta a pounce like mechanism.

6. thanks

7. this is all incase the rules didn't pan out as I had hoped on magical properties counting towards what DR you can overcome. may haps he could do that.

8. thank you for pointing that out, might make it a lay on hands-esque ability

9. thanks

thanks for your feed back


2) Well, what I meant was just have them progress at the normal monk rate of +1 per 4 levels. The less you deviate from the CRB, the easier it'll be for players to followed.

3) Ah, ok. Yeah, that works then.

4) Fair enough.

5) I'm a little confused here. At third level, he has a +10 ft / round movement bonus. Where does the 30 ft come in?

7) Yeah, +3 weapons ignore DR/silver and DR/cold iron, +4 ignores DR/adamantine, and +5 ignores all types of alignment-based DR. So, this would delay getting through silver or cold iron DR, but give you adamantine earlier and ALL alignment types eventually (because DR/lawful is extremely rare).


Cerberus Seven wrote:

2) Well, what I meant was just have them progress at the normal monk rate of +1 per 4 levels. The less you deviate from the CRB, the easier it'll be for players to followed.

3) Ah, ok. Yeah, that works then.

4) Fair enough.

5) I'm a little confused here. At third level, he has a +10 ft / round movement bonus. Where does the 30 ft come in?

7) Yeah, +3 weapons ignore DR/silver and DR/cold iron, +4 ignores DR/adamantine, and +5 ignores all types of alignment-based DR. So, this would delay getting through silver or cold iron DR, but give you adamantine earlier and ALL alignment types eventually (because DR/lawful is extremely rare).

2. understood, but I based the rate on the monnk's old BAB where the damage increased with every +3, this ends up making the monks punches hit that much harder. Though I think I should eventually post alot my stuff altogether like a book.

3. kool

4. again, kool

5. whoops, meant level four. by level 3 is 5 foot adjustment is becoming a 10 foot adjustment and by level four it's a 30 foot adjustment if he spends a ki point.

7. well then, I could just reorganize by removing everything about DR and just keeping it as an enchantment bonus.

by the way, what do you think about the ki feats?


more feed back is necessary to continue this little project...so bump


For Intuitive combat, consider this:

Quote:

Intuitive combat(Ex): The monk gains a dodge bonus to AC equal to their Wisdom bonus. This bonus increases by 1 at 3rd level, and every three levels thereafter, up to a maximum increase of +6 at 18th level.

The monk may use Wisdom in place of Strength or Dexterity on attack rolls made with unarmed strikes and/or monk weapons. A monk may add his level-based AC Bonus to repel rolls (rules here, don't like it? don't use it).

The monk cannot use this feature while wearing armor, carrying a shield, or being more than lightly encumbered.

Note: dodge bonuses inherently stack with other dodge bonuses, and are also lost when flat-footed or helpless. Alternately, I'd consider making the bonus an armor bonus (so it won't stack with Mage Armor/bracers), but have it also apply to touch AC.


Gherrick wrote:

For Intuitive combat, consider this:

Quote:

Intuitive combat(Ex): The monk gains a dodge bonus to AC equal to their Wisdom bonus. This bonus increases by 1 at 3rd level, and every three levels thereafter, up to a maximum increase of +6 at 18th level.

The monk may use Wisdom in place of Strength or Dexterity on attack rolls made with unarmed strikes and/or monk weapons. A monk may add his level-based AC Bonus to repel rolls (rules here, don't like it? don't use it).

The monk cannot use this feature while wearing armor, carrying a shield, or being more than lightly encumbered.

Note: dodge bonuses inherently stack with other dodge bonuses, and are also lost when flat-footed or helpless. Alternately, I'd consider making the bonus an armor bonus (so it won't stack with Mage Armor/bracers), but have it also apply to touch AC.

but only deflection can apply to force effects.....though I would probably write in that being helpless or flatfooted will negate his bonuses.

Liberty's Edge

Pathfinder Rulebook Subscriber

Ill be playtesting this soon. It seems vey well balanced besides the cmb bonus from intuitive combatant, the lack of the TWF chain at 8 and 15, and the improved monk damage. All of wich ill add myself. Pm me if you make any revisions pls.

Looking firward to this, ive been meaning tobfix the monk for my home games, you have just taken the leg work out of it for me. :-)


meeko wrote:

Ill be playtesting this soon. It seems vey well balanced besides the cmb bonus from intuitive combatant, the lack of the TWF chain at 8 and 15, and the improved monk damage. All of wich ill add myself. Pm me if you make any revisions pls.

Looking firward to this, ive been meaning tobfix the monk for my home games, you have just taken the leg work out of it for me. :-)

playtesting......tank you!!!!

anyway, TWF and the improved damage were both in links, I changed how the feats worked and gave them to the monk as bonus feats, if you don't want to have to put up with all the new changes, I say simply use the monk's standard flurry and unarmed damage progression. I've been making some massive over arching changes to feats so that they improve by the simple merit of you leveling up...well, some of them anyways. though some of those feats will be updated for better number managing and what not. Anyway, tell me how the play test goes, I'm not quite finished with the monk yet and some feed back from the field will go a long way.


This is looking more interesting!

Intuitive Combat (how about Zen Warrior, the name I gave to it?):
No need to say that it boosts CMD, anything improving touch AC improves CMD automatically. Wis bonus to AC and to hit, excellent.

I'd like to see how this pans out with full BAB and your "flurry" - the one problem I have with using TWF is a lot of existing monks use a two-handed weapon or single weapon and flurry with that.

Ki Pool: Enhancement bonus to hit, thumbs up here, very good.

Other abilities seem relatively unchanged...well everyone goes qingong monk now anyway, so it probably doesn't matter.


Dabbler wrote:

This is looking more interesting!

Intuitive Combat (how about Zen Warrior, the name I gave to it?):
No need to say that it boosts CMD, anything improving touch AC improves CMD automatically. Wis bonus to AC and to hit, excellent.

I'd like to see how this pans out with full BAB and your "flurry" - the one problem I have with using TWF is a lot of existing monks use a two-handed weapon or single weapon and flurry with that.

Ki Pool: Enhancement bonus to hit, thumbs up here, very good.

Other abilities seem relatively unchanged...well everyone goes qingong monk now anyway, so it probably doesn't matter.

yay! right direction! but the monk is not yet complete

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