
Perpetr8r |

One idea I had given we have things like the flexibility of feats from Brawler. What if we took the Qinggong Monk Archetype and allowed the Monk to set their abilities for the day from the lists.
Reduce the Unarmed damage back to 1d4, but allow a scaling static increase bonus. Roughly the average of the previous damage dice. So at level 20 its 2d10. That is an average of 11. Now at level Twenty a 1d4+11(+Str or Dex whichever is highest) doesn't seem so high even with a flurry of blows mechanic.
Have Movement speed increase and apply it to all modes of movement speed.
Change Slow Fall to allow for spending a 1 Ki point to reduce fall damage by half and at a higher level allow them to spend 2 Ki points to remove fall damage completely. Or use a Spider Step like mechanic that allows a Monk to make an Acrobatics check (DC 20) to instead of sliding along the wall make solid contact and use the Spider Step ability to run along the wall but instead of half slow fall distance make it their simple movement speed. This still means they need a surface to move. And have it count as Spider Step for purposes of PreReq. Heck if you have both you can seriously play it up as a cinematic vision of a Monk sliding off a wall and instead of falling he flips and his feet make contact with the wall, he races down to the wall till he reaches to fast a speed (End of his movement range) and slides down the wall to the bottom(Slow fall). Of course Spider Step lets you run on water too so meh not sure if that should count too.
Wholeness of Body, nice ability but at level 20 you are healing 20 HP which might keep you from dying immediately but it is not going to be very useful. What if it was Character Level+Wis+Con modifer it increases the potential to heal a bit but not out of control.
And of course, why not allow the Monk to wear Light armor and restrict it like the Druid in that it cannot be composed of metal or any sort. so restricting it reasonably to leather or something like that. And allow the Monk to count weapons like the Brass Knuckles, Cestus, Emei piercers, and gauntlets for their unarmed damage progression.
Any thoughts?

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1) i proposed a split from a more fast-combat 'warrior' to a more spell-choosing 'mystic' monk, and called it Mystic Path.
2) what about starting at 1d6 and increasing number of dice? this lines up the Vital Strike chain and gives a solid boost to damage. i am considering these changes to Flurry of Blows.
3) i altered Fast Movement to also enable movement plus full-attacking. your idea sounds good too.
4) Slow Fall must be compared to Featherfall in terms of it's power level. i give my monks a free pass if they are deliberate or near a wall.
5) is there a good arguement against allowing Wholeness of Body to 1/day act like Heal?
6) I dislike armor for the core monk. consider instead allowing the monk Wisdom as a striking stat in addition to an 'armor' and 'ability' stat. Dabbler does a good job of that here.