Monk rebuilt


Homebrew and House Rules


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, and spear all monk weapons, no armor or shields.

AC Bonus (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.

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.

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: at level 1, a monk gains improved unarmed strike as a bonus feat.

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 gains an enhancement bonus to his land speed, as shown on Table: Monk. 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. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons 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. In addition, he can spend 1 point to increase his speed 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.

force of life:(Su)At 7th level or higher, as a swift action, a Monk may spend 1 point of ki and choose to deal his unarmed damage with his wisdom in place of his strength as any of these ranged attacks

line: the line has a range of 10*(wis mod+monk levels)ft with a reflex save DC of 10+1/2 monk levels+wisdom mod to avoid damage

cone: the cone has an area of 5*(wis mod+monk levels)X5*(wisdom+monk levels) with a DC of 10+1/2 monk levels+wisdom mod to avoid damage.

ray: this ray is fired as a ranged touch attack with a range increment of 5 ft*(Wis mod+monk levels). This attack uses the monk's wisdom in place of his dex and uses your unarmed strikes crit range and multiplier

burst: this burst is fired as a ranged touch attack with a range increment of 1ft*(wis mod+monk levels) and covers the first three squares in the direction of the attack, expanding outwards by two squares for every one square forward. this attack uses the monk's wisdom in place of his dex and uses your unarmed strikes crit range and multiplier

eruption: at level fifteen, a monk may expend an additional 4 ki points when firing a ray and have the projectile explode with ki energy, this deals unarmed damage to every creature (baring the monk who performed the attack) within a radius equal to 1ft*(wisdom mod+monk levels). creatures may make a reflex save DC 10+1/2 monk levels+wisdom mod and half damage.
(before anyone says it, yes, you can now pull off the Kamehameha wave)

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 modifier, 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.


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The current monk's main problems are MAD, lack of weapon enhancement on the unarmed strike, lack of any boost to hit such as other martial classes get, and some rotten abilities that do not synch with one another - like fast movement and flurry-of-blows, for example.

I don't see this version of the monk truly resolving any of these issues.


WAY too front loaded, IMO. Every martial character would be foolish not to take 2-3 levels of monk. The main deterrent has been primarily the loss of BAB, which you remedied.


Gherrick wrote:
WAY too front loaded, IMO. Every martial character would be foolish not to take 2-3 levels of monk. The main deterrent has been primarily the loss of BAB, which you remedied.

anything I could push back? I was thinking about changing the AC bonus thing up a bit to help reduce the MAD.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD in place of his dexterity. 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. at Level 11, a Monk doubles the AC/CMD bonus granted by his wisdom bonus.

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.

to give this "fix" some context. read the links in here and to give you a ideas on the game changing houserules.

- certain feats like power attack, combat expertise,spring attack and the such are now simply mechanics
-martials can move and full attack, though you still need pounce if you want to charge and get a full attack in.
-all "no save" spells and abilities have been given a save and are assumed to be all or nothing saves.
- the use of repel and damage resistance are implemented as well as several self upgrading feats.
-stacking prohibition is less enforced.

another idea was to make the Ki abilities upgrade as the Monk leveled up.

extra attack at highest BAB I avoided saying it must be on a "flurry" so people could go for the higher attack bonus as needed.

Upgrades: at level 10, when using this Ki power, your attacks gain an enchantment bonus equal to your Monk AC bonus from levels. This bonus helps you overcome DR. at level 16, when using this power, you may use a Ki blast with each attack this round

dodge bonus: at level 10, when using this Ki power,you may add your Monk AC bonus to your saves. at level 16, you may add your wisdom bonus to you saves.

speed boost: at level 10, a monk acts as though under the effects of haste and spider climb with the exception being that his climb speed is equal to his movement speed. at level 16, a monk's total speed is doubled after calculating his initial boosts from this power's previous effects.


Showzilla, before you "fix" the monk, can I ask what issues exactly you are trying to fix?


Dabbler wrote:
Showzilla, before you "fix" the monk, can I ask what issues exactly you are trying to fix?

-MAD: tried to fix it b giving the monk abilities that delegate the functions of dexterity to wisdom

-fast movement not working with flurry: just run where you can move and full attack. though, if you don't run with those rules, simply have the monk able to move the amount his fast movement allows as a free action.

-lack of unarmed enhancements: wait...can't you enchant your fists as if they were weapons? if not, that's why I reworked the basic "Style" feats of two weapon fighters, two-handed fighters and sword and board to be a single feat that upgrades itself with your BAB just like a caster's spells upgrade with caster level. a medium monk by level 20 deals 4d6 with his unarmed strike, a monk wielding a temple sword in each hand deals 4d8 points of damage, I basically gave them a reason to use weapons period, so it kinda sidesteps the issue.

-accuracy: full BAB, ki strikes start imbuing enhancement bonuses at level 10.

-ki blasts: ranged capabilities....and it's just really cool


showzilla wrote:
Dabbler wrote:
Showzilla, before you "fix" the monk, can I ask what issues exactly you are trying to fix?
-MAD: tried to fix it b giving the monk abilities that delegate the functions of dexterity to wisdom

How about monks using Wisdom-to-hit instead of dex or strength?

showzilla wrote:
-fast movement not working with flurry: just run where you can move and full attack. though, if you don't run with those rules, simply have the monk able to move the amount his fast movement allows as a free action.

The first isn't a solution, it's a description of the problem. The second I didn't see included in your descriptions (I may have missed it, though).

My solution was to allow the monk an extra attack on spending a ki point whenever he makes any attack, flurry of blows or not, and to allow the +20' movement when you spend a ki-point as a swift action.

showzilla wrote:
-lack of unarmed enhancements: wait...can't you enchant your fists as if they were weapons? if not, that's why I reworked the basic "Style" feats of two weapon fighters, two-handed fighters and sword and board to be a single feat that upgrades itself with your BAB just like a caster's spells upgrade with caster level. a medium monk by level 20 deals 4d6 with his unarmed strike, a monk wielding a temple sword in each hand deals 4d8 points of damage, I basically gave them a reason to use weapons period, so it kinda sidesteps the issue.

That's a big rewrite of the system that effects a lot more than just monks. Plus, monks are meant to be the iconic unarmed class, so making them use weapons sucks, really. You've not resolved the issue, and you've made things very complicated sidestepping it.

showzilla wrote:
-accuracy: full BAB, ki strikes start imbuing enhancement bonuses at level 10.

What's wrong with the enhanacement bonus from 4th level? That's how I "fix" the problem of enhancements contribution to lack of accuracy, and the enhancement in general, because the monk has the enhancement bonus built in and can use the old AoMF for properties.

Also, full BAB does solve much on it's own, low to hit is contributed to by MAD. Every other combat class almost without exception has a means of boosting accuracy, I now firmly believe the monk needs this.

showzilla wrote:
-ki blasts: ranged capabilities....and it's just really cool

I like them, but I think they'd make cooler feats than granted abilities. Not everyone's monk concept involves zapping things.

I don't know if you've seen them, but my changes are here. So far I've play tested them to 7th level and they are working nicely.


Dabbler wrote:
showzilla wrote:
Dabbler wrote:
Showzilla, before you "fix" the monk, can I ask what issues exactly you are trying to fix?
-MAD: tried to fix it b giving the monk abilities that delegate the functions of dexterity to wisdom

How about monks using Wisdom-to-hit instead of dex or strength?

showzilla wrote:
-fast movement not working with flurry: just run where you can move and full attack. though, if you don't run with those rules, simply have the monk able to move the amount his fast movement allows as a free action.

The first isn't a solution, it's a description of the problem. The second I didn't see included in your descriptions (I may have missed it, though).

My solution was to allow the monk an extra attack on spending a ki point whenever he makes any attack, flurry of blows or not, and to allow the +20' movement when you spend a ki-point as a swift action.

showzilla wrote:
-lack of unarmed enhancements: wait...can't you enchant your fists as if they were weapons? if not, that's why I reworked the basic "Style" feats of two weapon fighters, two-handed fighters and sword and board to be a single feat that upgrades itself with your BAB just like a caster's spells upgrade with caster level. a medium monk by level 20 deals 4d6 with his unarmed strike, a monk wielding a temple sword in each hand deals 4d8 points of damage, I basically gave them a reason to use weapons period, so it kinda sidesteps the issue.

That's a big rewrite of the system that effects a lot more than just monks. Plus, monks are meant to be the iconic unarmed class, so making them use weapons sucks, really. You've not resolved the issue, and you've made things very complicated sidestepping it.

showzilla wrote:
-accuracy: full BAB, ki strikes start imbuing enhancement bonuses at level 10.
What's wrong with the enhanacement bonus from 4th level? That's how I "fix" the problem of enhancements contribution to lack of accuracy, and the enhancement in general,...

1......sure, I had thought about it but didn't know if other people were okay with it. Monk revised 2 will have that at level one.

2. oops, it was in another post

Showzilla said wrote:


- certain feats like power attack, combat expertise,spring attack and the such are now simply mechanics
-martials can move and full attack, though you still need pounce if you want to charge and get a full attack in.
-all "no save" spells and abilities have been given a save and are assumed to be all or nothing saves.
- the use of repel and damage resistance are implemented as well as several self upgrading feats.
-stacking prohibition is less enforced.

3. I know the self upgrading feats are a big game changer, but I feel it something that might be need and hence I post here for feed back. I also wanted monks to not lose anything when picking up a monk weapon.

4. well..I'm replacing the upgrading ki shit and stealing your stuff if you don't mind.

5. did full bab because with it a two-weapon fighting, we get the monk's flurry ability and it lets them qualify for some things sooner. also, I'll be using the wisdom to hit thing as well and your Ki suggestions. now, I remember the kensia from 3.5 had something kool I might want to swing by you...spend 1 ki point and change the +N enchancment to a special enchancment of the same +N value...how does that sound? flaming fists anyone?

6. so, ki blast as part of the monk's bonus feat list.

7. how did you feel about me increasing quivering palms capabilities?

8. should Ki abilities upgrade as you level up or not?

I was thinking about doing the whole "caster's get class feature(Self upgrading)+spells (self upgrading), martial gets class feature (Self upgrading)+feats (not self upgrading)" and seeking to remedy that, how does that sound?


1. Some people have told me that it's broken, and monks become a one-level dip for clerics, druids, and inquisitors. I don't see it, because it's restricted to monk weapons and unarmed strikes. There are feats you can get to let you flurry with deity's favoured weapons, but there are feats you can get also to let clerics use wisdom-to-hit anyway. I do not see it as an issue.

2. Sorry, I missed it! That's a huge boost to the monk.

3. Here's the thing, other GM's may not want bug changes like this. If you rely on big changes, then when they do not implement them you are out in the cold.

4. Steal away!

5. The problem here is that some existing builds use "single weapon flurry" rather than fighting unarmed. I think the ability you mention is very cool, it would make a great feat.

6. Sounds good.

7. I think, personally, that Quivering Palm should be able to work on a touch attack, not an attack-and-do-damage. The whole point is you can shake hands with someone....then kill them three days later. Nasty. I do like your other changes.

8. Some already do. I wouldn't like to make a blanket rule that all do, or all don't.

Some feats do upgrade...some do not. I can see the logic in both, but it is frustrating with some of them. All I'll say is, as above, beware of being reliant on overarching game changes.


As for improving accuracy, you could simply give monks a feature similar to magus where they can spend a ki point to add their Wis to the attack rolls for all their attacks that round.

Perhaps give them another ki ability to spend 1 ki to gain a reach equal to their bonus movement, with spending a second ki to turn the attacks into sonic(force?) damage. While the thought of Dhalsom came to mind, the intent was more like a "sonic boom". Yeah, Street Fighter was an awesome game :)


We're already looking at wis-to-hit instead of strength or dex, so doubling it won't wash. Myself, I added the AC bonus as a competence bonus to hit, and it worked OK.


so, should I post the rerebuild or should there be whole new post?

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