A starfinder monk


Homebrew


Don't take this to seriously its more of a conceptual question.

If you were to move the monk class into starfinder am I right in thinking certain parts of the unarmed and flurry description would no longer matter.
Such as

1. Full strength bonus to all unarmed attacks. that is just starfinder default now correct?

2. Flurry would need to be reworked so that it gave just an extra attack maybe even 2 possibly. reduce penalties as well.

3. The bit about not having an offhand attack doesn't seem necessary.

4. Anything else that might jump out at you.


If you want monks to survive in space and be the "only relies on themselves" type characters they are in Pathfinder, you need to give them a way to survive in a hard vacuum.


lol that is true thank you but not technically what i'm going for think of it more as Migrating rules from starfinder to pathfinder, but not setting.

Silver Crusade

Other adjustments - Stamina+Con instead of Hit Dice, Some of the option monk powers have no equivalents in Starfinder. Theme.

  • I'm actually having to do this, though I'm using unchained monk. I'm changing over a campaign from Shadowrun to Starfinder. It's pretty easy, considering I was using Shadowrun rules to simulate Fallout, the video game. Starfinder makes this actually easier.

  • One of the characters, though, in the Shadowrun game was vastly overpowered because the character was basically Summer from Firefly, though bioengineered to have cat attributes. So, Catfolk (from Pathfinder) got translated into Starfinder and Unchained Monk for the character is getting translated.

  • So, the character is powerful hand to hand...now. Eventually, weapon levels and more are going to let the rest of the party equalize up things quickly.The character can't shoot normal weapons (basic melee only proficiency due to background) which hinders the character greatly in a game where ranged combat is going to happen far more than melee.


I sort've tried making a Starfinder "monk" analogue.


A few years ago I wrote up a variant for the flurry of blows ability. It was a single attack roll, followed by damage for the extra attacks if the roll was successful. I forgot if I had added full strength bonus to unarmed attacks, but that does make sense to me.

The visual I had in mind was Gen, from the Street Fighter Alpha series, who had a move that looked like a single attack at first, but dealt multiple blows.


Vidmaster7 wrote:
2. Flurry would need to be reworked so that it gave just an extra attack maybe even 2 possibly. reduce penalties as well.

Isn't this one basically covered by the Unchained Monk's Flurry? They get an additional attack at 1st, then another at 11th.... Could just make that 2 additional attacks at 11th with unarmed strikes and Operative weapons, or 1 with any other weapon... I can see Monk's using Basic and Advanced Melee Weapons and Small Arms.

What I'm really interested in is a translation of the Ki Pool, since Ki Powers all have to use a Ki Point or 2, and Ki seems redundant with Resolve. >.<


I think they could have two different pols without it being redundant just don't let them do anything to interact with the other pool (no spend x ki for resolve etc. )


You don't HAVE to make Ki powers cost a point or two for everything. Duration could also be a limiting factor.

To be honest, I think you could make the solarian your monk with a little reflavoring. Easiest would be to have your solarian weapon simply work through your unarmed strikes, up to and including having them glow Iron fist style. In fact, a glowing fist that floats over your own hand is one of the flavor options. Duplicating a monk's AC bonus would be a bit harder, but my suggestion is to add a line of magical tattoos that cost as much as medium armor of the same level, and coincidentally provide the exact same AC benefit. Enhancing the armor might be a little trickier, but work with the player to find appropriate enhancements that could also be simply magic. Most of them actually work fine that way.

If you want to duplicate a flurry of blows mechanic, that will be even trickier. It might be easier to just redo a whole new class like Ionut suggests. A potentially unbalanced suggestion might be to drop your fist weapon damage to that of an operative weapon, add Cha to damage (in place of Str or Dex), and allow them to pick an operative's multiattacks instead of a solarian's full attack penalty decrease.


You would also need to do something about the archaic part of the unarmed strike.


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You might also want to give your monk class the ability to use Solarion Weapon Crystals to augment their unarmed strikes.


Both already covered by just making your unarmed strike your solarian weapon, which is explicitly mentioned as a flavor option in the rulebook.


AnimatedPaper wrote:
You don't HAVE to make Ki powers cost a point or two for everything. Duration could also be a limiting factor.

This is the method I eventually went with. Modeling off of pieces from the Solarian's abilities (Defy Gravity and Dark Matter in particular) pieces from Ionut's Adept (Elemental Fury off of Soul Punch in particular), and what is already given in the writeups of the abilities. I did however drop Insightful Wisdom and Ki Guardian(didn't want to work with saves without something to model off of), and Qinggong(because I didn't want to do all the work for those abilities).

I also dropped Ki Block, because if I'm making some of them work off of Resolve, then there is no Ki. I also don't want to stop Resolve flow for an hour or so, and even at shorter periods, Resolve is a life or death kind of ability...

AnimatedPaper wrote:
Both already covered by just making your unarmed strike your solarian weapon, which is explicitly mentioned as a flavor option in the rulebook.

It actually does Not say that, it says you can make a fist weapon that goes over your hand. That doesn't jive with the monk, who can hit with every part of their body from head-butts to kicks... (the Unarmed Strike feat however does)


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Well' I've been thinking of a series of Martial arts feats and styles that would get rid of archaic and add critical effects etc.


Vidmaster7 wrote:
Well' I've been thinking of a series of Martial arts feats and styles that would get rid of archaic and add critical effects etc.

Thought of that added the drop of Archaic to the Unarmed Strikes ability of the Monk, mirroring the Vesk's Natural Attacks racial ability. Also added the Vesk's Unique Weapon Specialization to the Unarmed Strikes like Starfarer's Companion(RGG) did to the Natural Attacks of Companions.


Vidmaster7 wrote:
Well' I've been thinking of a series of Martial arts feats and styles that would get rid of archaic and add critical effects etc.

I was also hoping in the future to see a Operative martial art feat chain, with an unarmed attack eventually gaining the operative ability for HtoH attacks.

MDC


I am currently working on some homebrew "battlesuit" weapons that require exotic weapon proficiency to use and are installed into your armor slots.

My preliminary design is a light-armor-compatible "shock" suit that lets you deal shock/bludgeoning damage using a battery or firing short range shock blasts. I also have a heavy-armor-compatible "blast suit" that launches mini-rockets and/or detonates rockets when you punch people.

I am probably going to design multiple "maneuver feats" for each type of suit. Like: I want to have a feat along the lines of "defensive suit maneuver" which would give a character access to a different defensive capability for each type of suit (like shocking an enemy that attacks you in melee, or launching a strategic salvo of missiles as part of a move action that grants you cover for a round). Then another attack maneuver feat could give your shock suit access to a line attack etc. etc.

I'll post it when I have all my item levels, feat wordings, and costs together.

Right now, I am targeting a cost/item level of (relevant/comparable melee weapon + relevant/comparable ranged weapon)*5/8 rounded down to nearest level or nearest 100 credits.

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