Monk


Homebrew and House Rules


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Minor monk fix here - alternatives to the Core monk included by trading out Flurry of Blows for other "1st level only" abilities, designed to open up the space a little more.

Early Path to Perfection
At first level, a monk chooses their path to perfection from among Body, Heart, or Spirit. This choice determines which key ability scores they may choose from, which ability they receive at first level, as well as which possible tradition their ki powers may arise from. The Monk depicted in the Core Rulebook is assumed to have chosen the path of Body, and in all ways functions identically:

Spoiler:

Body
You have chosen to hone your martial technique, capable of delivering strikes that combine high speed with coordinated force. You may choose Strength or Dexterity as your key ability score, gain the Flurry of Blows ability at first level, and may choose from the Divine or Occult traditions for your Ki class abilities (if any).

Core monk preserved perfectly.

Heart
You have chosen to sharpen your meditative prowess, capable of delivering single powerful strikes with an outward display of inner tranquility. You may choose Dexterity or Wisdom as your key ability score, gain the Meditated Strike ability at first level, and may choose from the Arcane or Occult traditions for your Ki class abilities (if any).

Opens up not having to prioritize Strength, allowing the monk to divest their abilities elsewhere without sacrificing combat functionality, including to Intelligence or Charisma to pick up more / different skills, or to double-down on the remaining physical ability scores and Ki powers to create a less-damaging less-maneuver-focused but more technical striker.

Spirit
You have chosen to attune to the fullness of all your senses, capable of avoiding dangerous blows as if gifted with precognitive foresight. You may choose Strength or Wisdom as your key ability score, gain the Danger Sense ability at first level, and may choose from the Arcane or Divine traditions for your Ki class abilities (if any).

Opens up not having to prioritize Dexterity, allowing the monk to divest their abilities elsewhere without sacrificing combat functionality, including to Intelligence or Charisma to pick up more / different skills, or to double-down on the remaining physical ability scores and Ki powers to create a less-skilled and slower but similarly formidable frontline combatant.

New Abilities

Spoiler:

Meditated Strike
You attack slowly and with determination, focused on penetrating your foes defenses with a single, well-placed strike.
(Flourish, Monk)
(Single Action)
Make an unarmed strike. You may use your Wisdom modifier in place of your Strength or Dexterity modifier when rolling to strike. You may give this ability the concentrate trait to do one of the following: Either remove the flourish trait, or, give this ability the fortune trait.

Danger Sense
Your senses elevate your attention just outside of your body at all times, allowing you to dodge incoming blows with relative ease.
(Monk)
Requirement: You are unencumbered and not wearing armor.
Your may substitute your Wisdom modifier for your Dexterity modifier to your Armor Class.

It's worth noting that, like Flurry of Blows, since these are 1st level choices, they are unavailable as multi-class options, preventing Wisdom-based casters from "cherry-picking" them from the monk's array of abilities.

Monk Feats

Spoiler:

Stunning Fist
(Monk 2)
Prerequisite: Flurry of Blows or Meditated Strike
The focused power of your flurry or meditation threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, or with one strike with your Meditated Strike, you can try to stun the creature. If one of these Strikes hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.

To wrap, a minor tweak, presenting the option to trade out Flurry of Blows (a major opportunity cost offensively!) to instead allow greater variance in build, by allowing Wisdom to partially cover one of the many ability scores a monk generally needs to invest in (typically at the expense of Intelligence and Charisma) to function in it's niche.


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Is giving Meditated Strike the Fortune trait intended to make it a roll-twice ability, or simply cancel out misfortune effects? Currently, the number of misfortune effects in the game is quite small, which makes it a very situational benefit (which is fine, if that's the intent). If it's supposed to allow you to roll twice, I think it needs to spell that out; fortune is a tag applied to things like Assurance and True Strike that affect how you roll the dice (or don't, in the case of Assurance), but does not on its own have any rules effect aside from the cancel-out effect with misfortune and to indicate that it doesn't stack with other fortune effects.


No intended re-roll, just an added accuracy boost meant to counterbalance the loss of Flurry of Blows.

Sovereign Court

What do you mean by Arcane, Occult, or Divine Ki abilities? I don't see any of those notations listed in the Ki spells.


Ki Spells

Spoiler:

By tapping into a supernatural inner reserve called ki, you can create magical effects. Certain feats grant you special spells called ki spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell. When you gain your first ki spell, you also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to meditate in order to reach inner peace.

When you first gain a ki spell, decide whether your ki spells are divine spells or occult spells. You become trained in spell attacks and spell DCs of that tradition...

Sovereign Court

2 people marked this as a favorite.
rainzax wrote:

Minor monk fix here - alternatives to the Core monk included by trading out Flurry of Blows for other "1st level only" abilities, designed to open up the space a little more.

Early Path to Perfection
At first level, a monk chooses their path to perfection from among Body, Heart, or Spirit. This choice determines which key ability scores they may choose from, which ability they receive at first level, as well as which possible tradition their ki powers may arise from. The Monk depicted in the Core Rulebook is assumed to have chosen the path of Body, and in all ways functions identically:
** spoiler omitted **...

I like your ideas Rainzax. I made a few changes for myself though. It is a small increase in power because it includes 1 free feat for each type of Monk. Let me know what you think:

Altered versions of rainzax's changes:

Monk:
(pg 155): You may chose to focus in 1 of 3 areas as a Monk: Flurry, Ki, or Stances.

Flurry: You use the rules as presented in the core book, and may choose Strength or Dexterity as your key ability. You get the Flurry of Blows ability and the Monastic Weaponry feat at level 1 for free.

Ki: You may choose between Dexterity or Wisdom as your key ability. Instead of Flurry of Blows you get the Ki Defense ability. You get either Ki Strike or Ki Rush at level 1 for free.

Stances: You may choose between Strength and Wisdom as your key ability. Instead of Flurry of Blows, you get the Meditative Strike ability. You may choose any level 1 Stance as a free feat.

Ki Defense (1 action)
(Requirement: Unarmored and Unencumbered):
You may spend 1 action and 1 Ki point to add your Wisdom bonus to your Armor Class until the end of your next round. Each time you spend another Focus point while Ki Defense is still active, it extends the Duration of Ki Defense an additional round. You get +1 Focus point in your Focus Pool.

Meditative Strike (1 action)
(Concentrate, Flourish, Fortune):
Make an unarmed strike. You may use your Wisdom bonus instead of your Str. bonus for the attack roll if it is higher. Roll the attack twice, using the better result. This ability replaces Flurry of Blows in all feats. It only counts as a single attack for MAP.

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