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*Pathfinder & Starfinder
A More Flexible Monk
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<blockquote data-quote="Doctor Shaft" data-source="post: 2472448" data-attributes="member: 25737"><p>That's some cool stuff you got going there. I like the flexibility. I'm no expert on these things, and I"m tired right now so I'm not going to go into the details and list my thoughts and show you the parts had problems with, but I do have a short thing to say or two.</p><p></p><p>1.) It's great that you create the flexibility in there... however, some of the "bonus feat" selections you have in there don't really provide an incentive for taking them. For instance. Monks usually got Tongue of the Sun and Moon at 17th level for free. That's essentially the <em>only</em> reason anyone ever had that kind of thing. When I hit level 15 or whatever the bonus section it's in... why would I ever want to take that over, say, Quivering Palm that uses ki points instead of 1/week prohibition rules.</p><p></p><p>2.) Again, it's great that you provide the bonus feat levels. It allows a monk to truly customize. However, again, I think if you're going to be flexible, that you should maybe mix some of the feats up into different categories. For instance, Perfect Self is a level 20 feat normally. Granted, that's supposed to be a really "supernatural" feat, in and of itself. And yet, I found myself perplexed as to why, if given the choice, i would ever take 10/magic damage resistance at level 20 over, say, the ability to fly or negate an entire hit. </p><p></p><p>Again, I know, roleplaying etc., is a factor here. But even if I'm truly concerned with RP, having Perfect Self as a <em>choice</em> at level 20 doesn't seem to have much value or incentive for me, from either a roleplay or "rollplay" perspective. By level 20, everyone and their grandmother has a magic weapon of some kind. And some of your other "bonus feats" provide 1/- damage reduction at lower levels. I'd say that at level 20, i'd rather have that one point rather than 10/magic. Maybe I'm overreacting. </p><p></p><p>3.) You put a variety of extra stunning fist type feats in there, which is cool. I would suggest trying some of the other "Oriental Adventures" feats as well, to put into the mix. They have feats that allow the monk to make unarmed strikes and then immediately attempt trips or grapples, along with other cool moves like Unbalancing strike, which is essentially like a stunning fist that uses the Reflex save instead of a Fort. There's other cool options that are "martial artist" in nature. </p><p></p><p>Those are my opinions. The selection is a nice feature of your monk, i just think the timing and the list you provide could probably use a little stirring up. It seems that while you provide "choice," you left the order or timing of which you gain these powers in the standard, mundane order. My main criticism is that some of the higher level powers, when I'm giving a choice among other, more unique feats, are just utterly... useless. Or if not useless, it just seems silly to choose one power in a list over a majority of the others. Why get energy resistance when I can have diamond body? </p><p></p><p>That's my only criticsm though. If the list included having to take certain chains to gain access to certain abilities, then it would be better. You did this for feats like "Freeze the Lifeblood." But unfortunately, some of those feat choices just render other feats completely obsolete, or are so markedly superior that it would be difficult, even if I were playing a "mundane monk" to take the other feats.</p><p></p><p></p><p>EDIT: And then I read through your list again, and noted that indeed, you did give most of your feats "pre-req" paths. Now I will hang my head in shame.</p></blockquote><p></p>
[QUOTE="Doctor Shaft, post: 2472448, member: 25737"] That's some cool stuff you got going there. I like the flexibility. I'm no expert on these things, and I"m tired right now so I'm not going to go into the details and list my thoughts and show you the parts had problems with, but I do have a short thing to say or two. 1.) It's great that you create the flexibility in there... however, some of the "bonus feat" selections you have in there don't really provide an incentive for taking them. For instance. Monks usually got Tongue of the Sun and Moon at 17th level for free. That's essentially the [i]only[/i] reason anyone ever had that kind of thing. When I hit level 15 or whatever the bonus section it's in... why would I ever want to take that over, say, Quivering Palm that uses ki points instead of 1/week prohibition rules. 2.) Again, it's great that you provide the bonus feat levels. It allows a monk to truly customize. However, again, I think if you're going to be flexible, that you should maybe mix some of the feats up into different categories. For instance, Perfect Self is a level 20 feat normally. Granted, that's supposed to be a really "supernatural" feat, in and of itself. And yet, I found myself perplexed as to why, if given the choice, i would ever take 10/magic damage resistance at level 20 over, say, the ability to fly or negate an entire hit. Again, I know, roleplaying etc., is a factor here. But even if I'm truly concerned with RP, having Perfect Self as a [i]choice[/i] at level 20 doesn't seem to have much value or incentive for me, from either a roleplay or "rollplay" perspective. By level 20, everyone and their grandmother has a magic weapon of some kind. And some of your other "bonus feats" provide 1/- damage reduction at lower levels. I'd say that at level 20, i'd rather have that one point rather than 10/magic. Maybe I'm overreacting. 3.) You put a variety of extra stunning fist type feats in there, which is cool. I would suggest trying some of the other "Oriental Adventures" feats as well, to put into the mix. They have feats that allow the monk to make unarmed strikes and then immediately attempt trips or grapples, along with other cool moves like Unbalancing strike, which is essentially like a stunning fist that uses the Reflex save instead of a Fort. There's other cool options that are "martial artist" in nature. Those are my opinions. The selection is a nice feature of your monk, i just think the timing and the list you provide could probably use a little stirring up. It seems that while you provide "choice," you left the order or timing of which you gain these powers in the standard, mundane order. My main criticism is that some of the higher level powers, when I'm giving a choice among other, more unique feats, are just utterly... useless. Or if not useless, it just seems silly to choose one power in a list over a majority of the others. Why get energy resistance when I can have diamond body? That's my only criticsm though. If the list included having to take certain chains to gain access to certain abilities, then it would be better. You did this for feats like "Freeze the Lifeblood." But unfortunately, some of those feat choices just render other feats completely obsolete, or are so markedly superior that it would be difficult, even if I were playing a "mundane monk" to take the other feats. EDIT: And then I read through your list again, and noted that indeed, you did give most of your feats "pre-req" paths. Now I will hang my head in shame. [/QUOTE]
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