Fixing Monks.

Give them Pounce, or at least the ability to make a full attack after a move.
Grant Wisdom to Strength and Dexterity checks and skills.
As Dandu mentioned, anything per day or per week needs to be based on Wisdom.

Perfect Self needs to change to allow the character to be treated as Outsider or its previous type (usually humanoid) when determining which spells can affect it. Not being able to benefit from Enlarge Person is a PITA. Being able to ignore Hold Person is great, and at 20th level it's a fine ability.

A few psionic powers a la Psychic Warrior would probably work just fine. There's the Tashalatora feat for Monk/Psywar though.
 

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My sig has a link to my work on fixing 3E monk, though it's unfinished and insufficient.

I made drastic changes to the PF monk here that I think mostly fix it for that game system.
 

Thanks, StreamOfTheSky. You're another one of those guys that I just throw experience at whenever I possibly can. Constant flow of expert opinions and ideas.
 

Man, my galbas hurt just skegging this video...

The best part is that they aired the strike a few dozen times to...*ahem*...pad out the segment, just in case you didn't quite get it after the first few times that person most stunned by the strike was the guy who delivered it.
 



Full BAB is definitely essential. But there are lots of other problems. The multiple ability dependency. The obscene cost of Amulet of Mighty Fists b/c it's priced for natural weapon users. The low damage (partly as a result of the last 2 things) and problems dealing with DR. The conflict between fast movement and flurry of blows, and in general how a monk needs to full attack to sort of keep up with damage output but is so squishy that actually standing in melee for extended periods is suicidal.

My PF Monk fixes cover basically all of that, along with solidifying monk as the combat maneuver class to give them more of a niche. Not by giving them higher bonuses than other classes, but by letting them easily rack up various greater maneuver feats to have tremendous breadth of talent at various ones.
 

Full BAB is definitely essential. But there are lots of other problems. The multiple ability dependency. The obscene cost of Amulet of Mighty Fists b/c it's priced for natural weapon users. The low damage (partly as a result of the last 2 things) and problems dealing with DR. The conflict between fast movement and flurry of blows, and in general how a monk needs to full attack to sort of keep up with damage output but is so squishy that actually standing in melee for extended periods is suicidal.

My PF Monk fixes cover basically all of that, along with solidifying monk as the combat maneuver class to give them more of a niche. Not by giving them higher bonuses than other classes, but by letting them easily rack up various greater maneuver feats to have tremendous breadth of talent at various ones.

Monks are ridiculous; Barbarian could use a big two-handed weapon and use fury to big bonus and full BAB. Monk use tiny weapons (hands) with rogue BAB. Who is the maneuver man ? i would like to see the monk catch the barbarian's axe...

And what about damage ? Ridiculous easy CDs and underlevel abilities ? MAD could be easily fixed...

Monk should have stances, use morph or whatever, be a sage instead!
 

It all depends on how far you're willing to take it.
My house rules codex, among the other several hundreds of issues it handles, also contains reinventions of the base classes.
In it you'll find a Monk fix that's radically more capable than the core class.
This fix will be particularly useful to you if you do not wish to integrate ToB mechanics.
 

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