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General Tabletop Discussion
*Pathfinder & Starfinder
Fixing the Monk Class
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5646111" data-attributes="member: 35909"><p>I've found monks to be worse, and rogues easier to fix just by giving them skill modifier boosts and mostly removing the changes PF made to nerf sneak attack. But yes, Rogue is also getting a significant number of buffs in my houserules.</p><p></p><p>If you want, these are my current ideas for fixing rogues. I'm toying with some sort of high level ability to replicate epic skill check uses a limited number of times per day as well.</p><p></p><p>[sblock]Rogue (all changes also apply to Ninja):</p><p>- Gain a good will save progression.</p><p>- A Rogue gains a bonus to Initiative equal to half his Rogue level. Starting at level 8, a Rogue may choose (before rolling) to take a -10 penalty on his Initiative roll if there is a surprise round and he can act in it. By doing so, the Rogue gains a full round of actions in the surprise round. At level 16, a Rogue always gains a full round in the surprise round, without needing to take the penalty. At 20th level, a Rogue can always act in a surprise round.</p><p>- Every 3rd Rogue level, choose two skills. You gain the Skill Focus feat with these skills.</p><p>- Sneak attack works under concealment but not total concealment.</p><p></p><p>Relevant to Rogues but not directly part of the class:</p><p>- Blinking allows you to sneak attack.</p><p>- Enemies balancing without 3 Acrobatics ranks can be sneak attacked.</p><p>- You can sneak attack with splash weapons against a target you hit with the primary (not splash) damage.</p><p>- Acrobatics: Only contains Balance and Tumble (new skill called Athletics contains Jump and Climb). No longer a Barbarian class skill. Can be used to roll on a landing (DC 15) to reduce falling damage by 10 ft (you can still also jump down with the Athletics skill, also). Without 3 Acrobatics ranks, if you stand in an area that requires balance checks, you lose your dexterity and dodge bonuses to AC. <strong><u>Tumble DCs follow 3.5's rules (ie, base DC 15 and so forth, the enemy's CMD is irrelevant, etc...)</u></strong>.</p><p>- Weapon Finesse: Any weapon that can be finessed can use the wielder's dexterity modifier instead of strength on attack rolls without need of this feat. This feat allows a creature to add his dexterity to damage with any light weapon or weapon with the finesse property instead of strength. You do not gain extra damage from wielding a weapon two-handed as you would with strength, and your damage is still modified by any strength penalty you may have (in addition to adding your dexterity modifier).</p><p>[/sblock]</p><p></p><p>EDIT: I disagree with you on the AC. Monk has great touch AC, but especially early on, his AC lags other melee characters. Combined with his d8 HD, this makes him very squishy. Say you have a Monk with 16 Wis and 14 dex (and 16 str, and a 14 con if this is not my houseruled monk...poor MAD monks...). You have an AC of 15. Any melee character has better AC than you. And while they're getting +1 armor and possibly shield for 1000 gp each, you're waiting till level 4 before yours actually goes up a point. Yes, he can benefit from mage armor, but that's not something you can expect the first few levels.</p><p></p><p>My change barely even bumps the progression much, it's just a small boost to try and help the monk keep up. Current progression caps at +5, mine caps at +7.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5646111, member: 35909"] I've found monks to be worse, and rogues easier to fix just by giving them skill modifier boosts and mostly removing the changes PF made to nerf sneak attack. But yes, Rogue is also getting a significant number of buffs in my houserules. If you want, these are my current ideas for fixing rogues. I'm toying with some sort of high level ability to replicate epic skill check uses a limited number of times per day as well. [sblock]Rogue (all changes also apply to Ninja): - Gain a good will save progression. - A Rogue gains a bonus to Initiative equal to half his Rogue level. Starting at level 8, a Rogue may choose (before rolling) to take a -10 penalty on his Initiative roll if there is a surprise round and he can act in it. By doing so, the Rogue gains a full round of actions in the surprise round. At level 16, a Rogue always gains a full round in the surprise round, without needing to take the penalty. At 20th level, a Rogue can always act in a surprise round. - Every 3rd Rogue level, choose two skills. You gain the Skill Focus feat with these skills. - Sneak attack works under concealment but not total concealment. Relevant to Rogues but not directly part of the class: - Blinking allows you to sneak attack. - Enemies balancing without 3 Acrobatics ranks can be sneak attacked. - You can sneak attack with splash weapons against a target you hit with the primary (not splash) damage. - Acrobatics: Only contains Balance and Tumble (new skill called Athletics contains Jump and Climb). No longer a Barbarian class skill. Can be used to roll on a landing (DC 15) to reduce falling damage by 10 ft (you can still also jump down with the Athletics skill, also). Without 3 Acrobatics ranks, if you stand in an area that requires balance checks, you lose your dexterity and dodge bonuses to AC. [b][u]Tumble DCs follow 3.5's rules (ie, base DC 15 and so forth, the enemy's CMD is irrelevant, etc...)[/u][/b][u][/u]. - Weapon Finesse: Any weapon that can be finessed can use the wielder's dexterity modifier instead of strength on attack rolls without need of this feat. This feat allows a creature to add his dexterity to damage with any light weapon or weapon with the finesse property instead of strength. You do not gain extra damage from wielding a weapon two-handed as you would with strength, and your damage is still modified by any strength penalty you may have (in addition to adding your dexterity modifier). [/sblock] EDIT: I disagree with you on the AC. Monk has great touch AC, but especially early on, his AC lags other melee characters. Combined with his d8 HD, this makes him very squishy. Say you have a Monk with 16 Wis and 14 dex (and 16 str, and a 14 con if this is not my houseruled monk...poor MAD monks...). You have an AC of 15. Any melee character has better AC than you. And while they're getting +1 armor and possibly shield for 1000 gp each, you're waiting till level 4 before yours actually goes up a point. Yes, he can benefit from mage armor, but that's not something you can expect the first few levels. My change barely even bumps the progression much, it's just a small boost to try and help the monk keep up. Current progression caps at +5, mine caps at +7. [/QUOTE]
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