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Grappling Monk
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<blockquote data-quote="Eric Olson" data-source="post: 7356682" data-attributes="member: 6901395"><p>A grappling monk would be great for roll-playing. Descriptive martial art combat! Clinch and strike. Grab and throw (grapple then knock down). </p><p></p><p>Unfortunately, it is weak grappler compared to other class choices. I think the best chance is to get a level of rogue so you can "expertise" athletics.</p><p>There is an open-hand technique to knock prone as part of furry of blows. </p><p></p><p>Otherwise you might need some house-rules to help bridge the gap to make it on-par with Barbarian. </p><p>On the monk side, you could add (or replace) some class features - limited by Ki points for balance: </p><p> maybe a "grappling strike" (ki point to apply grapple condition after a successful strike - or at least a grapple check) </p><p> (note: this help action economy so you can strike/grapple then do furry of blows and knock prone in one turn - which would role-play as a brutal take-down or throw.) </p><p></p><p>The grapple feat is considered under powered. It could be boosted without unbalancing. </p><p> * The 'advantage' feature is of minimal use when the most common strategy is to knock the opponent prone. Since the opponent can replace any of it's attacks to attempt a shove (to escape the grapple), it is preferable to get the opponent prone. So maybe add a feature to "counter" a shove: if a shove misses, the attacker is knocked prone (very jujitsu/aikido flavor)</p><p> * Let the feat give the monk some love: Allow wisdom bonus to grapple checks. (which makes total sense if you have ever grappled with a seemingly weak & slow elderly jujitsu master -- you are on the ground before you can think!)</p><p></p><p>Those would make a difference balancing the monk grappler with another grappler build and give meaning to the grappler feat (without making a Barbarian/Bard/Rogue grappler more powerful)</p></blockquote><p></p>
[QUOTE="Eric Olson, post: 7356682, member: 6901395"] A grappling monk would be great for roll-playing. Descriptive martial art combat! Clinch and strike. Grab and throw (grapple then knock down). Unfortunately, it is weak grappler compared to other class choices. I think the best chance is to get a level of rogue so you can "expertise" athletics. There is an open-hand technique to knock prone as part of furry of blows. Otherwise you might need some house-rules to help bridge the gap to make it on-par with Barbarian. On the monk side, you could add (or replace) some class features - limited by Ki points for balance: maybe a "grappling strike" (ki point to apply grapple condition after a successful strike - or at least a grapple check) (note: this help action economy so you can strike/grapple then do furry of blows and knock prone in one turn - which would role-play as a brutal take-down or throw.) The grapple feat is considered under powered. It could be boosted without unbalancing. * The 'advantage' feature is of minimal use when the most common strategy is to knock the opponent prone. Since the opponent can replace any of it's attacks to attempt a shove (to escape the grapple), it is preferable to get the opponent prone. So maybe add a feature to "counter" a shove: if a shove misses, the attacker is knocked prone (very jujitsu/aikido flavor) * Let the feat give the monk some love: Allow wisdom bonus to grapple checks. (which makes total sense if you have ever grappled with a seemingly weak & slow elderly jujitsu master -- you are on the ground before you can think!) Those would make a difference balancing the monk grappler with another grappler build and give meaning to the grappler feat (without making a Barbarian/Bard/Rogue grappler more powerful) [/QUOTE]
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