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Monk Flurry stack with BAB extra attacks?

Axelos said:
How can crossbows be special monk weapons? It doesn't make sense to me. One, I cannot imagine how one could trade off between fist and crossbow and foot when executing, say, a 5-attack flurry. Second, crossbows have firing mechanisms and must be reloaded. They work very differently from monks' special weapons, which can function essentially as extensions of the monk's own body and are ready for use at any time.

I think you're just trying to get good two-weapon fighting without all the feats.

One in each hand, they are fed ammo by clips of six. I've seen people effortlessly switch from guns to martial arts in many films, so I don't see how that's difficult. They shoot at people as they come towards them, then switch to pistol-whipping, punching (by holstering or dropping their guns) or kicking enemies who get too close. That's why I have blade boots, a bladed cloak, and a special biting snake mask. ;)

This isn't a typical monk spouting wisdom and screaming "floating dragon monkey paw!" when he attacks. This is remaking the monk into a western hard-drinking/hard-loving special ops commando/assassin/show-off who is built for speed, stealth and taking enemies out quickly and quietly, who takes advantage of the latest in magic and technology and merges them seamlessly as extensions of his own body.

You play the game your way, and I'll play it my way. ;) The core rules are still a bit too inflexible at character design for my taste, so I tinker with them myself and utilize whatever third party publisher resources complement my game. The monk, as is, would NEVER be used in a western setting in my game. Now, if we look at it again closely, we see potential in remaking it as a combination rogue/fighter/assassin/gladiator without a lot of messy multiclassing. Get rid of alignment/multiclassing restrictions, switch monk weapons around, and presto! Mack Bolan meets Tolkien. :D
 

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