I'm gonna put in some fixes for the Monk in my next campaign, some of which I have read here on this board and was curious what everyone thought regarding them. Whether they would make the monk too overpowered, or whether this would bring them up to par with other classes.
1) Best BAB. It just makes sense if they have it when doing flurry, they should have it overall. Also the bonus of getting certain feats earlier.
2) Wis bonus replaces Con bonus. Mind over matter so to speak. The monk would use his/her wisdom bonus for bonus hp, bonus to fort save, etc. This gets them away from needing four good stats, and brings it down to three.
3) Magic tattoos part1: The problem with enchanting weapons is in someways the monk's greatest problem. Yes, brass knuckles help somewhat, but flavor wise they kinda suck. So I propose magic tattoos instead. Magic tats would act as the enhancement to the monk's natural weapons, allowing abilities such as enhancement, keen weapon, burst, etc to be added to them.
4) Magic tattoos part 2: I was also thinking magic tattoos could be used to add powers using Ki as well. basically for the cost of making a spell permanent (although I'm thinking about the cost in many ways...maybe more maybe less) it could be tattooed onto the monk and have each use cost one ki (again maybe more...maybe less depending on the level of the spell tattooed) with it lasting a number of rounds equal to the monk's level.
This of course has the possibility to be the most overpowered, and might require to expand the ki pool a bit to make it useful. But short of the monk having a ton of money (or giving them a ton of "Pigments of the Tattoo Master") it should make the monk only pick a few or go broke.
I was just curious what people thought about the ideas, so enjoy.
1) Best BAB. It just makes sense if they have it when doing flurry, they should have it overall. Also the bonus of getting certain feats earlier.
2) Wis bonus replaces Con bonus. Mind over matter so to speak. The monk would use his/her wisdom bonus for bonus hp, bonus to fort save, etc. This gets them away from needing four good stats, and brings it down to three.
3) Magic tattoos part1: The problem with enchanting weapons is in someways the monk's greatest problem. Yes, brass knuckles help somewhat, but flavor wise they kinda suck. So I propose magic tattoos instead. Magic tats would act as the enhancement to the monk's natural weapons, allowing abilities such as enhancement, keen weapon, burst, etc to be added to them.
4) Magic tattoos part 2: I was also thinking magic tattoos could be used to add powers using Ki as well. basically for the cost of making a spell permanent (although I'm thinking about the cost in many ways...maybe more maybe less) it could be tattooed onto the monk and have each use cost one ki (again maybe more...maybe less depending on the level of the spell tattooed) with it lasting a number of rounds equal to the monk's level.
This of course has the possibility to be the most overpowered, and might require to expand the ki pool a bit to make it useful. But short of the monk having a ton of money (or giving them a ton of "Pigments of the Tattoo Master") it should make the monk only pick a few or go broke.
I was just curious what people thought about the ideas, so enjoy.