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Mongoose87
2010-05-24, 01:42 PM
So, I did a little revision of the Monk, and this is what I came up with.


Monk

Alignment
Any lawful.

Hit Die
d8.

Skill Points at 1st Level
(2 + Int modifier) ×4.

Skill Points at Each Additional Level
2 + Int modifier.

Class Skills
The monk's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (psionics)* (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).

THE MONK
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Flurry of Blows Attack Bonus|Unarmed Damage|AC Bonus|Power Points/Day|Powers Known|Maximum Power Level Known

1st|
+0|
+2|
+0|
+0|Bonus Feat|-2/-2|1d6|+0|0|1|1st

2nd|
+1|
+3|
+0|
+0|Bonus Feat|-1/-1|1d6|+0|1|2|1st

3rd|
+2|
+3|
+1|
+1|
-|+0/+0|1d6|+0|3|3|1st

4th|
+3|
+4|
+1|
+1|
-|+1/+1|1d8|+0|5|4|2nd

5th|
+3|
+4|
+1|
+1|Bonus Feat|+2/+2|1d8|+1|7|5|2nd

6th|
+4|
+5|
+2|
+2|
-|+3/+3|1d8|+1|11|6|2nd

7th|
+5|
+5|
+2|
+2|
-|+4/+4|1d8|+1|15|7|3rd

8th|
+6|
+6|
+2|
+2|Bonus Feat|+5/+5|1d10|+1|19|8|3rd

9th|
+6|
+6|
+3|
+3|
-|+6/+6/+1|1d10|+1|23|9|3rd

10th|
+7|
+7|
+3|
+3|
-|+7/+7/+2|1d10|+2|27|10|4th

11th|
+8|
+7|
+3|
+3|Bonus Feat|+8/+8/+8/+3|1d10|+2|35|11|4th

12th|
+9|
+8|
+4|
+4|
-|+9/+9/+9/+4|2d6|+2|43|12|4th

13th|
+9|
+8|
+4|
+4|
-|+9/+9/+9/+4|2d6|+2|51|13|5th

14th|
+10|
+9|
+4|
+4|Bonus Feat|+10/+10/+10/+5|2d6|+2|59|14|5th

15th|
+11|
+9|
+5|
+5|
-|+11/+11/+11/+6/+1|2d6|+3|67|15|5th

16th|
+12|
+10|
+5|
+5|
-|+12/+12/+12/+7/+2|2d8|+3|79|16|6th

17th|
+12|
+10|
+5|
+5|Bonus Feat|+12/+12/+12/+7/+2|2d8|+3|91|17|6th

18th|
+13|
+11|
+6|
+6|
-|+13/+13/+13/+8/+4|2d8|+3|103|18|6th

19th|
+14|
+11|
+6|
+6|
-|+14/+14/+14/+9/+5|2d8|+3|115|19|6th

20th|
+15|
+12|
+6|
+6|Bonus Feat|+15/+15/+15/+10/+6|2d10|+4|127|20|6th[/table]

Class Features

All the following are class features of the monk.

Weapon and Armor Proficiency

Monks are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).


Power Points/Day

A monk’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level monk gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.


Powers Known

A monk begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.

Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a monk can manifest in a day is limited only by his daily power points.

A monk simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against monk powers is 10 + the power’s level + the psychic warrior’s Wisdom modifier.


Maximum Power Level Known

A monk begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a monk must have a Wisdom score of at least 10 + the power’s level.


Bonus Feats

At 1st level, a monk gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The monk gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The monk must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A monk cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.

These bonus feats are in addition to the feats that a character of any class gains every three levels. A monk is not limited to fighter bonus feats and psionic feats when choosing these other feats.



AC Bonus (Ex)

When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Greater Flurry

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Glimbur
2010-05-24, 03:08 PM
You threw out all the strange monk powers. That's not necessarily bad.

It seems to end up as is a psychic warrior with flurry, unarmed strike, and Wis to AC instead of in addition to weapon and armor proficiencies. If you accept that the psi war is a class with reasonable flexibility and power this should also be in an acceptable range of utility. Unarmed strikes honestly aren't that big of a deal. Flurry can be kind of nice, but weapons are good too. I guess it's slightly better than psi war, but not by a lot.

While you're houseruling, it would be nice to give them the explicit ability to use a gauntlet in flurrying and such. That makes unarmed strike cheaper to boost, like other melee weapons are.

ForzaFiori
2010-05-25, 12:41 AM
No offense, but this really isn't a monk fix. Its a new psychic warrior.

what your doing would be like taking a wizard, chopping off 3 spell levels, giving a few proficiencies, and calling it a fighter fix.

You've gone so far from what you started with, that it is no longer "fixing". Your making something new, or, in this case, really just making an "unarmed psychic warrior"

NakedCelt
2010-05-25, 03:52 AM
I think a psychic warrior specializing in unarmed combat is a better monk than the monk. Certainly fits better with the Buddhist monastic idea of training one's mental powers. Monks are religious figures, after all, and in D&D that usually seems to translate to having magical powers.

Mongoose87
2010-05-25, 07:33 AM
No offense, but this really isn't a monk fix. Its a new psychic warrior.

what your doing would be like taking a wizard, chopping off 3 spell levels, giving a few proficiencies, and calling it a fighter fix.

You've gone so far from what you started with, that it is no longer "fixing". Your making something new, or, in this case, really just making an "unarmed psychic warrior"

Well, if you look closely, it's actually a psychic warrior with all the abilities that stack from Tashalatora. Therein lies the joke - it's the second-most cited in-book "monk fix," without the multiclassing or feat tax.