ProudGrognard
2012-12-03, 04:03 AM
Greetings dear co-forumites,
I am not a monk savant by any stretch of imagination. I know that there have been a billion threads about the (non)usefulness of monks. I also know that there have been very sophisticated and complex fixes on the class.
For myself, however, I am a fan of simple fixes, even if they miss some of the finer points. Thus, I would like to propose some specific alterations to the class to make it more easy to compete, power-level-wise, and I would like your opinion on that.
As far as I can see, monks have two main problems (notice, I said main, not only): They have terrible MAD and their abilities tend not to synergize all that well. The following proposal wants to address this and also rectify the fact that monks seem to get irrelevant abilities at high levels. The goal is
a) to give the monk something unique
b) to make him good at something that other classes already do well, and
c) to give him a number of peripheral abilities to make him distinctive
With that in mind, the main changes are:
1) Flurry of blows is a standard action. This is the main thing. With that, the monk becomes the only class capable of multi-attacking as a standard action. It also allows him to synergize his abilities better.
2) AB, CMB and damage for specific attacks is calculated with Dex and Wis, instead of Str. This cuts down his MAD problem.
3) The ki pool does more things. It powers more of his abilities.
4) Bonus feat have been expanded and moved to appropriate levels.
5) Abilities have been tweaked a bit.
This makes the monk the maneuver master in all levels, and also the guy that hits you fast and hard and then moves away. He is also the guy (or gal) who is really tough to pin and grapple.
This also means that most archetypes need a bit of tweaking, but not much.
How do you think it fares?
New proposal
Whenever no explanation is given, it is assumed that the ability stays the same. I also wrote the following in short format, with the assumption that the reader has some familiarity with the system.
Skills: The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
(These have remained the same)
Skill points: 4 +Int mod
(The same)
HD: d8 (the same)
Saves : All good, +2 at first level plus +1 at 2nd,4th, 6th etc.
(The same)
Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
(The same)
Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
(The same)
1st) Zen combat, Martial arts training, Bonus feat, Flurry of blows, Stunning fist, AC bonus, Unarmed Attack Damage (UAD) 1d6
2nd) Bonus feat, Evasion, (UAD)1d6
3rd) Fast movement +10ft, Still mind, (UAD)1d6
4th) Ki pool (magic), Slow fall 20 ft., (UAD)1d8, AC +1
5th) Zen acrobatics, Purity of body, (UAD) 1d8
6th) Bonus feat, Slow fall 30 ft., Fast movement +20 ft., (UAD)1d8
7th) Wholeness of body, (UAD)1d8
8th) Improved blind fight, Slow fall 40 ft., (UAD)1d10, AC+2
9th) Improved evasion, Fast movement +30 ft, (UAD)1d10
10th)Bonus feat, Slow fall 50 ft, (UAD)1d10
11th)Diamond soul,(UAD)1d10
12th)Abundant step, Slow fall 60 ft., Fast movement +40 ft, AC+3, (UAD) 2d6
13th)Elemental fist, (UAD) 2d6
14th)Bonus feat, Slow fall 70 ft. (UAD) 2d6
15th)Quivering palm, Fast movement+50 ft, (UAD) 2d6
16th)Ki pool (adamantine), Slow fall 80 ft., AC +4, (UAD) 2d6
17th)Timeless body, Greater blind fight, (UAD) 2d8
18th)Bonus feat, Slow fall 90 ft., Fast movement+60 ft, (UAD) 2d8,
19th)Empty body, (UAD) 2d8
20th)Perfect self, Slow fall any distance, AC +5, (UAD) 2d10
Zen Combat (Ex)
The monk is trained to use his opponent's force against him and to act at the exact appropriate time necessary. The monk uses his Dex mod instead of his Str mod to calculate his AB, and his Wis mod instead of his Str mod to calculate damage. These apply only to the use of all weapons with the 'monk' descriptor, to unarmed combat (including flurry of blows) and to calculating his CMD and CMB. It also applies to any and all feats that affect those stats.
The monk's path is, however, a demanding one. For every level in a class other than the monk's, the Wis mod that he or she adds to his damage is reduced by one, up to 1.
Martial arts training (Ex)
Due to intensive training, the monk 's BAB is equal to a fighter 's of the same level. This applies only when calculating CMD, CMB and flurry of blows AB. Flurry of blows AB also uses the fighter's BAB in armed combat if the weapon used has the 'monk' descriptor.
Flurry of blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a standard action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon. Both attacks take a -2 penalty to hit. As said earlier, for the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. Flurry of blows can be also used in any case that a single attack is specified in a feat or ability 's description (Spring Attack etc) and for the maneuvers disarm, sunder and trip.
At 8th level, the monk can make two additional attacks when he uses flurry of blows. The first two attacks are at-2 penalty and the third at -7.
At 15th level, the monk can make three additional attacks using flurry of blows. The first two attacks are at-2 penalty, the third at -7 and the fourth at -10.
A monk applies his full Wis bonus (see Zen Combat) to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows.
(Beware of the change here! FoB is now a standard action, which enables the monk to utilize his mobility! This is the second more important change in the class. It is also useable with much more feats)
Bonus feats (Ex)
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Bull Rush, Improved Disarm, Improved Drag, Improved Feint, Improved Trip, Improved Reposition, Improved Sunder, Scorpion Style, Mobility, Stand Still and Throw Anything.
At 6th level, the following feats are added to the list:
Gorgon's Fist, Greater Disarm, Greater Drag, Greater Feint, Greater Grapple, Greater Reposition, Greater Sunder, Greater Trip, Sidestep, Spring Attack, Combat Patrol, Lunge,Landing Roll, Passing Trick, Steady engagement.
At 10th level, the following feats are added to the list:
Improved Critical, Medusa's Wrath, Monkey Lunge, Snatch Arrows, Improved sidestep, Whirlwind attack.
At 14th level, the following are added: Cockatrice strike.
For the purpose of qualifying for feats other than the above, the monk is considered to gain all prerequisite feats of the bonus feat he chooses.
(This more or less adds feats for the monk to choose. The 'qualify for feats' thingy is meant to enable the monk to continue up a feat chain, without paying a feat tax. This also means that bonus feats characterize a monk more than regular feats, which I think adds to his style.)
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
(This is the same)
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
(This is the same)
Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
(This is the same)
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on the table above. A monk in armor or carrying a medium or heavy load loses this extra speed.
(This is the same)
Still mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
(This is the same)
Slow fall (Ex)
At 4th level or higher, a monk takes damage from a fall as if the fall were 20 feet shorter than it actually is (notice the absence of walls here!). The monk's ability improves with his monk level until, at 20th level, he can fall from any distance without harm.
(This is the same ability without the need for walls, which I always found hinders thing a bit unnecessarily.)
Ki pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. Ki strike improves with the character's monk level.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. His hands and feet can also be enchanted as weapons. This usually takes the form of magical tattoos.
At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantite weapons for the purpose of overcoming damage reduction and bypassing hardness.
The monk also learns a number of ways to harness his ki. At fourth level, he selects a number of possible effects equal to his Wis Mod. He also learns a new one in 5th level, 7th, 9th etc.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack.
Increase his speed by 20 feet for 1 round.
Give himself a +4 dodge bonus to AC for 1 round.
Add his Wis mod to his SR, if he has any.
Add +2 to any skill roll that is based on Dex, Str or Con, for a minute.
Forfeit any of his extra attacks to do an extra die of damage in one of his main attacks, as if using the Vital Strike feat, for one minute. For anyone attack he forfeits, he adds one die to one of his main attacks (not all of them).
Add 1 plus 1 for every five levels he has, to his attack and damage rolls for a minute. (5th level)
Add +2 to his CMB for 1 round per level. (6th level)
Add +2 to his AC for 1 round per level. (7th level)
By spending 2 point from his ki pool, a monk can do one of the following
Make an additional Stunning Fist attack (5th level)
Change the saving throw needed to resist his Stunning Fist and Quivering Palm attacks from Fort to Will. (9th level)
Make an additional Quivering Palm attack. (15th level)
Make an additional Elemental Fist attack. (13th level)
Add his level to all his attack rolls for the next round. ( 8th level)
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
(I have expanded the possible effects quite a bit. Now the ki pool means something. Also, the monk can enchant his hands without needing extra equipment.)
Zen acrobatics (Ex)
At 5th level, a monk adds his level to all Acrobatics checks (not only jumps). In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks for 1 round.
(I never understood why the original monk insisted on jumps. What about balancing on tree limbs, running on walls and such? It is definitely not a game breaking ability, but synergizes well with the monk 's mobility)
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
(This is the same)
Wholeness of Body (Su)
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to twice his monk level by using 2 points from his ki pool. Also, if he spends a whole day meditating and if he has at least one ki point, he or she doubles the recovery rate of hit points and ability damage.
The monk also gains immunity to all poisons.
(This has been merged with Diamond Body and expanded a bit, to make it more relevant.)
Improved blind fight
As per the feat.
(This is a feat that I added to cover the gap. Also, able to fight blind is a staple of monks in all literature. A good ability which, at this level, is not game breaking)
Improved Evasion (Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
(This is the same)
Diamond Soul (Ex)
At 11th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance. The monk can lower his SR as an immediate action.
(I have added a way for the monk to benefit from healing, if he has SR.)
Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
(This is the same)
Elemental fist (Su)
At 13 level, a monk picks one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. The monk must declare that he is using this feat before he makes the attack roll (thus a failed attack roll ruins the attempt). He may attempt an Elemental Fist attack once per day for every four levels he has attained , and no more than once per round.
Special: A monk who had picked Elemental Fist as a feat earlier, can attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. In that case, at level 13, the damage of Elemental Fist becomes 2d6.
(This is a feat that I added to cover the gap, since Diamond Soul went earlier)
Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day plus once more per day at levels 16th, 18th and 20th. He must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can 1 quivering palm in effect at levels 16th, 18th and 20th.
(This is mostly the same, with the addition of some more uses per day)
Timeless Body (Ex)
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
(This is the same)
Greater blind fight
As per the feat.
(This is a feat that I added to cover the gap)
Empty Body (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.
(This is the same)
Perfect Self
At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
(This is the same)
Old arguments
1) Monks calculate their AB with unarmed attacks and all monk weapons with Dexterity, instead of Strength. They calculate damage with Wisdom.
This I think fits perfectly well with the theme of the class and helps alleviate the stat pressure a bit.
2) Flurry of blows is a standard action. This way they can use their mobility for something.
3)Maneuver training gets transferred to first level. At third level they get another style feat. Yes, in addition to the one they get due to level.
4)The monk 's hands and feet are treated as weapons for the purposes of enchanting. These can be because they wear gloves etc etc.
... and this is it. How do you think that fares?
I am not a monk savant by any stretch of imagination. I know that there have been a billion threads about the (non)usefulness of monks. I also know that there have been very sophisticated and complex fixes on the class.
For myself, however, I am a fan of simple fixes, even if they miss some of the finer points. Thus, I would like to propose some specific alterations to the class to make it more easy to compete, power-level-wise, and I would like your opinion on that.
As far as I can see, monks have two main problems (notice, I said main, not only): They have terrible MAD and their abilities tend not to synergize all that well. The following proposal wants to address this and also rectify the fact that monks seem to get irrelevant abilities at high levels. The goal is
a) to give the monk something unique
b) to make him good at something that other classes already do well, and
c) to give him a number of peripheral abilities to make him distinctive
With that in mind, the main changes are:
1) Flurry of blows is a standard action. This is the main thing. With that, the monk becomes the only class capable of multi-attacking as a standard action. It also allows him to synergize his abilities better.
2) AB, CMB and damage for specific attacks is calculated with Dex and Wis, instead of Str. This cuts down his MAD problem.
3) The ki pool does more things. It powers more of his abilities.
4) Bonus feat have been expanded and moved to appropriate levels.
5) Abilities have been tweaked a bit.
This makes the monk the maneuver master in all levels, and also the guy that hits you fast and hard and then moves away. He is also the guy (or gal) who is really tough to pin and grapple.
This also means that most archetypes need a bit of tweaking, but not much.
How do you think it fares?
New proposal
Whenever no explanation is given, it is assumed that the ability stays the same. I also wrote the following in short format, with the assumption that the reader has some familiarity with the system.
Skills: The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
(These have remained the same)
Skill points: 4 +Int mod
(The same)
HD: d8 (the same)
Saves : All good, +2 at first level plus +1 at 2nd,4th, 6th etc.
(The same)
Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
(The same)
Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
(The same)
1st) Zen combat, Martial arts training, Bonus feat, Flurry of blows, Stunning fist, AC bonus, Unarmed Attack Damage (UAD) 1d6
2nd) Bonus feat, Evasion, (UAD)1d6
3rd) Fast movement +10ft, Still mind, (UAD)1d6
4th) Ki pool (magic), Slow fall 20 ft., (UAD)1d8, AC +1
5th) Zen acrobatics, Purity of body, (UAD) 1d8
6th) Bonus feat, Slow fall 30 ft., Fast movement +20 ft., (UAD)1d8
7th) Wholeness of body, (UAD)1d8
8th) Improved blind fight, Slow fall 40 ft., (UAD)1d10, AC+2
9th) Improved evasion, Fast movement +30 ft, (UAD)1d10
10th)Bonus feat, Slow fall 50 ft, (UAD)1d10
11th)Diamond soul,(UAD)1d10
12th)Abundant step, Slow fall 60 ft., Fast movement +40 ft, AC+3, (UAD) 2d6
13th)Elemental fist, (UAD) 2d6
14th)Bonus feat, Slow fall 70 ft. (UAD) 2d6
15th)Quivering palm, Fast movement+50 ft, (UAD) 2d6
16th)Ki pool (adamantine), Slow fall 80 ft., AC +4, (UAD) 2d6
17th)Timeless body, Greater blind fight, (UAD) 2d8
18th)Bonus feat, Slow fall 90 ft., Fast movement+60 ft, (UAD) 2d8,
19th)Empty body, (UAD) 2d8
20th)Perfect self, Slow fall any distance, AC +5, (UAD) 2d10
Zen Combat (Ex)
The monk is trained to use his opponent's force against him and to act at the exact appropriate time necessary. The monk uses his Dex mod instead of his Str mod to calculate his AB, and his Wis mod instead of his Str mod to calculate damage. These apply only to the use of all weapons with the 'monk' descriptor, to unarmed combat (including flurry of blows) and to calculating his CMD and CMB. It also applies to any and all feats that affect those stats.
The monk's path is, however, a demanding one. For every level in a class other than the monk's, the Wis mod that he or she adds to his damage is reduced by one, up to 1.
Martial arts training (Ex)
Due to intensive training, the monk 's BAB is equal to a fighter 's of the same level. This applies only when calculating CMD, CMB and flurry of blows AB. Flurry of blows AB also uses the fighter's BAB in armed combat if the weapon used has the 'monk' descriptor.
Flurry of blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a standard action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon. Both attacks take a -2 penalty to hit. As said earlier, for the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. Flurry of blows can be also used in any case that a single attack is specified in a feat or ability 's description (Spring Attack etc) and for the maneuvers disarm, sunder and trip.
At 8th level, the monk can make two additional attacks when he uses flurry of blows. The first two attacks are at-2 penalty and the third at -7.
At 15th level, the monk can make three additional attacks using flurry of blows. The first two attacks are at-2 penalty, the third at -7 and the fourth at -10.
A monk applies his full Wis bonus (see Zen Combat) to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows.
(Beware of the change here! FoB is now a standard action, which enables the monk to utilize his mobility! This is the second more important change in the class. It is also useable with much more feats)
Bonus feats (Ex)
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Bull Rush, Improved Disarm, Improved Drag, Improved Feint, Improved Trip, Improved Reposition, Improved Sunder, Scorpion Style, Mobility, Stand Still and Throw Anything.
At 6th level, the following feats are added to the list:
Gorgon's Fist, Greater Disarm, Greater Drag, Greater Feint, Greater Grapple, Greater Reposition, Greater Sunder, Greater Trip, Sidestep, Spring Attack, Combat Patrol, Lunge,Landing Roll, Passing Trick, Steady engagement.
At 10th level, the following feats are added to the list:
Improved Critical, Medusa's Wrath, Monkey Lunge, Snatch Arrows, Improved sidestep, Whirlwind attack.
At 14th level, the following are added: Cockatrice strike.
For the purpose of qualifying for feats other than the above, the monk is considered to gain all prerequisite feats of the bonus feat he chooses.
(This more or less adds feats for the monk to choose. The 'qualify for feats' thingy is meant to enable the monk to continue up a feat chain, without paying a feat tax. This also means that bonus feats characterize a monk more than regular feats, which I think adds to his style.)
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
(This is the same)
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
(This is the same)
Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
(This is the same)
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on the table above. A monk in armor or carrying a medium or heavy load loses this extra speed.
(This is the same)
Still mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
(This is the same)
Slow fall (Ex)
At 4th level or higher, a monk takes damage from a fall as if the fall were 20 feet shorter than it actually is (notice the absence of walls here!). The monk's ability improves with his monk level until, at 20th level, he can fall from any distance without harm.
(This is the same ability without the need for walls, which I always found hinders thing a bit unnecessarily.)
Ki pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. Ki strike improves with the character's monk level.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. His hands and feet can also be enchanted as weapons. This usually takes the form of magical tattoos.
At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantite weapons for the purpose of overcoming damage reduction and bypassing hardness.
The monk also learns a number of ways to harness his ki. At fourth level, he selects a number of possible effects equal to his Wis Mod. He also learns a new one in 5th level, 7th, 9th etc.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack.
Increase his speed by 20 feet for 1 round.
Give himself a +4 dodge bonus to AC for 1 round.
Add his Wis mod to his SR, if he has any.
Add +2 to any skill roll that is based on Dex, Str or Con, for a minute.
Forfeit any of his extra attacks to do an extra die of damage in one of his main attacks, as if using the Vital Strike feat, for one minute. For anyone attack he forfeits, he adds one die to one of his main attacks (not all of them).
Add 1 plus 1 for every five levels he has, to his attack and damage rolls for a minute. (5th level)
Add +2 to his CMB for 1 round per level. (6th level)
Add +2 to his AC for 1 round per level. (7th level)
By spending 2 point from his ki pool, a monk can do one of the following
Make an additional Stunning Fist attack (5th level)
Change the saving throw needed to resist his Stunning Fist and Quivering Palm attacks from Fort to Will. (9th level)
Make an additional Quivering Palm attack. (15th level)
Make an additional Elemental Fist attack. (13th level)
Add his level to all his attack rolls for the next round. ( 8th level)
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
(I have expanded the possible effects quite a bit. Now the ki pool means something. Also, the monk can enchant his hands without needing extra equipment.)
Zen acrobatics (Ex)
At 5th level, a monk adds his level to all Acrobatics checks (not only jumps). In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks for 1 round.
(I never understood why the original monk insisted on jumps. What about balancing on tree limbs, running on walls and such? It is definitely not a game breaking ability, but synergizes well with the monk 's mobility)
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
(This is the same)
Wholeness of Body (Su)
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to twice his monk level by using 2 points from his ki pool. Also, if he spends a whole day meditating and if he has at least one ki point, he or she doubles the recovery rate of hit points and ability damage.
The monk also gains immunity to all poisons.
(This has been merged with Diamond Body and expanded a bit, to make it more relevant.)
Improved blind fight
As per the feat.
(This is a feat that I added to cover the gap. Also, able to fight blind is a staple of monks in all literature. A good ability which, at this level, is not game breaking)
Improved Evasion (Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
(This is the same)
Diamond Soul (Ex)
At 11th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance. The monk can lower his SR as an immediate action.
(I have added a way for the monk to benefit from healing, if he has SR.)
Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
(This is the same)
Elemental fist (Su)
At 13 level, a monk picks one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. The monk must declare that he is using this feat before he makes the attack roll (thus a failed attack roll ruins the attempt). He may attempt an Elemental Fist attack once per day for every four levels he has attained , and no more than once per round.
Special: A monk who had picked Elemental Fist as a feat earlier, can attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. In that case, at level 13, the damage of Elemental Fist becomes 2d6.
(This is a feat that I added to cover the gap, since Diamond Soul went earlier)
Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day plus once more per day at levels 16th, 18th and 20th. He must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can 1 quivering palm in effect at levels 16th, 18th and 20th.
(This is mostly the same, with the addition of some more uses per day)
Timeless Body (Ex)
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
(This is the same)
Greater blind fight
As per the feat.
(This is a feat that I added to cover the gap)
Empty Body (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.
(This is the same)
Perfect Self
At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
(This is the same)
Old arguments
1) Monks calculate their AB with unarmed attacks and all monk weapons with Dexterity, instead of Strength. They calculate damage with Wisdom.
This I think fits perfectly well with the theme of the class and helps alleviate the stat pressure a bit.
2) Flurry of blows is a standard action. This way they can use their mobility for something.
3)Maneuver training gets transferred to first level. At third level they get another style feat. Yes, in addition to the one they get due to level.
4)The monk 's hands and feet are treated as weapons for the purposes of enchanting. These can be because they wear gloves etc etc.
... and this is it. How do you think that fares?