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Thread: Good monk fixes

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    Grod_The_Giant's Avatar

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    Default Good monk fixes

    For some time now, I've been looking for a good monk fix. I'm tempted to make one myself, but I feel like the problem is old and well-known enough that someone must have already done the work. Do you know of it?

    To clarify, my idea of a 'good' fix:
    • Addresses not just the to-hit and damage problem, but the fundamental flaw that the class is seems to be designed around skirmishing and maneuverability (unarmored AC bonus, fast speed, tumble, d8 HD, etc) and yet its main attack (flurry of blows) requires it to take full-round actions right next to a monster.
    • Doesn't involve psionics or spellcasting. I have no particular problem with them, and acknowledge that they are probably good ways of fixing the problem (I recently ran a monk 6/psionic fist 6 and gave my players fits)... but I want a more vanilla fix, something that can augmented with magic as the player sees fits.
    • Doesn't involve martial maneuvers. Again, I like the BoNS, and freely allow its use, but like I said above, I want a more vanilla fix. An unarmed shadow hand/setting sun swordsage fills the role, but I want an alternative.

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    Default Re: Good monk fixes

    This one Is probably what you're looking for. It is by far the best I have ever encountered. I ran a Catfolk Monk using this one and made my DM very upset with me.

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    Default Re: Good monk fixes

    Quote Originally Posted by byaku rai View Post
    This one Is probably what you're looking for. It is by far the best I have ever encountered. I ran a Catfolk Monk using this one and made my DM very upset with me.
    Jiriku is an awesome man. Nay, an epic fellow. A mighty home brewer!

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    Default Re: Good monk fixes

    I think at most, the monk should get 6 + Int skill points, not 8 like the rogue.

    I also wouldn't mind seeing Slow Fall being exchanged for some type of supernatural Glide ability, so the monk can make bounding and far reaching leaps Wuxia style.

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    Default Re: Good monk fixes

    Quote Originally Posted by Andion Isurand View Post
    I think at most, the monk should get 6 + Int skill points, not 8 like the rogue.

    I also wouldn't mind seeing Slow Fall being exchanged for some type of supernatural Glide ability, so the monk can make bounding and far reaching leaps Wuxia style.
    Like the Elemental whatever-it-was? (Though +60 to Accro might be a little much, Wind Walk pretty much dispels the argument)
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    Default Re: Good monk fixes

    That. That was pretty much exactly what I was looking for, thanks. (Though I wonder if dropping the skill points and giving it a full BAB is without dropping Empty Strike is enough to take it up to tier 3)
    Last edited by Grod_The_Giant; 2011-10-04 at 11:36 PM.

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    Default Re: Good monk fixes

    Quote Originally Posted by Grod_The_Giant View Post
    That. That was pretty much exactly what I was looking for, thanks. (Though I wonder if dropping the skill points and giving it a full BAB is without dropping Empty Strike is enough to take it up to tier 3)
    Jiriku included an ACF that did that, actually.
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    Default Re: Good monk fixes

    Click my sig and download my codex. I think You'll find my Monk interesting.

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    Default Re: Good monk fixes

    I've done a Monk Fix of my own that addresses your criteria; it also reduces MAD by removing Strength from the equation, gives more per day uses of its better features, grants it a ranged option, and a few other things. Also comes with some alternate class features that simulate the blind and handicapped Monk archtypes.

    http://www.giantitp.com/forums/showthread.php?t=153528
    Thanks to Akrim.elf for the avi of my OC.

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    Default Re: Good monk fixes

    T.G. Oskar's monk is quite nice. I'd also put in another vote for Jiriku's all his classes are great.
    Quote Originally Posted by KKL
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    Default Re: Good monk fixes

    Quote Originally Posted by Grod_The_Giant View Post
    [*]Addresses not just the to-hit and damage problem, but the fundamental flaw that the class is seems to be designed around skirmishing and maneuverability (unarmored AC bonus, fast speed, tumble, d8 HD, etc) and yet its main attack (flurry of blows) requires it to take full-round actions right next to a monster.
    I see this as a misunderstanding of the class. The monk isn't mainly focused around skirmishing (moving while attacking) or even kiting (using speed to prevent an enemy from closing while attacking with ranged attacks), but rather around using its maneuverability to get around defenders and attack the enemy's defensively weak targets. (This is also why he can use low to-hit; he's going to be attacking enemies with low AC anyway.)

    This is also why monks do so poorly: Due to casters being more defensively powerful than was intended, there are usually no "soft" targets for the monk to take out.

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    Default Re: Good monk fixes

    Tooting my own horn: I also wrote up a Monk fix that fits the requested qualifications. It steals the Rogue's role and thunder a little less than Jiriku's fix, and it's a little shorter to read through too.

    Come to think of it, though, I still intended to edit a couple of its abilities slightly ... I should get around to that one of these days ...
    Last edited by Draz74; 2011-10-06 at 01:57 PM.
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    Default Re: Good monk fixes

    Quote Originally Posted by byaku rai View Post
    This one Is probably what you're looking for. It is by far the best I have ever encountered. I ran a Catfolk Monk using this one and made my DM very upset with me.
    ...and how is this the mark of a good homebrew?
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    Default Re: Good monk fixes

    Quote Originally Posted by Morph Bark View Post
    ...and how is this the mark of a good homebrew?
    You clearly don't understand the modus operandi of most players.
    Last edited by gkathellar; 2011-10-06 at 02:19 PM.
    Quote Originally Posted by KKL
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