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View Full Version : D&D 3.x Class The Monk Remixed [Reposted]



Jakinbandw
2014-05-10, 02:28 PM
A quick note. This is by jiriku and the original thread can be found here (http://www.giantitp.com/forums/showthread.php?150122-3-5-The-Monk-Remixed). This post is just to fix the table so that the class is easy to read again.



If you're like me, then in your D&D career you've encountered many players who are attracted to the flavor and style of the 3.5 monk class, and yet the monk's performance is so poor that the experience is often unsatisfying. Wouldn't it be great if you could rework the monk to have its same flavor and style, but perform well enough to keep up with the rest of the party? Sure, but that would take a huge amount of effort, wouldn't it? There must be someone, somewhere, who did all that work, who developed and playtested a better monk that's worthy of the name?

Look no further. The revised monk awaits.


Before we begin, a word for the monk's detractors:
Many things are probably entering your mind now. Let me attempt to answer your F.A.Q.s.



You know about the Monk Wars on this forum, right? Yup, sure do. And yet I love my players, and they want this. A good DM plays to his audience. Plus, I've come to love this monk class like one loves a crippled child. I want to see him run and play with all the other classes some day!
Why don't you just play an unarmed swordsage? Some of my players don't have ToB and are intimidated by the idea of learning a new system. Moreover, many of them just want Monk Classic.
Haven't you looked at the other homebrew monks in this forum? Sure have. I've stolen a number of ideas from them, but none are exactly what I need. In particular, classes that depart from the feel and flavor of the PHB monk, or classes that add new power systems like ki points or martial maneuvers, aren't appropriate to the player requests I'm trying to fill.



Design goals for the revised monk:


The apple shouldn't fall far from the tree. I want the class to feel like the PHB monk and play like the PHB monk, but to contribute more successfully to a wider variety of situations, and not inspire 20-page bile-filled forum arguments.
Can I haz party role now? The revised monk is intended to function as a melee-oriented dps skirmisher and skillmonkey, much like a rogue, ranger or scout (but without the wilderness focus of the latter two classes). It should also be able to step into other roles such as party face or infiltrator.
The target power/versatility level is a strong Tier 4.
MAD should be much reduced, with Wis primary, Dex secondary, and Con tertiary. Str, Int and Cha are not likely to be important stats for the revised monk.
The revised monk should be less gear-dependent than a typical character, as befits an ascetic scholar.





So without further ado, the revised monk!




Level Base Attack Fort Ref Will Special Flurry (std) Flurry (full) Unarmed AC Speed
1st +0 +2 +2 +2 Bonus feat, flurry of blows, empty mind, research, unarmed strike, versatile attack -2/-2 -2/-2 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Bonus feat, evasion -1/-1 -1/-1 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Empty strike, still mind, dance with the elements +0/+0 +0/+0 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki strike +1, slow fall 20 ft. +1/+1 +1/+1 1d8 +1 +10 ft.
5th +3 +4 +4 +4 Wholeness of body, ki shot +2/+2 +2/+2 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Bonus feat, slow fall 30 ft. +3/+3 +3/+3 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Diamond body, tongue of the sun and moon +4/+4 +4/+4 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 Abundant step, ki strike +2, slow fall 40 ft. +5/+5 +5/+5/+0 2d6 +2 +20 ft.
9th +6/+1 +6 +6 +6 Improved evasion +6/+6 +6/+6/+1 2d6 +2 +30 ft.
10th +7/+2 +7 +7 +7 Bonus feat, slow fall 50 ft. +7/+7 +7/+7/+2 2d6 +2 +30 ft.
11th +8/+3 +7 +7 +7 Diamond soul +8/+8/+8 +8/+8/+8/+3 2d6 +2 +30 ft.
12th +9/+4 +8 +8 +8 Ki strike +3, quivering palm, slow fall 60 ft. +9/+9/+9 +9/+9/+9/+4 3d6 +3 +40 ft.
13th +9/+4 +8 +8 +8 Empty step +9/+9/+9 +9/+9/+9/+4 3d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 Bonus feat, slow fall 70 ft. +10/+10/+10 +10/+10/+10/+5 3d6 +3 +40 ft.
15th +11/+6/+1 +9 +9 +9 Empty body +11/+11/+11 +11/+11/+11/+6/+1 3d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ki strike +4, moment of perfection, slow fall 80 ft. +12/+12/+12 +12/+12/+12/+7/+2 4d6 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Timeless body +12/+12/+12 +12/+12/+12/+7/+2 4d6 +4 +50 ft.
18th +13/+8/+3 +11 +11 +11 Bonus feat, slow fall 90 ft. +13/+13/+13 +13/+13/+13/+8/+3 4d6 +4 +60 ft.
19th +14/+9/+4 +11 +11 +11 Empty soul +14/+14/+14 +14/+14/+14/+9/+4 4d6 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Ki strike +5, perfect self, slow fall any distance +15/+15/+15 +15/+15/+15/+10/+5 6d6 +5 +60 ft.




Hit Die: d8
The monk's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
Design Notes:
Additional class skills and more skill points per level solidly cement the monk's role as a skill monkey. Compare to the rogue or scout.
CLASS FEATURES
All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. 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 her AC bonus, as well as her fast movement and flurry of blows abilities.

Empty Mind (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC.
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.

Design Notes:
Wis to AC has been broken out from the scaling class AC bonus so that I can offer the option of trading them away separately for alternate class features.

AC Bonus (Ex): At 4th level, a monk gains a +1 bonus to AC when unarmored and unencumbered. This bonus increases by 1 for every four monk levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 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.

Design Notes:
An improved AC progression now tracks with the bonuses an armor-wearing character can obtain from the magic vestment spell. Between this and the Empty Mind feature, the monk's AC should be competitive with that of the rogue or ranger.


Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy when performing an attack or a full attack action, or as part of a charge. 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 columns 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.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons, although she may use them interchangeably as desired. When flurrying with a weapon, a monk applies her Strength bonus (not Str bonus × 1˝ or ×˝) to her damage rolls, whether she wields a weapon in one or both hands.

A monk with the Combat Reflexes feat can declare a flurry of blows when taking an attack of opportunity.

A monk with Flyby Attack, Ride-By Attack, Shot on the run, Spring attack, or Swim-By Attack can combine flurry of blows with these feats to flurry on the move. If the monk obtains additional attacks via Bounding Assault or rapid Blitz, she gains the extra flurry attacks only once.

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.

Design Notes:
Stop the presses! Flurry of blows is usable on the move, and is compatible with builds that rely on charges or opportunity attacks.

Research: Monks are able scholars. You gain Research (http://www.giantitp.com/forums/showthread.php?p=11090621) as a bonus feat, ignoring prerequisites.

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. A monk can make off-hand attacks with unarmed strikes, and suffers no special penalty or hindrance for doing so. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes, or declare an unarmed strike as an off-hand weapon when fighting with two weapons (and would not take the additional -6 penalty for an off-hand attack when doing so).
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. This is also true for feats and class abilities that affect manufactured and natural weapons. Thus, a monk's unarmed strike qualifies for use with feats like Improved Natural Attack, Two-Weapon Fighting, and Weapon Focus.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A smaller or larger monk deals increases or decreases this damage as appropriate to her Size Category.

Design Notes:
Damage is increased somewhat, and now regularized to progress as if the monk was receiving size increases. This makes it easy to figure the correct damage for a monk under the effect of size-alteration magic.

Bonus Feat: At 1st level, a monk may select either Improved Grapple, Point Blank Shot, or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes, Deflect Arrows, or Rapid Shot as a bonus feat. At 6th level, she may select either Improved Disarm, Improved Trip, or Precise Shot as a bonus feat. At 10th level, a she may select either Improved Ki Defense, Improved Ki Strike, or Manyshot as a bonus feat. At 14th level, she may select either Earth's Embrace, Freezing the Lifeblood or Far Shot as a bonus feat. At 18th level, she may select either Crushing Strike, Driving Assault, or Slashing Flurry (the benefit applies only when she attacks with special monk weapons of the appropriate damage type, or with with unarmed strikes even if they are not of the appropriate damage type). A monk need not have any of the prerequisites normally required for these feats to select them. If she selects a bonus feat which she has already obtained using a previously-acquired feat slot, she may immediately retrain the earlier feat slot for free.
Design Notes:
New bonus feat options provide support for a monk-archer (especially if you use the new Esoteric Weapons Training feat below to gain the longbow as a special monk weapon).

Versatile Attack (Ex): A monk learns advanced martial arts that make her a more flexible attacker. While she is unarmored, she adds the better of her Strength or Dexterity bonuses to attack and damage with unarmed strikes and special monk weapons, and to all contested combat maneuvers (such as bull rush, disarm, grapple, overrun, sunder, or trip checks). A monk with Versatile Attack qualifies for prerequisites as if she had the Weapon Finesse feat.
Design Notes:
Versatile Attack reduces Multiple Attribute Dependency by allowing the monk to focus either on Strength or Dexterity (most probably Dexterity, although some builds will appreciate the ability to get Strength to hit with ranged weapons).

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.

Dance with the Elements (Ex): Where other adventurers practice rigorously with weapons or craft powerful magic items, the monk understands that devices are mere distractions. A wise master looks beyond rigid structures and perceives the dance of earth, air, fire, and water in the world. Then, she learns to dance with them. At 3rd level, a monk gains a bonus to her speed (which grants bonus to her Jump checks as normal; see the Jump skill for details), as shown on Table: The Monk. She also gains the same bonus as a competence bonus to her Balance, Jump, and Tumble checks. For example, a 3rd level monk gains +10 ft move speed and a +10 competence bonus to Balance, Jump, and Tumble, while an 18th level monk has a +60 ft move speed and a +60 competence bonus to Balance, Jump, and Tumble. A monk in armor or carrying a medium or heavy load loses these benefits.
Design Notes:
Replacing fast movement, this feature allows the monk to benefit from haste and other effects that provide enhancement bonuses to speed, and provides massive bonuses to acrobatic skills. This enables a mid-level monk to meet the DCs for epic uses of Balance, Jump, and Tumble, and pull off dramatic wuxia-style maneuvers such as running across water or up the side of a wall, climbing a tree by leaping up from branch to branch, or jumping up onto rooftops or over alleyways. Tactically, this helps overcome the monk's limited ranged attack options, as it becomes easier to get within striking distance of a difficult-to-reach opponent.

Empty Strike (Ex): At 3rd level, a monk learns to empty her mind of all desire and expectation and strike free from worldly worries. While she is unarmored, she adds her Wisdom bonus to attack and damage with unarmed strikes and special monk weapons, and to all contested combat maneuvers (such as bull rush, disarm, grapple, overrun, sunder, or trip checks).
Design Notes:
Empty Strike allows the monk to hit and execute combat maneuvers like grapple and trip as effectively as a character with a full base attack bonus.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su): At 4th level, the intensity of the monk's ki focus grants her a +1 enhancement bonus to attack and damage rolls with her unarmed strikes, and her unarmed strikes gain the magic descriptor and bypass DR/magic. For each four additional monk levels she gains, her enhancement bonus to attack and damage while unarmed increases by an additional +1, and she may select and one of the following weapon qualities: adamantine, alchemical silver, cold iron, or lawful. Her unarmed strikes gain that quality and bypass damage reduction accordingly. A monk with adamantine ki strike bypasses hardness when attacking objects with her unarmed strike.
Design Notes:
The improved ki strike offers more choice and flexibility in bypassing damage reduction and eliminates the numbers gap between a bare-fisted monk and a character with a magic weapon. It also makes the monk less gear-dependent.

Slow Fall (Ex): At 4th level or higher, a monk learns to balance upon the sky. She can fall the listed distance without taking harm, and reduces the effective distance of longer falls by the same amount when determining how much falling damage she takes.
Design Notes:
The new slow fall frees the monk from wall dependency, which is a good thing since Dance of the Elements makes it likely that the revised monk will find herself in precarious situations more often.

Wholeness of Body (Su): At 5th level or higher, a monk can use a standard action to heal a creature's wounds with a touch, much as a paladin can. She can heal a number of hit points of damage equal to her monk level times her Wisdom bonus (minimum +1) each day, and she can spread this healing out among several uses.
Design Notes:
Wholeness of body now heals more and can help your friends.

Ki Shot (Su): Beginning at 5th level, a monk learns to embrace the tranquility and grace of the perfect shot, and may empower ranged attacks with ki. Once per day, she may ignore range increment penalties with special monk weapons and apply her ki strike to any ranged attacks she makes with special monk weapons for one round. If she has the Stunning Fist feat, she may use this ability additional times per day by expending a use of Stunning Fist for each additional use of Ki Shot.
Design Notes:
Improving the monk's ranged capabilities. At its basic level, this feature is nothing special, but when combined with Esoteric Weapon Training (longbow), Improved Ki Strike, and Stunning Fist, the monk can deliver formidable ranged attacks.

Tongue of the Sun and Moon (Ex): A monk of 7th level or higher can speak with any living creature, and may use her Wisdom modifier in place of her Charisma modifier on Diplomacy checks and Handle Animal checks.
Design Notes:
TotSM is now gained at a more level-appropriate point in the monk's career, and now actually help you negotiate with those creatures you can speak to. Wis to negotiation skills also further reduces the monk's MAD.

Diamond Body (Su): At 7th level, a monk gains immunity to poisons and diseases of all kinds, even those that are magical in nature.
Design Notes:
Breaking the usual rule that only magic can defeat magic, the monk now resists magical poisons and diseases.

Abundant Step (Su): At 8th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, a number of times per day equal to her Wisdom bonus (minimum 1). Her caster level for this effect is equal to her character level.
Design Notes:
Usable more often, and over a greater distance, to be a credible competitor with casters using dimension door

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Soul (Ex): At 11th level, a monk gains spell resistance equal to her monk level + 10. Unlike spell resistance gained from other sources, the monk can automatically choose to waive her resistance without taking an action whenever she would be affected by a spell, so long as she is conscious. When she is unconscious, her spell resistance does not block harmless spells (such as healing spells), but will interfere with any other spells that would affect her.
Design Notes:
Spell resistance on a PC is normally a trap because of the hoops you have to jump through in order to lower it for beneficial spells. I removed the hoops.

Quivering Palm (Su): Starting at 12th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack a number of times per day equal to her Wisdom bonus (minimum 1), and she must announce her intent before making her attack roll. Creatures immune to critical hits cannot be affected unless the monk has some means of bypassing the creature's immunity to critical hits. 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 30 days. 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 + ˝ 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.
Design Notes:
Quivering palm as written was a colossal insult to monk players, an awkward, difficult-to-use ability that hardly ever influenced play, received at a time when casters could reliably slay with a word several times per day. Now usable more often, and it's possible to nova it during a flurry for extra-brutal stompdown.

Empty Step (Su): At 13th level or higher, a monk can slip magically between spaces for even longer periods, as if using the spell swift etherealness, a number of times per day equal to her Wisdom bonus (minimum 1). Her caster level for this effect is equal to her character level.
Design Notes:
Empty body's little brother, this keeps the monk effective as an infiltrator at higher levels when barriers become more complex than mere locked doors and stone walls, and allows the monk to compete a little better in high-level "rocket tag" combats where getting hit at the wrong moment can result in instant death.

Empty Body (Su): At 15th level, a monk gains the ability to assume an ethereal state for a number of rounds per day equal to her monk level times her Wisdom bonus (minimum +1), as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her daily limit. Her caster level for this effect is equal to her character level.
Design Notes:
Now gained at a more level-appropriate point, and usable more often.

Moment of Perfection (Su): At 16th level, the monk is nearing enlightenment, and can align herself perfectly with the universe to achieve a single moment of perfection. She can add her monk level as an insight bonus to any one attack roll, opposed skill or ability check, or saving throw, or to her AC against any one attack, as if calling upon the effect of a moment of prescience spell with a caster level equal to her monk level. She can use this ability once per encounter.
Design Notes:
Can be used to become highly effective in social situations, and also serves as yet another panic button to escape certain peril when in combat.

Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Empty Soul (Su): Upon reaching 19th level, a monk achieves a state of complete emptiness, reacting to all situations without premeditation or thought. She continuously gains the benefits of the foresight spell unpon her person at all times.
Design Notes:
The monk is now impossible to surprise. Empty Soul combines well with Empty Step and Moment of Perfection, allowing her to know what sort of trouble is coming and which class feature will help avoid it.

Perfect Self (Ex): At 20th level, a monk becomes a magical creature and her type changes to outsider. When targeted by spells and magical effects that consider her type, she may choose whether to be considered an outsider or a member of her former type, whichever is most advantageous. Additionally, the monk gains damage reduction 15/chaotic. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Design Notes:
Perfect Self is commonly considered another trap, since outsider status is a double-edged sword and the damage reduction granted is not very useful in high-level play. I removed the trap and improved the damage reduction.

The default presentation here assumes a lawful monk, but if the player and DM agree that a monastic order with a different alignment bent is reasonable, this damage reduction should be modified appropriately to match the monk's alignment.

Change Log:

Reduced skillpoints to accomodate a more stereotypical D&D setting, since the description of my treatment of skill points is apparently tl;dr.
Reduced DR from 20 to 15.
Added Dance with the Elements, a scaled ability that improves Balance, Jump and Climb.
Added a note specifying how Flurry of Blows interacts with feats that allow a character to combine movement and other actions.
Revised the class table to make the Flurry of Blows attack progression easier to understand.
Added additional bonus feat options for an archery-focused monk.
Removed the requirement to be near a wall in order to use Slow Fall.
Reformatted the entire description to include more detailed descriptions of class features, design notes calling out all changes, and some minor tweaks to the upper-level abilities.
Divided Empty Strike class feature into Versatile Attack, gained at 1st level, and Empty Strike, gained at 3rd level.
Converted Trapfinding and associated class skills (Disable Device, Open Lock) into an ACF. Monk now has and can sacrifice Research and associated class skills (Decipher Script, Forgery) to have them.

Jakinbandw
2014-05-10, 02:30 PM
A quick note. This is by jiriku and the original thread can be found here (http://www.giantitp.com/forums/showthread.php?150122-3-5-The-Monk-Remixed). This post is just to fix the table so that the class is easy to read again.


NEW FEATS FOR MONKS


IMPROVED KI DEFENSE [General, Monk]
You have learned to better focus your ki defensively, and your foes find it more difficult to harm you.
Prerequisites: Wisdom 13, Monk AC bonus +2 or skirmish AC bonus +2, base attack bonus +6, Autohypnosis 15 ranks
Benefits: As long as you are wearing no armor and carrying no more than a light load, your class-based AC bonus improves by +1, and you gain an enhancement from the following table, provided you meet its prerequisites. This is a supernatural ability.
With eight hours of rest, you may spend an hour practicing a series of ki-focusing exercises to redesignate the special enhancement provided by this feat. If you also have Improved Ki Strike, you may change your choices for both feats at this time.
Advancement: If you have ki strike +5, base attack +15, and Perfect Self, your existing DR 15/chaotic becomes DR 20/chaotic and epic.
Special: A monk may select Improved Ki Defense as a bonus feat at 10th level, even if he does not meet the prerequisites.


{table]Prerequisites|Enhancement|Source
AC Bonus +2, BAB +6|Acidic|MiC 6
|Anchoring|MiC 6
|Ectoplasmic feedback|MiC 10
|Light fortification|DMG 219
|Mobility|MiC 13
|Styptic|MiC 15
AC Bonus +3, BAB +9|Anchoring, greater|MiC 6
|Axeblock|MiC 7
|Blurring, greater|MiC 7
|Hammerblock|MiC 12
|Retaliation|MiC 14
|Spearblock|MiC 14
AC Bonus +4, BAB +12|Moderate fortification|DMG 219
|Invulnerability|DMG 219
|Roaring|MiC 14
AC Bonus +5, BAB +15|Radiant|MiC 13
|Soulfire|BoED 112[/table]


IMPROVED KI STRIKE [General, Monk]
You have learned to better focus your ki offensively, and can imbue your attacks with unusual effects.
Prerequisites: Wisdom 13, Ki Strike +2, base attack bonus +6, Autohypnosis 15 ranks
Benefit: As long as you are wearing no armor and carrying no more than a light load, the enhancement bonus of your ki strike improves by +1, and you gain an enhancement from the following table, provided you meet its prerequisites. This is a supernatural ability.
With eight hours of rest, you may spend an hour practicing a series of ki-focusing exercises to redesignate the special enhancement provided by this feat. If you also have Improved Ki Defense, you may change your choices for both feats at this time.
Advancement: If you have ki strike +5 and base attack +15, your unarmed strikes gain the epic descriptor and bypass DR/epic.
Special: A monk may select Improved Ki Strike as a bonus feat at 10th level, even if he does not meet the prerequisites.
If you have a favored enemy, you may choose bane (DMG 224, keyed against one of your favored enemies) or hunting (MiC 36). If you also have ki strike +3 and base atack +9, you may instead choose fiercebane (MiC 35, keyed against one of your favored enemies).
If you have sneak attack or sudden strike, you may choose deadly precision (MiC 32).
If you have a smite ability, you may choose mighty smiting (MiC 38).
If you have power points, you may choose mindfeeder (MiC 38).
If you have Versatile Unarmed Strike, you may choose keen (DMG 225), which functions as long as you deal slashing or piercing damage.
If you have a supernatural ability drain or energy drain ability, ki strike +4, and base attack +12, you may choose necrotic focus (MiC 29).
If you can use bardic music, you may choose harmonizing (MiC 35), but you will look very silly.

{table]Prerequisites|Enhancement|Source
ki strike +2, BAB +6|brutal surge|MiC 30
|Corrosive|MiC 31
|Defending|DMG 224
|Deflecting|CWar 134
|Flaming|DMG 224
|Frost|DMG 224
|Ghost touch|DMG 224
|Impact|MiC 37
|Last resort|CWar 135
|Magebane|MiC 38
|Maiming|MiC 28
|Merciful|DMG 225
|Resounding|MiC 42
|Revealing|MiC 42
|Shattermantle|MiC 43
|Shock|DMG 225
|Spellstrike|MiC 44
|Sundering|MiC 44
|Sweeping|MiC 44
|Thundering|DMG 225
|Vicious|DMG 226
|Warning|MiC 46
|Waterborn|Eb 266
|Weakening|MiC 46
Ki strike +3, BAB +9|Acidic burst|MiC 28
|Axiomatic|DMG 228
|Collision|MiC 31
|Disarming|CWar 134
|Doom burst|MiC 33
|Enervating|MiC 34
|Flaming burst|DMG 224
|Icy burst|DMG 225
|Impedance|MiC 37
|Incorporeal binding|MiC 38
|Parrying|MiC 40
|Psychokiesis|MiC 41
|Shocking burst|DMG 225
|Souldrinking|MiC 44
|Vampiric|MiC 45
|Wounding|DMG 226
Ki strike +4, BAB +12|Bodyfeeder|MiC 30
|Ethereal reaver|MiC 34
|Implacable|MiC 37
|Psychokinetic burst|MiC 41
|Speed|DMG 225
Ki strike +5, BAB +15|Brilliant energy|DMG 226[/table]


Commentary on Improved Ki Defense and Improved Ki Strike
A design goal of these feats was that they should be significantly more powerful than regular feats, but essentially only available to the monk class. I wanted to offer a menu of options to the monk player without simply creating a monk spell list, and this fulfills that goal while also fulfilling my goal of making the monk less gear-dependent.
All of the abilities were chosen with the following constraints in mind:

Should be realistic when applied to a monk's body (so throwing and sizing are right out, for example).
Should not offer a save. An SLA would be Charisma-based, and I want to discourage MAD. Further, the players likely to play a monk in my campaigns tend to be bad at calculating save DCs, so the stunning fist will already be keeping them busy.
Should be always on or usable an unlimited number of times per day. The base monk class already has a large number of limited-use abilities to track; I don't want to add any more.



ASCETIC NATURALIST [General]
You belong to a special order of religious monks that teaches its adherents that enlightenment can best be achieved through closeness with the natural world. As a student of this philosophy, you have blended your training as a druid and a monk into one seamless whole.
Prerequisites: Improved Unarmed Strike, wild shape class ability
Benefit: While in a wild shape, your natural weapons count as special monk weapons, and you may use natural weapons to deliver stunning fist attempts.
Your monk and druid levels stack when determining your unarmed strike progression, monk AC bonus progression, and wild shape progression.
In addition, Handle Animal becomes a monk class skill for you and Autohypnosis becomes a druid class skill for you. This does not apply retroactively to any skill points you have already allocated.
Special: If you have both the Still Mind and Resist Nature's Lure class features, you gain the Slippery Mind ability (as the rogue ability), but only against enchantment effects originating from creatures of the fey type.

ESOTERIC WEAPONS TRAINING [General, Monk]
Your monastic training includes practice with an unusual weapon, one not commonly found among monastic orders.
Prerequisite: Flurry of Blows class ability (or ACF acquired by trading out FoB)
Benefit: Select a one-handed, light, or ranged weapon that requires martial weapon proficiency, or any simple weapon. You gain proficiency with this weapon, and it is considered a special monk weapon for you.
Advancement: If you have the Moment of Perfection class feature, you gain the following ability:

Expend a use of Moment of Perfection and perform a flurry with the selected weapon: Every attack roll you make as part of the flurry adds the insight bonus from Moment of Perfection and ignores concealment and total concealment (although you must still target the right square).



REVISED FEATS FOR MONKS

Note: the feats revised below represent a significant change in power, scale and design from the source material, and directly attack the stereotype that "melee can't have nice things". While the names may be familiar, each feat has been radically modified to make it more effective or to exploit new game mechanics. Many feats scale in power as you advance in level and/or accumulate additional resources.

While I don't expect them to be overpowered in campaigns that see heavy use of strong feats like Leap Attack, Shock Trooper, Robilar's Gambit, Arcane Thesis, or Practical Metamagic, DMs who are accustomed to low-power, low-optimization campaigns where Weapon Specialization and Spring Attack are considered the height of power may wish to think carefully before allowing these feat revisions. If you're permitting the revised monk, you probably aren't going to be concerned about these feats, but as with all things found on the internet, caveat emptor.


ASCETIC HUNTER [General]
You have gone beyond the bounds of your monastic training to incorporate new modes of bringing the unlawful to justice. Although many of your fellow monks frown on your methods, none can doubt that your diverse training has added to your ability to strike precisely and bring down your foes quickly.
Prerequisites: Improved unarmed strike, favored enemy
Benefit: When you use an unarmed strike or special monk weapon to deliver a stunning attack (or other special attack that expends stunning fist uses) against a favored enemy, increase the DC of the effect by your favored enemy bonus.
Your monk and ranger levels stack when determining your unarmed strike progression and your favored enemy progression. If you replace either of these features via an alternate class feature, your monk and ranger levels stack when determining the progression of that alternate feature.
In addition, Survival becomes a monk class skill for you and Autohypnosis becomes a ranger class skill for you. This does not apply retroactively to any skill points you have already allocated.

ASCETIC KNIGHT [General]
You belong to a special order of religious monks that teaches its adherents that self-enlightement and honorable service grow from the same well of purity. As a student of this philosophy, you have blended your training as a paladin and a monk into one seamless whole.
Prerequisite: Improved Unarmed Strike, Smite ability, Divine Grace ability
Benefit: When you use an unarmed strike or special monk weapon to deliver a smite and a stunning attack (or other special attack that expends stunning fist uses), increase the DC of the effect by your Divine Grace bonus.
Your paladin and monk levels stack when determining your unarmed strike progression and smite progression. If you replace either of these features via an alternate class feature, your monk and paladin levels stack when determining the progression of that alternate feature.
In addition, Ride becomes a monk class skill for you and Autohypnosis becomes a paladin class skill for you. This does not apply retroactively to any skill points you have already allocated.

ASCETIC MAGE [General]
You practice an unusual martial art that mixes self-taught spellcasting and melee attacks to great effect.
Prerequisite: Improved Unarmed Strike, ability to spontaneously cast 2nd-level arcane spells.
Benefit: As a swift action that doesn't provoke attacks of opportunity, you can sacrifice one of your daily allotment of spells to add a bonus to your unarmed strike attack and damage rolls for 1 round. The bonus is equal to the level of the spell sacrificed. The spell is lost as if you had cast it.
Your sorcerer and monk levels stack when determining your unarmed strike progression and your monk AC bonus Progression. You use Charisma instead of Wisdom as the primary ability for your monk class features. If you replace either of these features via an alternate class feature, your monk and sorcerer levels stack when determining the progression of that alternate feature.
In addition, Spellcraft becomes a monk class skill for you and Autohypnosis becomes a sorcerer class skill for you. This does not apply retroactively to any skill points you have already allocated.

ASCETIC ROGUE [General]
You have gone beyond the bounds of your monastic training to incorporate new modes of stealthy combat. Although your fellow monks may frown on your methods, none can doubt that your diverse training has improved your ability to strike precisely and bring down your foes quickly.
Prerequisite: Improved Unarmed Strike, sneak attack +2d6.
Benefit: When you use an unarmed strike or special monk weapon with a sneak attack to deliver a stunning attack, you add 2 to the DC of your stunning attempt.
Your monk and rogue levels stack when determining your unarmed strike progression and sneak attack progression. In addition, Bluff becomes a monk class skill for you and Autohypnosis becomes a rogue class skill for you. This does not apply retroactively to any skill points you have already allocated.
Special: If you replace either the monk's unarmed strike damage progression or the rogue's sneak attack with an alternate class feature, your monk and rogue levels stack when determining the progression of that alternate feature. You may still qualify for this feat, although its prerequisites will differ. Your DM will assign an appropriate set of replacement prerequisites.

AXIOMATIC STRIKE [General]
You can turn your fist into an instrument of law.
Prerequisite: Ki Strike (lawful)
Benefit: Your unarmed strikes become axiomatic weapons, dealing 2d6 bonus damage to chaotic creatures and creatures with the chaotic subtype or DR/lawful.
Advancement: If you have base attack +11 or greater, your unarmed strikes become axiomatic burst weapons. In addition to the bonus damage above, you deal 2d10 damage whenever you score a critical hit against a creature vulnerable to your axiomatic strike.

EAGLE CLAW ATTACK [General]
Your superior insight allows you to strike objects with impressive force.
Prerequisites: Wis 13, Improved Sunder, Improved Unarmed Strike
Benefit: When you make an unarmed strike against an object, you may ignore 5 points of hardness for every feat you have which requires Improved Unarmed Strike as a prerequisite (including this one).
Advancement: If you have either ki strike (adamantine) or at least five feats (including this one) which require Improved Unarmed Strike as a prerequisite, then you may ignore all hardness when attacking objects with your unarmed strikes.

EARTH'S EMBRACE [General, Monk]
You can crush opponents when you grapple them.
Prerequisites: Improved Unarmed Strike, Improved Grapple, Strength 15
Benefit: When grappling, if you pin your opponent, you deal critical unarmed strike damage each round that you maintain the pin, as if you had rolled a natural 20 and confirmed a critical. If you receive bonus attacks or damage because of effects that trigger when you score a critical hit, these effects are rolled normally but may not also become critical hits.

FIERY FIST [Fighter, General]
By channeling your ki energy, you sheath your limbs in magical fire. Your unarmed strikes deal extra fire damage.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +8.
Benefit: As a swift action, you can expend one of your uses of the Stunning Fist feat to surround your fists and feet in flame. For the rest of your turn, your unarmed strikes deal an additional 1d6 fire damage, +1 per character level yo have.
When you select this feat, you gain an additional daily use of Stunning Fist.
Advancement: If you have at least three feats that require improved unarmed strike as a prerequisite, the damage is 2d6 plus 1/character level. If you have at least six feats that require improved unarmed strike as a prerequisite, the damage is 3d6 plus 1/character level.
Special: A monk with the Stunning Fist feat can select Fiery Fist as her bonus feat at 2nd level, ignoring the other prerequisites.

FIERY KI DEFENSE [Fighter, General]
You channel your ki energy into a cloak of flame that injures all who attempt to strike you.
Prerequisites: Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8.
Benefit: As a swift action, you can expend one of your uses of the Stunning Fist feat to cloak yourself in flame. You gain fire resistance of 5 x the number of feats you have that require Improved Unarmed Strike as a prerequisite, and any creature that strikes you with a melee attack takes 1d6 fire damage, +1 per character level you possess.
When you select this feat, you gain an additional daily use of Stunning Fist.
Advancement: If you have at least three feats that require improved unarmed strike as a prerequisite, the damage is 2d6 plus 1/character level. If you have at least six feats that require improved unarmed strike as a prerequisite, the damage is 3d6 plus 1/character level.


FISTS OF IRON [General]
You have learned the secrets of imbuing your unarmed attacks with extra force.
Prerequisites: Improved Unarmed Strike, Stunning Fist, base attack bonus +2
Benefits: Expend a use of Stunning Fist and make an unarmed strike. If you hit, your attack deals damage as if it was of a larger size category. This benefit does not stack with other effects that cause your unarmed strike to deal damage as if it was larger in size. Your maximum "effective size" when using this feat is Colossal.
Advancement: If you have base attack +8 or greater, your unarmed strike functions as if it were two sizes larger. If you have base attack +15 or greater, your unarmed strike functions as if it were three sizes larger.
Advancement: If you have ki strike +5, base attack +15, and the Improved Ki Strike feat, your maximum "effective size" is not limited to Colossal.

FLYING KICK [General]
You literally leap into battle, dealing devastating damage.
Prerequisites: Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack
Benefit: Your unarmed strikes deal double damage on a charge.

FREEZING THE LIFEBLOOD [General]
You can paralyze an opponent with an unarmed attack.
Prerequisites: Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +10
Benefit: Expend a use of Stunning Fist and make a touch attack with your unarmed strike. If you hit, you deal no damage, but your opponent is paralyzed (Fort negates, DC 10 + ˝ your character level + your Wis bonus). This paralysis lasts 1 round for each feat you have which requires Improved Unarmed Strike as a prerequisite (including this one). The Fortification ability offers protection from this attack.

PAIN TOUCH [General]
You cause intense pain in an opponent with a successful stunning attack.
Prerequisites: Wis 15, Improved Unarmed Strike, Stunning Fist, base attack +2
Benefit: Victims of your stunning attack are subjected to such debilitating pain that they are nauseated following the round they are stunned. This nauseated condition lasts 1 round for every feat you have which requires Improved Unarmed Strike as a prerequisite (including this one).

RAPID STUNNING [General]
You can use your stunning attacks in rapid succession.
Prerequisites: Combat Reflexes, Stunning Fist, base attack bonus +6.
Benefits: You are no longer limited in the number of stunning attacks you may declare each round.
Normal: You may only declare a stunning attack once per round.

ROUNDABOUT KICK [General]
You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.
Prerequisites: Str 15, Improved Unarmed Strike, Power Attack
Benefit: If you score a critical hit with an unarmed strike, immediately take a bonus attack using the same attack bonus that you used for the original roll.
Advancement: If you have Power Critical, the follow-up attack is at +4 to hit and damage.
If you have Improved Critical, the follow-up attack is made at your highest base attack bonus, even if the initial attack was one of your iterative attacks taken at a -5, -10, or -15 penalty.

SUN SCHOOL [Tactical]
You have learned a number of esoteric martial arts techniques inspired by the sun.
Prerequisites: Flurry of Blows ability, base attack bonus +4
Benefit: The Sun School feat enables the use of three tactical maneuvers.

Inexorable Progress of Dawn: To use this maneuver, you must strike your foe twice while using a flurry of blows. Your foe must move back 5 feet, and you may move forward 5 feet if you wish. Neither of you provokes opportunity attacks for this movement.

Blinding Sun of Noon: To use this maneuver, you must successfully stun your foe two rounds in a row with a stunning blow. The opponent is confused for five minutes.

Flash of Sunset: To use this maneuver, you must move adjacent to a foe using a teleportation effect, such as the dimension door spell or the monk's Abundant Step class feature. You gain a bonus standard action which can only be used to take an attack against that foe. You may flurry with your attack if you wish. This extra action is an exception to the standard rules for dimension door, which state that you may not take any actions after using a dimension door.

WEAKENING TOUCH [Fighter, General]
You can temporarily weaken an opponent with your unarmed strike.
Prerequisites: Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2
Benefit: Expend a use of Stunning Fist and make a touch attack with your unarmed strike. If you hit, you deal no damage but your target takes a -8 penalty to Strength. This penalty lasts for 5 minutes, and does not stack with itself. The Fortification ability offers protection against this attack.
Advancement: If you have at least three feats that require Improved Unarmed Strike, the target is also fatigued. If you have at least six feats that require Improved Unarmed Strike, the target is also exhausted.

Jakinbandw
2014-05-10, 02:32 PM
A quick note. This is by jiriku and the original thread can be found here (http://www.giantitp.com/forums/showthread.php?150122-3-5-The-Monk-Remixed). This post is just to fix the table so that the class is easy to read again.


MONK ALTERNATIVE CLASS FEATURES


CRASH LIKE A WAVE, BEND LIKE A REED
At 1st level, you may choose to trade in your level-based AC bonus and increased unarmed strike damage. You gain the skirmish class feature instead, which applies whenever you attack with an unarmed strike or a special monk weapon while wearing no armor. Whenever you gain levels in a class that would improve your monk unarmed strike progression, it instead improves your skirmish progression. If you choose this alternate class feature, the Superior Unarmed Strike feat improves your base unarmed strike damage instead of increasing your effective monk level. You may multi-class freely with ranger, and you qualify for the Swift Hunter feat as if your monk levels were levels in the scout class.


Commentary:

This ACF reinforces the monk's role as a fast-moving skirmisher and enables him to use monk weapons without taking a hit to his damage output at higher levels.
Small monks will appreciate it as well, as it replaces a damage booster that is size-dependent with one that is not. This ACF also opens up some interesting possibilities for monk/ranger multiclass combinations.
Normally skirimish is a bit of a downer because it restricts your full attack, but the monk doesn't get an iterative until level 8, and by level 9 his Tumble bonus from Dance with the Elements is high enough to take 10' (instead of 5') adjustments, so the revised monk can qualify for skirmish on a full attack pretty routinely.


DECISIVE STRIKE
If you select the Decisive Strike Alternate Class Feature (PH2), you may execute a decisive strike as a standard action, rather than a full-round action.


Commentary:
Since the revised monk can flurry as a standard action, it makes sense that Decisive Strike, which replaces flurry, should also become a standard action.

MANHUNTER
Level: 1st
Replaces: If you select this class feature, you do not gain Research as a bonus feat at 1st level, nor do you gain Decipher Script or Forgery as class skills.
Benefit: You gain Track as a bonus feat, and Survival becomes a monk class skill for you.

MARTIAL MONK
Take this class variant when taking your first level of monk. A martial monk attacks using the full base attack progression, but does not gain the Empty Strike class feature at level 3. A martial monk gains 6+int skill points per level rather than 8+Int.


Commentary:
For players who want a monk with a full base attack bonus, here it is. This variant gains the ability to make more attacks, at a small cost in accuracy, damage, and skill points.

SCHOOL OF THE NIMBLE HAND
Level: 1st
Replaces: If you select this class feature, you do not gain Research as a bonus feat at 1st level, nor do you gain Decipher Script or Forgery as class skills.
Benefit: You gain trapfinding as a rogue, and Disable Device and Open Locks become monk class skills for you.

SENSE THE VOID
At 4th level, you may choose to trade in your slow fall ability. You gain blindsense 20 ft. instead. At every even-numbered level thereafter, the range of your blindsense increases by 10 ft. At level 12, you also gain blindsight at half the range of your blindsense.


Commentary:
StV is better than Slow Fall. However, many players perceive Slow Fall as an iconic monk class ability and don't want to lose it, even if it makes their character less optimal, so I provided StV as an ACF rather than making a replacement. Also, Dancing with the Elements opens up opportunities to leap from great heights more frequently, making Slow Fall more valuable and rendering this ACF more of an even trade.

STUDENT OF CHAOS
Prerequisites: About to take their first level of Monk, chaotic alignment.
Benefit: May treat all references to Lawful in the Monk class as instead reading Chaotic. In addition, they may take the feat Axiomatic Strike as Anarchic strike, dealing their bonus damage to lawful creatures or those with DR/chaotic.

Kamai
2014-05-11, 01:02 PM
This looks like a really cool fix. I have 2 issues that come up still. First, slow fall is still a really gimped feather fall. Would there be any harm in just making it Feather Fall, self only, always on at level 5 or 7? Second, 3rd level for Wisdom to hit and damage is still too early because of a possible monk dip for a druid. If I were moving it, I'd look at level 5 (where Full BAB and 3/4 BAB first differ by more than 1 point).

When I get more time, I want to try to analyze it in more depth.

Jakinbandw
2014-05-11, 07:05 PM
There is a lot of analysis in the original thread. This is just a repost and not mine. I am using it and wanted an easy place to read it from though.

[Edit]
Look at the Sense the void alternate class feature.