Poolol
2015-01-03, 11:10 AM
These are the buffs I've been running for the Monk in my game. The game in question is mid-low power, with the rest of the group consisting of two sorcerers (one fire specialised, one enchantment specialised), one sword-and-board melee cleric and one ninja. Because of the relatively low optimization levels in the group, the Monk doesn't suffer too badly, but he's still a Monk. Hence, these changes are meant to bring the Monk up to a high Tier 4 kind of level. I'm not entirely sold on the Tier system to begin with, but that hopefully gives you an idea of the power level I'm aiming for - making the Monk's abilities less insultingly useless. So far, the player seems happy with the changes, but I thought I might as well get the playground's opinions on it too.
AC Bonus (Ex)
The additional bonus to AC is increased to 1/4 of the monk’s class level, as opposed to 1/5.
(Very small change here, to try and improve the Monk's issue of his Wisdom-to-AC often being worse than just wearing armor in the first place)
Agility (Ex)
At 3rd level, a monk begins to push his body beyond the normal limits. He may choose to add a permanent +10ft. increase to his base speed, or add a permanent +10 competence bonus to any two of the following skills: Balance, Climb, Escape Artist, Jump, Swim or Tumble. He can add another +10ft. or another +10 bonus at every 3rd level from then on (6th, 9th, 12th etc.). He may choose the bonus freely each time, regardless of how he chose in the past.
For example, a 9th level monk could have:
• +30ft. move speed;
• +10ft. move speed and +10 balance, +10 climb, +10 jump, +10 tumble
• +10ft. move speed and +20 balance, +20 climb
• +10ft. move speed and +20 balance, +10 jump, +10 tumble
None of these bonuses apply when the monk is wearing any kind of armour, or when he carries a medium or heavy load.
(Firstly, the speed bonus is no longer an enhancement bonus, meaning Monks can benefit from speed-enhancing-items. Secondly, large bonuses to movement skills mean the monk can be a really mobile fighter instead of just being fast)
Wholeness of Body (Su)
At 7th level or higher, a monk can heal his own wounds. He may restore an amount of hitpoints equal to his monk level multiplied by his Wisdom modifier. In addition, he gains a +5 perfection bonus on Heal checks.
(Lay on Hands for Monks! LoH may not be great, but Wholeness of Body is atrocious as is, so this is a bit of a step up.)
Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. He can do this a number of times per day equal 3+his wisdom modifier. His effective caster level is half his monk level. Unlike with dimension door, a monk using Abundant Step can usually only affect himself. He may bring willing creatures with him by expending an additional two uses per additional person, though he cannot exceed the maximum amount as determined by his effective caster level.
A monk may also use Abundant Step as a move equivalent action, but doing so requires 4 uses and he cannot bring anyone else with him (except a familiar, should he have one). When he uses Abundant Step as a move action, he may use any remaining actions before finishing his turn. Thus, a monk can use abundant step as a move action to appear next to an enemy, and then use his standard action to attack them.
For example, a 12th level monk with 20 wisdom has 8 uses per day. His effective caster level is 6, so he may bring up to two willing allies with him, but doing so would cost a total of five uses (1 for him and 2 for each ally).
(This might be a bit over-complex, but it gives the Monk a little more utility and mobility, the latter of which I think is sort of supposed to be the point of the class in the first place.)
This is what I have at the moment for the simple fact that higher level abilities haven't come online yet in game and so haven't been relevant. If I expand this, the important parts for buffing in the future would probably be Diamond Soul, Quivering Palm and Perfect Self.
Constructive criticisms welcomed!
AC Bonus (Ex)
The additional bonus to AC is increased to 1/4 of the monk’s class level, as opposed to 1/5.
(Very small change here, to try and improve the Monk's issue of his Wisdom-to-AC often being worse than just wearing armor in the first place)
Agility (Ex)
At 3rd level, a monk begins to push his body beyond the normal limits. He may choose to add a permanent +10ft. increase to his base speed, or add a permanent +10 competence bonus to any two of the following skills: Balance, Climb, Escape Artist, Jump, Swim or Tumble. He can add another +10ft. or another +10 bonus at every 3rd level from then on (6th, 9th, 12th etc.). He may choose the bonus freely each time, regardless of how he chose in the past.
For example, a 9th level monk could have:
• +30ft. move speed;
• +10ft. move speed and +10 balance, +10 climb, +10 jump, +10 tumble
• +10ft. move speed and +20 balance, +20 climb
• +10ft. move speed and +20 balance, +10 jump, +10 tumble
None of these bonuses apply when the monk is wearing any kind of armour, or when he carries a medium or heavy load.
(Firstly, the speed bonus is no longer an enhancement bonus, meaning Monks can benefit from speed-enhancing-items. Secondly, large bonuses to movement skills mean the monk can be a really mobile fighter instead of just being fast)
Wholeness of Body (Su)
At 7th level or higher, a monk can heal his own wounds. He may restore an amount of hitpoints equal to his monk level multiplied by his Wisdom modifier. In addition, he gains a +5 perfection bonus on Heal checks.
(Lay on Hands for Monks! LoH may not be great, but Wholeness of Body is atrocious as is, so this is a bit of a step up.)
Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. He can do this a number of times per day equal 3+his wisdom modifier. His effective caster level is half his monk level. Unlike with dimension door, a monk using Abundant Step can usually only affect himself. He may bring willing creatures with him by expending an additional two uses per additional person, though he cannot exceed the maximum amount as determined by his effective caster level.
A monk may also use Abundant Step as a move equivalent action, but doing so requires 4 uses and he cannot bring anyone else with him (except a familiar, should he have one). When he uses Abundant Step as a move action, he may use any remaining actions before finishing his turn. Thus, a monk can use abundant step as a move action to appear next to an enemy, and then use his standard action to attack them.
For example, a 12th level monk with 20 wisdom has 8 uses per day. His effective caster level is 6, so he may bring up to two willing allies with him, but doing so would cost a total of five uses (1 for him and 2 for each ally).
(This might be a bit over-complex, but it gives the Monk a little more utility and mobility, the latter of which I think is sort of supposed to be the point of the class in the first place.)
This is what I have at the moment for the simple fact that higher level abilities haven't come online yet in game and so haven't been relevant. If I expand this, the important parts for buffing in the future would probably be Diamond Soul, Quivering Palm and Perfect Self.
Constructive criticisms welcomed!