Monks can qualify for that feat under this revision. If I changed their recovery method, I'd want to change their maneuver progression as well.
That weakens the ability, because armor bonuses don't apply to touch attacks. It also complicates the issue by having two very similar abilities that have different conditions as to when and how they apply. I'm really not a fan of that change.
That's a good point. I think I'll apply that.
There's a magic item in Magic Item Compendium that allows unarmed damage to apply to weapons. I think that's something I'd like to keep in the realm of magic item rather than as class feature. I think there should be special weapons attuned to ki or something rather than just any/every weapon a monk picks up.
Giving them the metalline ability had crossed my mind. I decided last minute not to grant it; however, I'm leaning towards adding it back in.
I left Still Mind and Wholeness of Body intact and in place, because I was trying to maximize backwards compatibility. Those are used as prerequisites or are substituted out for other features frequently enough that I didn't want to scrap them and then need to rewrite a few dozen other things.
Yeah, but in the wider context of this revision, I feel like it'll work out okay. I'm also in the process of nerfing down the higher tier classes. My overall balance point for all classes is tier 3 or low tier 2. There's definitely going to be a rebalancing pass through after I get all the classes finished out and posted. For now, I'm going to leave it as it is.
Adding Wisdom to specific rolls as you suggest, to me, seems like something that should come from feats or prestige classes. I may reconsider and add some of that into the base class, but it's something I'm going to want to think about some more as I work through the overall revision.
That's... That's actually a good idea! I'm going to think on that a bit and work something up. So, scrap my previous comments about adding in metalline. I'm going to do something along these lines instead.
As I said above, I mostly kept these features for backwards compatibility with feats, prestige classes, and alternative class features. It's something I'm planning to address on a later pass through on the class as the overall system is further developed.
That's just the case with magic. Rather than trying to give Monk the tools to compete in all situations that a tier 1 caster currently dominates on, I'll be toning down magic to reduce its overwhelming strength and flexibility. Monk does get maneuvers that allow for some things, and I'm no against giving them more that they can do. However, I think that at this exact moment, I need to wait until I get a few more classes polished and posted so that I can more accurately hit my intended balance point. Good thought though.
I'm not familiar with PF's version of the rule. I'm using 3.5's version, which doesn't have any modifications based on creature size. I do plan to eventually post a new version of every SRD monster for use with this revision so that DMs can use it without needing to convert on the fly.
First off, I'm expecting AC to evade attacks entirely to be lower and rebalancing with that in mind. Second, I'm limiting the number of effects that grant attack bonuses outside of BAB and Str/Dex.
I'm not using a built in defense bonus progression; however, some of the more martial classes are getting additional defensive benefits.
Monk is intended to be the high AC/low DR class that dodges attacks but doesn't take hits well.
Barbarian is the high DR/low AC class that gets hit more often but takes less damage.
Fighter is the mid DR/mid AC class that sits between the two.
Ranger will slot in between Monk and Fighter.
Paladin will be between Fighter and Barbarian.
At least, that's my design goal. It's probably not quite there yet, but I'm working towards it.
Highest AC
Lowest DR<----
---->Average AC
Average DR<----
---->Lowest AC
Highest DRMonk Ranger Fighter Paladin Barbarian
As I said above, I'm limiting attack bonuses. This will be one of the very few ways I'm planning to give out direct enhancement bonuses to attack.
I've responded to this above. I'm going to be developing a "punch through" type ability as Gorum suggested.
Good point.
Huh. I had thought that I'd put it in as a unique maneuver similar to how I handled the Water Step and Wall Walker ACFs, but... I apparently didn't post it. I'll get that posted up shortly. Until then, it's a 1st-level maneuver, activated as an immediate action, duration of 1 minute/until discharged, and reduces falling damage distance by 5ft/initiator level.