Another Monk build


Pathfinder First Edition General Discussion


hey guys I know theres tons out there but I figured I'd throw my thoughts ontot he pile too

Stats: Unforuntaly I dont have them atm the gm thats running is giving set numbers for us to place.

Feats: I've got an idea

1st: Scorpian Strike
Human: Belier's Bite
Bonus: Combat Reflexes

Bonus: Dodge

3rd: Weapon Focus: Unarmed

5th: Mobility

6th: Gorgon's Fist

7th: Improved Natural Attack: Unarmed

9th: Spring Attack

Bonus: Medusa's Wrath

if there is any comments or feat suggestions please one request for feats only use pathfinder feats. Thank you

Dark Archive

I think there's been a specific mention from James Jacobs that Improved Natural Attack doesn't work with Monks. Not super sure where that is, though. Maybe someone else remembers.

I'm not a huge fan of the whole Scorpion Strike through to Medusa's Wrath feat selections. It's a long way to go just to get a couple extra punches. I think that the Monk really benefits most from being a Combat Maneuver machine. Grapple is actually wildly powerful if you keep some rope or manacles handy for pinning.


YuenglingDragon wrote:

I think there's been a specific mention from James Jacobs that Improved Natural Attack doesn't work with Monks. Not super sure where that is, though. Maybe someone else remembers.

I'm not a huge fan of the whole Scorpion Strike through to Medusa's Wrath feat selections. It's a long way to go just to get a couple extra punches. I think that the Monk really benefits most from being a Combat Maneuver machine. Grapple is actually wildly powerful if you keep some rope or manacles handy for pinning.

Though in the Main Pathfinder book its states "A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the

purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

As for the grappling yes I agree but to but honest I'm not real big on grappling. the reason for the Scorpian to Medusa is I'm going with a Boxer type monk and it just seemed to fit. Granted I watch alont of anime and such and I see those moves much like the moves from Hajime No Ippo aka Fighting Spirit.


Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

He did, indeed, rule that they cannot use that feat. Just search for [ 'Improved Natural Attack' monk and Jacobs ] and you'll find the specifics.


having trouble finding that thread by chance do you have the link.

Shadow Lodge

Linky

Sorry to say it is indeed official that INA is NOT allowed for monks in pathfinder. Also, Medusa's Wrath is awesome for a monk, just take it at 10 when it becomes available. Remember, the monk doesnt have to have the pre-reqs to take his bonus feats, so you can grab MW without the not-as-useful scorpion style or gorgon's fist.


True it said I dont need to but as mentioned in a post or two ago they will be used as other special type punches. Not a fan of grappling so I'm going the other monk direction and dmg output. Also I've come to notice my gms battle tactics and Scorpion Strike and Gorgon's Fist would be helpful.


YuenglingDragon wrote:
I think there's been a specific mention from James Jacobs that Improved Natural Attack doesn't work with Monks. Not super sure where that is, though. Maybe someone else remembers.

Ignore this IMO, the Monk already has a hard enough time of things comparitively as it is.


Improved Natural Attack was discussed according to RAW...

I would also suggest to skip the Scorpion Strike and Gorgon's Fist, since you can get Medusa´s as a bonus feat without requirements.

Think about Power Attack, helps getting up your damage.

You could also think about getting a weapon proficy with a melee range weapon and make better use of your combat reflexes in combination with improved trip or disarm or just damage in an AoO. In close combat you can use your unarmed attacks without the usual drawback of melee range weapons concerning adjected foes.


Alright one at a time.

INA has been gone over afew times, I understand alittle more on the reasoning for not allowing it but I am glad Jacobs still mentioned though it could be a house rules setup. All this means is I have to do some discussing with my GM

Zerumm wrote:
The reason for the Scorpion, Gorgon, to Medusa is I'm going with a Boxer type monk and it just seemed to fit. Granted I watch alot of anime and such and I see those moves much like the moves from Hajime No Ippo aka Fighting Spirit.

Now granted I know not all but most but not all threads I've wandered through were anime is mentioned. Its poo'ed upon. Honestly to each there own opinion. Though, it also sometimes seen as just a world of warcraft player trying to cross there character over into Pathfinder. Well I do play world of warcraft and I do play Pathfinder but I know how to differentiate the two.

Ploppy wrote:
You could also think about getting a weapon proficy with a melee range weapon and make better use of your combat reflexes in combination with improved trip or disarm or just damage in an AoO. In close combat you can use your unarmed attacks without the usual drawback of melee range weapons concerning adjected foes.

A ranged weapon would probably be a good idea but I believe I may do that in the later levels afor the early part will stay focused on melee. The combat relfexes and other manuvers seem like a good idea as well but I already have my concept for the character. I do appreciate everyones input as well. Thank you


But I still welcome anyone elses input too.


If you want a range weapon use martial weapon starknife (range 20 ft.). the damage is a little better then shuriken and you don't lose it if it hits. Generally you only need to throw 1 before you close in for melee.

If you want a reach weapon instead, try this:
Why don't you pick up martial weapon at 1st level and use a Guisarme?
Monk w/ reach weapon: You can fight armed or unarmed while wielding a reach weapon using elbows, knees, feet or head.
Guisarme: 9 gp, 2d4 x3 — 10 lbs. S reach, trip CRB
M1: stunning fist, flurry of blows, unarmed strike, Combat reflexes, martial weapon Guisarme, improved initiative. Use your reach and combat reflexes to trip opponents. you're armed (no attacks of opportunity) and you get +4 bonus for using 2 hand weapon. On the move, use bull rush to knock them prone (same pluses applies). then move in on your prone opponents and follow up with your weapon or FOB (whichever does more damage). If they move or try to get up you get free attacks. If you get grappled, use stunning fist for release and retain your weapon.
M2 dodge
M3 power attack, use on your prone opponents.
M5 lighten weapon (prerequisite. don't worry about this yet)
M6 improved bull rush (more pluses for bull rushing)
M7 improved trip (ditto)
M9 improved evasion, greater bull rush gives you a free hit on prone opponents, good time to power attack.
M10 improved critical, apply to your Guisarme.
M11 Improved lighten weapon (a large Guisarme does 2d6 (3d6 if you use oversize and take -2. cheaper then power attacking) damage and your reach is 15-20ft(25-30ft oversize). for people 10 ft. or closer 5 ft. step, then weapon or FOB, whichever does more damage at the time.

lighten weapon>improved Lighten weapon also helps with your starknife. a Large starknife deals 1d6.


Alejandro Acosta wrote:

If you want a range weapon use martial weapon starknife (range 20 ft.). the damage is a little better then shuriken and you don't lose it if it hits. Generally you only need to throw 1 before you close in for melee.

If you want a reach weapon instead, try this:
Why don't you pick up martial weapon at 1st level and use a Guisarme?
Monk w/ reach weapon: You can fight armed or unarmed while wielding a reach weapon using elbows, knees, feet or head.
Guisarme: 9 gp, 2d4 x3 — 10 lbs. S reach, trip CRB
M1: stunning fist, flurry of blows, unarmed strike, Combat reflexes, martial weapon Guisarme, improved initiative. Use your reach and combat reflexes to trip opponents. you're armed (no attacks of opportunity) and you get +4 bonus for using 2 hand weapon. On the move, use bull rush to knock them prone (same pluses applies). then move in on your prone opponents and follow up with your weapon or FOB (whichever does more damage). If they move or try to get up you get free attacks. If you get grappled, use stunning fist for release and retain your weapon.
M2 dodge
M3 power attack, use on your prone opponents.
M5 lighten weapon (prerequisite. don't worry about this yet)
M6 improved bull rush (more pluses for bull rushing)
M7 improved trip (ditto)
M9 improved evasion, greater bull rush gives you a free hit on prone opponents, good time to power attack.
M10 improved critical, apply to your Guisarme.
M11 Improved lighten weapon (a large Guisarme does 2d6 (3d6 if you use oversize and take -2. cheaper then power attacking) damage and your reach is 15-20ft(25-30ft oversize). for people 10 ft. or closer 5 ft. step, then weapon or FOB, whichever does more damage at the time.

lighten weapon>improved Lighten weapon also helps with your starknife. a Large starknife deals 1d6.

Edit: forget the starknife. Use a Chakram (martial). You get 1d8 damage, Crit x2 and 30 ft. range. It's a martial weapon so you can use it at first level. Stat priority also changes. Go with ++WIS>+DEX>+STR>CON>-INT>-CHA. I put WIS 1st to boost monk abilities (SF, AC, Ki). going with Mantis style.

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