Halfling monks, is possible for them to be effective?


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The Exchange

Seems to me that the halfling monk is likely to be the one in the party with the highest touch AC, Fortitude, Reflex and Will saves, and probably near the top in CMD in spite of that tiny size penalty. Slower movement and lower damage than a human monk are the trade-offs, but such problems aren't much of a penalty if you think of your character as a defender first. Couple it with the right feats - Improved Disarm and Stand Still spring to mind - and your halfling monk can be highly effective at locking down enemies.

Dark Archive

An agile amulet is one way to go, but monks I create typically use a temple sword. Holding it in both hands means -1/+3 power attack, which is something piranha strike can't give.

Scarab Sages

I play a monk that isnt the strongest at all. Its not that I DONT do damage, as much as the damage that I do is small amounts dealt in many small doses.

Instead, I typically do what others here have suggested.

With a higher movement speed (the extra 10' you lose can quickly be countered with boots of springing and striding for example, I jump around and acrobatics through tough opponents, setting up flanking and in general being a pest. With Panther Style feats, you can purposely cause AoO and then riposte, then flurry on your turn. d4-1, but hit 5 times and its suddenly more than you realize. In the meantime, trip, or grapple. Stop the enemy casters, or tie up the mooks so your party can hit the BBEG, or tie up the BBEG while your party dispatches the mooks with fancy movement, combat maneuvers and special abilities like elemental fist or stunning. Heck, you can even stand back and protect the squishy casters if you need to.

With a high acrobatics, its easy to leap 20+ feat (ring of jumping, lesser and boots combined, holy crap its just downright silly sometimes how far you can leap) and suddenly your opponent who set the ambush now has to deal with someone in his face.

Obscure tactics and thinking critically about what you are going to do, but you dont have to do the same thing EVERY combat, and you can be very entertaining to play...

even with the suboptimal race choice.

Naysayers on these boards will laugh and tell you how crappy a Halfling is for a monk. Screw em.

Be awesome!


Just reflavor the synthesist summoner. Think of how easy it would be to justify the eidolon as the monk's spirit, divine power, etc.


Pathfinder Adventure Path Subscriber
Robespierre wrote:
Just reflavor the synthesist summoner. Think of how easy it would be to justify the eidolon as the monk's spirit, divine power, etc.

Ah come on, why does always someone have to show up and bring either alchemists or synthesist summoners and also rogue flaming for bards in?

Halfling monks do enough damage and offer real great playing oportunities.

By now i think being able to deal too much damage on one hit or in one round effectively destroys the game and makes it boring!!!!!!!!!!

I´m way more for cool moves and maneuvers, daring deeds and unexpected turns. Its way better.

RPG Superstar Season 9 Top 16

Dric "The Quarter Orc" Ghawn wrote:

"Bring it one you Medium-Sized Monks! I'll punch your kneecaps out and then use then to beat your head in!"

Raised by half-orcs, I'm stronger than most halflings you normally see. I'm better at keeping people in holds too, because I took the favored class option for Halfling Monks in the APG.

If I get a hold of you, your chances of getting away are low. Still wanna wrestle?

"Add +1 to the monk’s CMD when resisting a grapple"

Better at staying out of grapples, not keepin' people in 'em.


Hayato Ken wrote:
Robespierre wrote:
Just reflavor the synthesist summoner. Think of how easy it would be to justify the eidolon as the monk's spirit, divine power, etc.

Ah come on, why does always someone have to show up and bring either alchemists or synthesist summoners and also rogue flaming for bards in?

Halfling monks do enough damage and offer real great playing oportunities.

By now i think being able to deal too much damage on one hit or in one round effectively destroys the game and makes it boring!!!!!!!!!!

I´m way more for cool moves and maneuvers, daring deeds and unexpected turns. Its way better.

Do you know why people suggest those classes? Because they are better at their job. Who bloody cares what the name of the class is on the character sheet? Are you that shallow to think I was just suggesting the summoner because it's mechanically better? I was suggesting it because of its versatility and its ability to be flavored just like a monk. The summoner can be attuned to mystical power more so then the monk at any point. Why would you play a mechanically weaker character when you could play a character that's more competent. You know that it's also not fun to die just because your character started out bad right of the gate correct? Then you should also understand why a 20ft movement, -2 to strength, and a race named halfling wouldn't be a good idea for a monk character. Why are you playing a chaotic race that could be called a quarterling when you could be playing a summoner with much more flavor and capability? The summoner has more customization, better abilities, and melee power it wouldn't be sensible to play a monk. The game isn't ruined just because the summoner can deal more damage then the monk. The game is ruined when you start to tunnel vision yourself by classes. As for you last statement it doesn't seem relevant to anything and has nothing backing it. Good luck with your rogues and melee monks.


Petty Alchemy wrote:
Dric "The Quarter Orc" Ghawn wrote:

"Bring it one you Medium-Sized Monks! I'll punch your kneecaps out and then use then to beat your head in!"

Raised by half-orcs, I'm stronger than most halflings you normally see. I'm better at keeping people in holds too, because I took the favored class option for Halfling Monks in the APG.

If I get a hold of you, your chances of getting away are low. Still wanna wrestle?

"Add +1 to the monk’s CMD when resisting a grapple"

Better at staying out of grapples, not keepin' people in 'em.

Seems a reasonable interpretation RAW-wise that it works for when an opponent tries to escape your grapple by making a combat maneuver grapple check against your CMD. After your initial check, your checks are at +5 and your CMD is super high, so 1v1 the halfling grappler is pretty nasty.

Dark Archive

Robespierre wrote:
Hayato Ken wrote:
Robespierre wrote:
Just reflavor the synthesist summoner. Think of how easy it would be to justify the eidolon as the monk's spirit, divine power, etc.

Ah come on, why does always someone have to show up and bring either alchemists or synthesist summoners and also rogue flaming for bards in?

Halfling monks do enough damage and offer real great playing oportunities.

By now i think being able to deal too much damage on one hit or in one round effectively destroys the game and makes it boring!!!!!!!!!!

I´m way more for cool moves and maneuvers, daring deeds and unexpected turns. Its way better.

Do you know why people suggest those classes? Because they are better at their job. Who bloody cares what the name of the class is on the character sheet? Are you that shallow to think I was just suggesting the summoner because it's mechanically better? I was suggesting it because of its versatility and its ability to be flavored just like a monk. The summoner can be attuned to mystical power more so then the monk at any point. Why would you play a mechanically weaker character when you could play a character that's more competent. You know that it's also not fun to die just because your character started out bad right of the gate correct? Then you should also understand why a 20ft movement, -2 to strength, and a race named halfling wouldn't be a good idea for a monk character. Why are you playing a chaotic race that could be called a quarterling when you could be playing a summoner with much more flavor and capability? The summoner has more customization, better abilities, and melee power it wouldn't be sensible to play a monk. The game isn't ruined just because the summoner can deal more damage then the monk. The game is ruined when you start to tunnel vision yourself by classes. As for you last statement it doesn't seem relevant to anything and has nothing backing it. Good luck with your rogues and melee monks.

+1

Liberty's Edge

Lincoln Hills wrote:
Seems to me that the halfling monk is likely to be the one in the party with the highest touch AC, Fortitude, Reflex and Will saves, and probably near the top in CMD in spite of that tiny size penalty. Slower movement and lower damage than a human monk are the trade-offs, but such problems aren't much of a penalty if you think of your character as a defender first. Couple it with the right feats - Improved Disarm and Stand Still spring to mind - and your halfling monk can be highly effective at locking down enemies.

Add 2 levels of Paladin (of Irori, for example) and you will be nigh invulnerable. In fact you will be the ideal mage-hunter.

If you want to keep on improving your saves, the Halfling Opportunist prestige class (from Halflings of Golarion) can be a great boon, especially seeing how its cap ability works so well with Greater Trip (for example).


Petty Alchemy wrote:
Better at staying out of grapples, not keepin' people in 'em.

People need to make checks to get out of a grapple you know, and Grapple checks are one of the ways.


Robespierre wrote:
Why would you play a mechanically weaker character when you could play a character that's more competent. You know that it's also not fun to die just because your character started out bad right of the gate correct?

Because people have different play styles, like certain races and classes, and the name of the game isn't optimization?

Robespierre wrote:
Why are you playing a chaotic race that could be called a quarterling when you could be playing a summoner with much more flavor and capability?

First, what makes halflings a "chaotic" race?

Second, what does a Quarterling have to do with this?


Austin Morgan wrote:

...And their speed is reduced, something a Monk relies on.

You can get 30ft speed with them with the alternate racial trait Fleet of Foot (gives up Sure-Footed, +2 Acrobatics and Climb)


This thread was from 2012. 2012.


Mergy wrote:
Robespierre wrote:
Hayato Ken wrote:
Robespierre wrote:
Just reflavor the synthesist summoner. Think of how easy it would be to justify the eidolon as the monk's spirit, divine power, etc.

Ah come on, why does always someone have to show up and bring either alchemists or synthesist summoners and also rogue flaming for bards in?

Halfling monks do enough damage and offer real great playing oportunities.

By now i think being able to deal too much damage on one hit or in one round effectively destroys the game and makes it boring!!!!!!!!!!

I´m way more for cool moves and maneuvers, daring deeds and unexpected turns. Its way better.

Do you know why people suggest those classes? Because they are better at their job. Who bloody cares what the name of the class is on the character sheet? Are you that shallow to think I was just suggesting the summoner because it's mechanically better? I was suggesting it because of its versatility and its ability to be flavored just like a monk. The summoner can be attuned to mystical power more so then the monk at any point. Why would you play a mechanically weaker character when you could play a character that's more competent. You know that it's also not fun to die just because your character started out bad right of the gate correct? Then you should also understand why a 20ft movement, -2 to strength, and a race named halfling wouldn't be a good idea for a monk character. Why are you playing a chaotic race that could be called a quarterling when you could be playing a summoner with much more flavor and capability? The summoner has more customization, better abilities, and melee power it wouldn't be sensible to play a monk. The game isn't ruined just because the summoner can deal more damage then the monk. The game is ruined when you start to tunnel vision yourself by classes. As for you last statement it doesn't seem relevant to anything and has nothing backing it. Good luck with your rogues and melee monks.
+1

-1

Hayato has a right to an opinion too. Just because Synth Summoner is better at almost everything doesn't mean you shouldn't play a class you want to. Besides, I have yet to find an actual game where Synth was even aloud. I like the idea of re-skinning classes if it fits better, but no need to throw so much flame at being called out for changing the topic.


[This thread now radiates a strong aura of necromancy.]


Seven years dead is the worst necro I've seen. Five is up there but not the limit.

I've asked before but not heard an answer; how do people stumble on threads like this to reanimate them?


I think they search a term as to not make a new thread and in doing so find an older thread than they were anticipating


Five years, not seven.

A store game had a Halfling monk/Rogue. As the Heavy Armor Dwarf Fighting Machine, I loved her. She gave me a +2 almost every swing through an evening heavy on melee. Being Small, she easily slipped into flanking positions by darting under tables, tumbling and wriggling in ways I never thought of. Stealth and hiding were her bailiwick and she totally owned both. With an AC of 24 to 27, I took almost 120 points of damage that game, she took 5, spending almost every round adjacent to one or more foes. Monks are how you play them, not the numbers.


I've always wanted to create a party known as the "Mystic Circle of Beatdown".

Halfling underfoot adept
Brawler
Other monk/warpriest with unarmed strike focus

All of whom share the feats
Improved trip
Greater Trip
Combat Reflexes
Vicious stomp
Tandem Trip
Paired opportunists

Halfling does the trip with a reroll from tandem trip and then there's a flurry of kicking whatever hits the ground to death.

Halfling trip
Everyone AOO from greater trip
Brawler and other AOO from paired opportunists
Everyone AOO from vicious stomp
Everyone AOO from paired opportunists.

So one trip leads to like 9 attacks at +8

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