Capoeria Monk


Advice


So we're starting our campaign tomorrow night, and I'm writing up my character now. I'm going to make a Flowing Monk Archtype (perhaps Martial artist as well) and make a monk that dives into combat and dances about hitting everyone.

For those who don't know capoeria: http://www.youtube.com/watch?v=6H0D8VaIli0

I'll write him up later (in a few hours, going out now) and post what I got. Any suggestions would be appreciated though


Janni style requires perform (dance) which may fit.


Just don't make him like this guy.....

http://www.youtube.com/watch?v=7ZRyANvBNbc


Cool. Capo is very community-oriented, and was created by slaves, so that they could attack even while wearing chains. You might see if there are some complementary feats that would allow you to make use of that background.


Janni Style: This style, originating humbly from the folk traditions of disparate peoples, represents several similar unarmed fighting arts practiced around the world. Regardless of variations in technique, all practitioners have a fluid fighting stance that emphasizes rapid, powerful kicks. The style's constant motion and graceful footwork lead many to mistakenly view practitioners as highly skilled dancers, a misconception that has allowed the technique to be taught in secret, the hidden weapon of the downtrodden and the oppressed. Openly martial versions of this style lose some of the dancelike qualities but retain the style's extraordinary kicking techniques and agility.


Janni Style is excellent! I was hoping to possibly build into Whirlrwind attack, but it has a very feat heavy buildup....

Also I won't get my character stats up till tomorrow....

Im thinking for abilites

Dex 16
Wisdom 18
Strength 15 (get 16 at level 4)
Intelligence 8
Charisma 10
Con 10

I'm not the main fighter of the group, we have a paladin, I'm hoping to be able to dart in and out of combat tripping and repositioning people, setting them up for kills for others


Don't be a Monk.

Do a Synthesist Summoner and refluff the bejesus out of it. Natural attacks are kicks. Spells are malicia. The eidolon suit is a magical manifestation of axe. Etc... It's work, but you'll actually be decent in a fight, which is more than I can say for being a monk.

Or be a Dawnflower Dervish bard, and refluff your scimitar to be a machete and your battle dance is Maculele.

Spoiler:
In some capoeira schools, students perform maculelê using a pair of machetes (facão in Portuguese; plural: facões). These large knives are associated with the tools used by slaves in plantations. The knives spark as they strike in the air, and the sparks along with the sounds of the knives striking one another make this performance particularly impressive. Because a fast moving dance with large knives is dangerous, only very experienced dancers will use knives.

Of course, Dervish Dance feat requires keeping a hand free...easy enough to solve with a Synthesist or (Vivisectionist) Alchemist dip for an extra arm... Or just settle with only using one machete, despite the dance requiring 2.

Oh, also... I'll contribute a nice Capoeira video, too. Mestrando Jamaika (blue pants) is amazing.


personally, as a man currently playing a STR heavy, dragon style monk, I applaud your decision sir. Flowing monk and martial artist seem an interesting combination that makes the Monk much more adept at physical attacks and dodging, at the expense of many of the more 'mystical' abilities that 3rd edition/PF monks have.

Neither of those archtypes replace flurry of blows, correct? Because as a monk designed to plunge into the middle of everyone, you really, really DO NOT want to give up flurry.

If you invest some effort into making your trips work decently, look into the 'Vicious Stomp' feat to let you do AoO's against people that are knocked prone adjacent to you. Or just advise your party that spells and affects that knock people prone are a good idea.

Vicious stomp also pairs up well with Punishing kick, which lets you do an unarmed strike and still attempt to knock your opponent prone while doing so, limited times per day. Considering some of the kicks I've seen from capoeira fighters.... it'd be rather fitting.


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I love coming to this page and seeing what's going on. Especially when I see stuff like:

OP: I wanna play <pick any> class. I have an idea that the role play will be <fill in the blank!>

Next Poster: You should play <pick a diametrically opposite class> rewritten with a dip in <this random class> and one more in <that random class>

OP: Well, ok I guess...I was thinking of using <this weapon> (slashing) because it fits the roleplay!

Additional Poster: You should totally not use <this weapon> (1h/slashing) when <that weapon> (2h/bludgeoning) is far superior dude!

OP: ...

I half expect to pop in here once and see a guy talking about wanting to play a fighter and get advice that he should really be playing a Martial/Armored/Monk/Wizard with a dip in Bard because he needs the skill bonuses. LOL


I think that the OP has a solid grasp of what he wants. I think our support would be to help him in that and not what we want to do.


some additional comments, now that I looked at your stats and did some reading on your archtypes

You really need a better Con then 10. Even with all your defensive AC buffs, redirect, etc your stil going to get hit sometimes. With d8 HP's a level and no CON bonus, your health isn't going to go far when the attacks start piling on and eventually, hitting you through sheer luck if nothing else.

I'm not sure where I'd pull points from though, to make the change.


Shalafi2412 wrote:
I think that the OP has a solid grasp of what he wants. I think our support would be to help him in that and not what we want to do.

Absolutely Master#2412, but I like I said, I find it kinda humorous popping in here occasionally, if only to see how far afield some responders will go with the advice! (Also, I'm not trying to sound mean or anything, I just think it's kinda funny sometimes)

What I'd really like to see is someone who can take my example above and actually make it work. That would be awesome.


SO here he is!

Flowing Monk Archtype, Level 1

Strength: 15
Dex 14
Con 10
int 8
Wisdom 18
Charisma 10

Skills in acrobatics, perception, perform, and sleight of hand (got the trait)

Fights unarmed, carries 2 Kamas for slashing damage if he can't punch something

Feats are Combat reflexes, Improved trip, Dodge

Traits are Reactionary (+2 initiative) and Child of the Streets (sleight of hand)

My DM says that monks dont have to be monastaristic, he's just a martial artist. I'm thinking his diety will be Irori, but not sure what alignment. Something neutral, neither good nor evil. Something in the middle row.

Lantern Lodge

I think the Monkey Style will suit this as well since they can attack from a prone position without a penalty.


Well, so far he's worked out well. We're level 4 now, just had our level 3 adventure last night (we're leveling really fast, DM says we'll drop to normal speed at 5-6). He did pretty good. He dove into combat, kicked guys around, didn't get hurt too bad, and all went well.

We do have a huge party, if they all show up. Up to 7 people, and we usually get 6 of them. So I don't have to be an optimised character. Usually, I make a character and optimize them, but this guy is more for fun.

I found out I can't get both martial artist and Flowing monk, they replace some of the same abilities.

He's a giant black man with white dreadlocks, and piercing green eyes, whos jamaican (been practicing my accent!), always super chill (maybe stoned?), and scared of "da voodoos". He's good fun to play, I'm happy with what I got.

I made up feats for the next few levels, what do you think?

3- Janni style
5- Janni tempest
Bonus feat 6- sidestep?
7 - Mobility (maybe improved reposition, either replacing this or sidestep)
9 - janni rush.

I like the idea of being able to dance around combat, tripping enemies and moving allies away from harm

EDIT:: I dont have the stats for Punishing kick nor Viscious stomp... Int 13 and Con 13 required. It's really fun playing a stupid character (less then 10 intelligence) haha.


Punishing kick is Con 13 Wis 13, not Int. Don't know if that helps you, but my capoeira monk/rogue uses it do great effect.


Moglun wrote:
Punishing kick is Con 13 Wis 13, not Int. Don't know if that helps you, but my capoeira monk/rogue uses it do great effect.

I need 13 int for combat expertise, a pre req for vicious stomp, and 13 con for punishing kick

No go on either of those.... :(


Ask the DM to houserule away the pre reqs?


Xyver wrote:
Moglun wrote:
Punishing kick is Con 13 Wis 13, not Int. Don't know if that helps you, but my capoeira monk/rogue uses it do great effect.

I need 13 int for combat expertise, a pre req for vicious stomp, and 13 con for punishing kick

No go on either of those.... :(

Use your monk bonus feat to skip the prereq on combat expertise.


Get Ki Throw. Get it now, and never look back. For a trip monk with you concept, you will be astounded at the amount of options it opens up.


Brambleman wrote:
Xyver wrote:
Moglun wrote:
Punishing kick is Con 13 Wis 13, not Int. Don't know if that helps you, but my capoeira monk/rogue uses it do great effect.

I need 13 int for combat expertise, a pre req for vicious stomp, and 13 con for punishing kick

No go on either of those.... :(

Use your monk bonus feat to skip the prereq on combat expertise.

Hmmmmmm maybe.

Ki throw looks good, but it's a higher level feat, I'll decide on that later :P Good suggestion though

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