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Am I building my monk wrong?


Advice

51 to 61 of 61 << first < prev | 1 | 2 | next > last >>

Plus I have a D3 to roll so I am golden


let me be clear I would dip for the stunning fist, and the high AC, and the bonus feat to grapple.

Cheliax

I thought I'd post this build, since it looks like it would meet most of your needs. It is based off of a high-damage unarmed fighter/monk build that I came up with awhile back, with a few feats switched out for grappling feats, since you want to be strong in that roll. It gives up a couple of your advanced grappling feats to add 1.5 x STR for all of your unarmed strikes (Dragon) and good defense and counter-striking (Crane), but you can continue to add the grappling feats at levels 11 and 12 to round out those skills pretty quickly.

UF = Unarmed Fighter; MoMS = Master of Many Styles

1) UF1 - Improved Unarmed Strike (UF); Crane Style (UF); Dodge (Human); TWF (1st);
2) MoMS1 Crane Wing; Stunning Fist
3) MoMS2 Crane Riposte; Weapon Focus
4) UF2; Dragon Style
5) UF3 - Improved Grapple
6)) UF4 - Weapon Specialization;WT: +1/+1
7) UF5 - Improved TWF
8) UF6 - Dragon Ferocity
9) UF7 - Greater Grapple
10) UF8 - Rapid Grappler


try this.

El Lobo Magnifico
Versatile Human (Azlanti) Fighter (Brawler) 8 Monk (Monk of the Sacred Mountain) 2
CG Medium Humanoid (human)
Init +4; Senses Perception +22
--------------------
Defense
--------------------
AC 28, touch 23, flat-footed 23 (+4 armor, +4 Dex, +1 natural, +1 dodge)
hp 80 (8d10+2d8+20)
Fort +10, Ref +9, Will +13 (+2 vs. fear, +2 vs. fear)
Defensive Abilities Bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Cestus +17/+12 (1d4+17/17-20/x2) and
+1 Cestus +13/+8 (1d4+17/17-20/x2) and
Unarmed strike +12/+7 (1d6+14/x2)
Special Attacks Close Combatant +2/+4, Flurry of Blows +0/+0
--------------------
Statistics
--------------------
Str 19, Dex 16/18, Con 12, Int 11, Wis 20/26, Cha 9
Base Atk +9; CMB +13 (+15 Bull Rushing, +15 Dragging, +17 Grappling, +15 Repositioning); CMD 36 (46 vs. Bull Rush, 38 vs. Drag, 46 vs. Grapple, 38 vs. Reposition)
Feats Dodge, Greater Grapple, Greater Weapon Focus (Cestus), Improved Critical (Cestus), Improved Grapple, Improved Unarmed Strike, Mantis Style, Monk Weapon Proficiencies, Pinning Knockout, Pinning Rend, Power Attack -3/+6, Rapid Grappler, Stunning Fist (5/day) (DC 25), Toughness +10, Weapon Focus (Cestus), Weapon Specialization (Cestus)
Traits Anatomist, Eyes and Ears of the City
Skills Acrobatics +17, Heal +11, Perception +22, Survival +12
Languages Azlanti, Common
SQ AC Bonus +8, Menacing Stance -1/-4, Stunning Fist (Stun), Unarmed Strike (1d6), Versatile Human
Combat Gear +1 Cestus, +1 Cestus; Other Gear Belt of incredible dexterity +2, Bracers of armor +4, Headband of inspired wisdom +6
--------------------
Special Abilities
--------------------
AC Bonus +8 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Anatomist +1 to confirm critical hits.
Bravery +2 (Ex) +2 Will save vs. Fear
Close Combatant +2/+4 (Ex) +2 to hit and +4 damage with close weapons.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full action.
Greater Grapple +2 to grapple, maintaining a grapple is a move action.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mantis Style Gain +1 use of Stunning Fist per day, and increase stunning fist DC by +2
Menacing Stance -1/-4 (Ex) Adjacent foes take a -1 penalty to attack rolls and a -4 penalty to concentration checks.
Pinning Knockout Against a pinned opponent, you may double nonlethal damage with grapple check
Pinning Rend Against pinned opponent, you may deal bleed damage with Grapple check
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rapid Grappler Spend a swift action to make a combat maneuver check to grapple while using Greater Grapple
Stunning Fist (5/day) (DC 25) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Atarlost wrote:
If you're not dipping monk you're stuck with d3s anyways though and might as well do the cestus, except that it's a hand slot item that isn't gloves of dueling, which kind of makes it not so great.

Cestus is a weapon, not a hand slot item. Granted, it's a weapon that goes over the hands, but there's nothing in the RAW that says a Cestus takes up your hand slot.


Gloves of dueling are mega expensive


amulet of mighty fists with bane (monster type you are running into)

I just finished a campaign with my monk/ranger build.

qingong monk of the sacred mountain/spirit totem ranger.

ability to heal for ki was switched out for barkskin

favored enemy giants, big game hunter and giantbane AoMF got me +5 to hit +6+2d6 damage vs the most prevalent enemy we had.

since i was a spellcasting ranger type, i could use a wand of lead blades in prep/surprise rounds, just keeping it in my hand through the fight. 10 rounds gets a good boost.

monk's robe boosts damage too, and I went the full dragon style tree, picking up elemental fist as well for those times when what i wanted to stun was only failing on 1's

Cheliax

Lobolusk wrote:
Gloves of dueling are mega expensive

Gloves of Dueling are very cheap - for a +2 to attack and damage.

For reference, upgrading a +3 weapon to +4 costs 14,000 GP.


Tormad wrote:

The only way i've been able to make a monk do decent damage is to go monk(master of many styles) 2 (or 3 if you want monastic legacy), and the rest fighter(brawler) using either unarmed, brass knuckles, or cestus (if monk 2).

You abandon using stunning fist all together, but keep it so you can pick up the second dragon style making your unarmed attacks get str 1.5 on every hit, and str x2 on the first. Now you have better bab, better hp, more feats, better damage and +hit, you can wear armor (Look for mithril Breastplate), have decent saves from you levels in monk. The styles you will want will be dragon style and probably crane style. You will have 2 less skills a level, but you'll want your favored class to be fighter so you can make up 1 of them there. Take two weapon fighting chain since you gave up flurry(for a much better using 2 styles at once)

If you want the full build just let me know and i'll post it for you. It's not finished but it can pump out some decent damage and still be a decent maneuver user. Again though your stunning fists will be there just for show.

I would be very interested in this build if you care to post it, It has been something I have been beating my head against.


Lobo another build you can try for the fighter/monk build is to do both MoMS and Monk of the Sacred Mountain archetypes at the same time.

Those two archetypes are compatible.


Gignere wrote:

Lobo another build you can try for the fighter/monk build is to do both MoMS and Monk of the Sacred Mountain archetypes at the same time.

Those two archetypes are compatible.

I will thanks!


SO finally done

I went MOMS 2/Sacred mountian 2 and brawler.

went with efretti style and Mantis style my AC is 29

my to hit is 14/9
and damage is 1d6+16+1d6 fire+8 fire.
my stunning fist dc is 27

I am pretty happy:

El Lobo Magnifico
Male Versatile Human (Azlanti) Fighter (Brawler) 8 Monk (Master of Many Styles, Monk of the Sacred Mountain) 2
CG Medium Humanoid (human)
Init +6; Senses Perception +22
--------------------
Defense
--------------------
AC 29, touch 23, flat-footed 25 (+4 armor, +4 Dex, +2 natural, +1 deflection)
hp 85 (8d10+2d8+20)
Fort +10, Ref +9, Will +13 (+2 vs. fear)
Defensive Abilities Bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +14/+9 (1d6+16/x2)
Special Attacks Close Combatant +2/+4
--------------------
Statistics
--------------------
Str 19, Dex 16/18, Con 12, Int 11, Wis 20/26, Cha 9
Base Atk +9; CMB +13 (+15 Bull Rushing, +15 Dragging, +17 Grappling, +15 Repositioning); CMD 36 (38 vs. Bull Rush, 38 vs. Drag, 46 vs. Grapple, 38 vs. Reposition, 44 vs. Trip)
Feats Ability Focus +2 DC stunning fist, Efreeti Style, Elemental Fist (1d6) (5/day), Greater Grapple, Greater Weapon Focus (Unarmed strike), Improved Grapple, Improved Unarmed Strike, Mantis Style, Monk Weapon Proficiencies, Pinning Rend, Power Attack -3/+6, Rapid Grappler, Stunning Fist (5/day) (DC 25), Toughness +10, Weapon Focus (Unarmed strike), Weapon Specialization (Unarmed strike)
Traits Eyes and Ears of the City, Reactionary
Skills Acrobatics +17 (+19 to jump), Heal +11, Perception +22, Swim +8
Languages Azlanti, Common
SQ AC Bonus +8, Fuse Style (2 styles), Menacing Stance -1/-4, Stunning Fist (Stun), Unarmed Strike (1d6), Versatile Human
Other Gear Amulet of natural armor +1, Belt of incredible dexterity +2, Bracers of armor +4, Handy haversack (empty), Headband of inspired wisdom +6, Ring of protection +1
--------------------
Special Abilities
--------------------
AC Bonus +8 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Bravery +2 (Ex) +2 Will save vs. Fear
Close Combatant +2/+4 (Ex) +2 to hit and +4 damage with close weapons.
Efreeti Style Gain +1 use of Elemental Fist per day and a bonus on fire damage
Elemental Fist (1d6) (5/day) You can add 1d6 energy damage to an attack.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Greater Grapple +2 to grapple, maintaining a grapple is a move action.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mantis Style Gain +1 use of Stunning Fist per day, and increase stunning fist DC by +2
Menacing Stance -1/-4 (Ex) Adjacent foes take a -1 penalty to attack rolls and a -4 penalty to concentration checks.
Pinning Rend Against pinned opponent, you may deal bleed damage with Grapple check
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rapid Grappler Spend a swift action to make a combat maneuver check to grapple while using Greater Grapple
Stunning Fist (5/day) (DC 25) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

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