I hate my monk


Advice

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ngc7293 wrote:

I am in a campaign that goes to 20th level and we are roughly at 9th level now. I am tired of the Flurry of Misses. Out of combat the character is useful, but in combat, it is just a swing and a miss.

The monk can't hit the broad side of a barn.

What I am asking for is some suggestions for good characters.

My suggestion is to rebuild your Monk. If you post your build here, we can help you.

If you're missing all the time as a Monk then you're clearly building him incorrectly. I've played several incarnations of monk for direct combat, combat maneuvers, ranged attacks, etc. And all hit just fine during a flurry. And every one of them was fun and useful in combat.

Somewhere along the lines either your build is flawed or your dice hate you, or both.


Wasum wrote:

Myrmidarch cannot use spellstrike with a bow. Just saying:P

more Skillpoints as int-based character? Especially when playing elf you will probably go for weapon finesse/dervish dance (or agile weapon) and start with at least 18 in dex/int:P

Dont worry about skillpoints.

Elven curved blade is not a good idea as far as you still want to be able to cast spells and use spellstrike.

I read part of the thread about two handed weapons, letting go, casting and regripping. I thought that was settled. I thought that was a non issue by now. Or is there something else I am missing. Can the magus only use one handed swords?


Barry Armstrong wrote:
ngc7293 wrote:

I am in a campaign that goes to 20th level and we are roughly at 9th level now. I am tired of the Flurry of Misses. Out of combat the character is useful, but in combat, it is just a swing and a miss.

The monk can't hit the broad side of a barn.

What I am asking for is some suggestions for good characters.

My suggestion is to rebuild your Monk. If you post your build here, we can help you.

If you're missing all the time as a Monk then you're clearly building him incorrectly. I've played several incarnations of monk for direct combat, combat maneuvers, ranged attacks, etc. And all hit just fine during a flurry. And every one of them was fun and useful in combat.

Somewhere along the lines either your build is flawed or your dice hate you, or both.

Read further down the posts, I have posted the character. And I have been told how poorly I built the character. :)

----
It isn't for direct combat I put a lot of points toward skills that are used. If the game was all about combat, it is likely the character would have been built differently and I would not be typing this, but thanks


ngc7293 wrote:


I read part of the thread about two handed weapons, letting go, casting and regripping. I thought that was settled. I thought that was a non issue by now. Or is there something else I am missing. Can the magus only use one handed swords?

I didn't read much of that thread, but what I read, and logic, dictates you can't do that. Maybe you can do it if you only cast 1 spell and deliver it 2-handed, but if you are using spell combat, then your offhand is busy spellcasting for the round (you are dual wielding melee and magic) so you are going against RAI and possibly RAW.

That aside, a magus isn't as much a fighter that casts as it is a caster that uses melee to deliver spells.

I just built a hexcrafter myself, and found the hexcrafter guide very useful (though I tweaked mine a lot).
Hexcrafter Guide

note if you follow the Blaster build, that your sorceror splash draconic bloodline gives you perception as a class skill, orc gives survival as a class skill (you get both).


ngc7293 wrote:

First of all to everyone, thanks for your input.

One thing I should mention, the stats were rolled, 4d6 minus the lowest die. We have used this method since before 3rd ED.

Also, I don't mind the critique on my horrible creation of the monk. I created it BEFORE I came to these boards. Some people come here first and THEN create a character. Since I have been playing since the 80's, I thought I had thinks well in hand (being an old gamer doesn't mean I am a good gamer it seems)

There is a reason for the 16 in the INT. The more skill points, the better. I am also one of THOSE people that puts a 14 into CON not only for hitpoints, but for FORT saves.

I am not a Min/Max player or a Rules Lawyer. I have played games with both types. I create normal characters.

Now about suggestions, I wasn't really looking for a revamp of my current character. In a roleplaying sense for the character to suddenly to appear with new powers and skills just seems wrong, but I appreciate the suggestions.

I have seen a couple of non monk suggestions, I'd like to know if there are any others. Just a note, I have explored the idea of a Rogue with Sneak attack, but we rarely get into situations where sneak attack can be used, even the rogue trick, Unwilling Ally.

Thanks

Then monk is the wrong class imo. Monks have to min/max to be effective to a greater extent than many classes.


Big Lemon wrote:
Lobolusk wrote:

OPI know how you feel, I used to love the monk till i realized the unarmed fighter/brawler can do everything they can do better, except for stunning fist.

I woud honestly go a level of moms then full unarmed fighter or brawler. that way you will be able to hit, take hits and be the best monster puncher you can be.

Doesn't the unarmed fighter only deal 1d3 damage with his fists normally, if playing strictly by the book? Personally I (and the GMs I play with) houserule it so any character with improved unarmed strike deals 1d4/1d6 damage with his fists, unless it actually is in the rules somewhere and I just missed it.

Please tell me why the unarmed fighter is strictly better (I believe you, I just want to know how)

Because base damage is negligible, especially at higher levels. Strength, Weapon specialization and Weapon Training more than make up for the lower base damage.


Your character would make a great cleric (20 wisdom) and a great zen archer (wisdom to hit) and a great qiggon monk (wisdom based save for spell like abilities). So if your gm will let you rebuild I would go qiggon zen archer with your decent wisdom you should be hitting pretty well (especially with perfect strike)and having blasting abilities as a back up is pretty cool. If your stuck with your current build I would multi-class into either a cleric or hospital paladin get the channel smite (feat)and then guided hand (feat) which lets you use wisdom for your attack rolls with your deities favorite weapon.


ngc7293 wrote:

Read further down the posts, I have posted the character. And I have been told how poorly I built the character. :)

----
It isn't for direct combat I put a lot of points toward skills that are used. If the game was all about combat, it is likely the character would have been built differently and I would not be typing this, but thanks

Your original post had nothing but rants about how your monk cannot function in combat and you were losing fun because of it. So I posted about your incorrect build.

Then, you go on to say you're a player that harps on skill monkey abilities. Yet, having the CRB at your disposal, you still chose Monk over Rogue or Bard, the clear skill monkey classes with utility.

I looked at your Monk, and saw both the input that people gave and the responses you gave to their input.

If you're going to ask for help, we need to know what the problem is. If you post that your Monk is bad in combat, and post your build, we are going to help your monk be better at combat.

Here's the bottom line: You're clearly set on being a skill monkey, as said by your own words. "I'm one of those people". Don't try to "fix" Fighters and Monks to become a skill monkey class, because fixing one thing will trade abilities in another (as you saw by the lack of combat prowess in your monk build). Play a race/class suited to your play style, now that you've recognized it. Otherwise, as you've already experienced, you're impacting your own fun level.

Magus is a very nice class, but the people in the "can I drop my grip on a 2-Handed Sword to cast a spell" thread are clearly trying to overcome a built-in class limitation just to do more damage... It's all up to the DM if they let you do that, but I'd restrict it to 1-handed weapons as intended.

The only reason they want a 2-Hander is so they can min/max the damage-per-round output. You've stated you're not a munchkin or min-maxxer. So, build your character around your play style and your story.

My recommendation to you is to build a Bard, and take an Archetype that you enjoy. If you want a bit more combat, some good toys against spellcasters, and still retain most of the Bard flavor, look into the Sandman Archetype. He becomes the sneaky, rogue-like bard that can still cast spells and perform.

Very utility, very fun, still a skill monkey, able to contribute in every situation even with a sub-optimal build, etc...sounds right up your alley.


Not sure why you'd want 2H damage as a magus, feat wise you generally don't have room for power attack and similar, AB wise as well, and at level 9 with a shocking grasp (1st level spell) it's quite feasible to have 1d10+8 (using a +2 bastard sword and +2str item, average 13.5 physical damage,) +1d6 fire +1d6 electric (if you want, or just +2 hit/dam) from your spellpool, and 10D6+20 (so average 55) damage from shocking grasp (with a +3 to hit if enemy is wearing or wielding metal, which is many).


Unfortunately to be truly effective, IMO, the monk has to be min/maxed. It's been expensive, but with the help of our party crafter and several magic items, my monk has high STR, DEX, and WIS. Dump stats are INT and CHA. Because of that high STR and and an intelligent magic item with multiple enhancements, my Flurry is very effective.

I agree, your build isn't so hot. Beg your GM to rebuild some by trading up feats that don't get used. If built correctly, the monk can be a force to be reckoned with.


ngc7293 wrote:
Now about suggestions, I wasn't really looking for a revamp of my current character. In a roleplaying sense for the character to suddenly to appear with new powers and skills just seems wrong, but I appreciate the suggestions.

Just of note, if you do want to stick with the monk but don't want to completely revamp all at once, ask your GM if you can make some changes at your next level up. At that point, enough stuff changes that it wouldn't really look too out of place anyway.

Otherwise, I think a lot of what's been said is already pretty good, so I won't get into that. Just thought I'd make note, level-up can be a nice time to revamp your character if you want to do so without breaking immersion.


Wind Chime wrote:
Your character would make a great cleric (20 wisdom) and a great zen archer (wisdom to hit) and a great qiggon monk (wisdom based save for spell like abilities). So if your gm will let you rebuild I would go qiggon zen archer with your decent wisdom you should be hitting pretty well (especially with perfect strike)and having blasting abilities as a back up is pretty cool. If your stuck with your current build I would multi-class into either a cleric or hospital paladin get the channel smite (feat)and then guided hand (feat) which lets you use wisdom for your attack rolls with your deities favorite weapon.

What book is Hospital Paladin in? As I have said above, I have the Core book, APG, UM, and UC. I also have Gods and Magic, but that doesn't have any thing related to Classes in it that I know of.

Also, the character's Diety is Irori and the favored weapon is Unarmed Strike

----
edit

I misunderstood, I have to take the feats.


I only have the core book I just use online mostly for the other books, but I thought the Hospitaler Paladin was part of APG.


ngc7293 wrote:
Wind Chime wrote:
Your character would make a great cleric (20 wisdom) and a great zen archer (wisdom to hit) and a great qiggon monk (wisdom based save for spell like abilities). So if your gm will let you rebuild I would go qiggon zen archer with your decent wisdom you should be hitting pretty well (especially with perfect strike)and having blasting abilities as a back up is pretty cool. If your stuck with your current build I would multi-class into either a cleric or hospital paladin get the channel smite (feat)and then guided hand (feat) which lets you use wisdom for your attack rolls with your deities favorite weapon.

What book is Hospital Paladin in? As I have said above, I have the Core book, APG, UM, and UC. I also have Gods and Magic, but that doesn't have any thing related to Classes in it that I know of.

Also, the character's Diety is Irori and the favored weapon is Unarmed Strike

----
edit

I misunderstood, I have to take the feats.

SRD says it's from the APG.


Sangalor wrote:
ngc7293 wrote:
Lobolusk wrote:

OPI know how you feel, I used to love the monk till i realized the unarmed fighter/brawler can do everything they can do better, except for stunning fist.

I woud honestly go a level of moms then full unarmed fighter or brawler. that way you will be able to hit, take hits and be the best monster puncher you can be.

I have looked at my character and I would have to somehow have to NOT take my two archetypes. That would be a total rebuild. I do like the idea of taking levels of something else to make the character better, but this doesn't seem to do that. Even if I took the Unarmed Fighter and wore armor (thus negating the monk abilities) would I have the unarmed strike of the monk or the unarmed strike of the fighter?

A lot of good suggestions have already been made as to what you could replace this character with or how to rebuild it. So I will try to give you some ideas what you could do to grow it into something better.

Your problem is that you spread your stats out too wide and that your primary stats can't really pull their weight. Suggestion here: one level of fighter after you get one level of oracle of life (alternatively cleric) with the lame curse. Judging from your stats you should be level 9, so fighter would be your 10th level, oracle your 11th level where you get the next regular feat. Pick a deity with unarmed strike as favored weapon. Then get channel smite as your combat feat and guided hand as your regular feat. You get wisdom for attacks now, your speed is never reduced due to encumberance, so even as a monk you can start to carry lots of stuff. You get some channeling ability (boostable with items) and some limited spells. You do not even need to argue or explain where your sudden powers due to oracle came from, and each level you get an increase in power and weapon choices - even when you take a small hit to your bab with the oracle level. Levels in holy vindicator or other classes also become available to you......

If you want to salvage the character with minimal rebuilding do the guided hand thing, but do a cleric. You'd get absolutely nothing from oracle. Your wisdom far outstrips your charisma, curses suck, and you're only getting one revelation which has to go into channel energy.

You also want Crusader's Flurry because you *don't* want unarmed strike. With the new single weapon flurry ruling you want a one or two handed weapon that you can power attack with at a 3:1 ratio, and since there aren't any gods with monk favored weapons other than unarmed strike you'll need Crusader's Flurry to flurry with the weapon you can use guided hand with. I'd go Shelyn (glaive) if you can tolerate her roleplay, otherwise Iomedae (longsword) or Sarenrae (scimitar). You'll need to rebuild so that level 9 is a cleric level because this involves two general feats with channel energy as a prerequisite and you don't want to wait for level 13. Level 10 is then the fighter dip (may as well do Lore Warden for the skill points) and level 11 can be back to monk or further into fighter.

You could go for Nethys and quarterstaff, but as a double weapon it costs double to enchant, wasting one of the single weapon flurry advantages, though you'd still get 3:1 power attack and it'd still be cheaper than an amulet of mighty fists and leave your neck free for an amulet of natural armor.

Two Empyreal Lords lack entries on the Golarion wiki and the minor Vurdan goddess Chamidu's is incomplete, lacking a favored weapon and alignment. If you have better info or your GM is willing to make stuff up they might be options. Temple Sword is ideal, but any non-double one or two handed monk weapon will let you get a guided hand weapon build in two levels with no rebuilding at all.

Your stats are actually pretty good for a guided hand build. You've got the next even strength after qualifying for power attack, not bad dexterity, and excellent wisdom.

Scarab Sages

Rynjin wrote:
And Flurry of Misses is a good way to put it. I have had two Monks now and the one that gives up the Flurry of Blows is the most consistently useful.

Why would giving up FoB give a better chance to hit? Beyond level 4 it gives at least the same attack bonus (but more of them), and beyond level 8 it is higher.


Horselord wrote:
Rynjin wrote:
And Flurry of Misses is a good way to put it. I have had two Monks now and the one that gives up the Flurry of Blows is the most consistently useful.
Why would giving up FoB give a better chance to hit? Beyond level 4 it gives at least the same attack bonus (but more of them), and beyond level 8 it is higher.

"Most consistently useful" not "better chance to hit".

He's a Qinggong Drunken Master of Many Styles. Styles are Snake/Dragon/Tiger. He's the hardest to hit of the party, and yet still does roughly on par damage to the Barbarian (when the f&%~er doesn't crit which is admittedly rare) and apparently Serpent's Skull requires lods of Sense Motive out of combat so I'm covered on that front as well.

I wouldn't be able to Fuse those Styles in combat with a standard Monk so I'd be restricted to either "hard to hit" or "hits kinda hard" with a still-pretty-bad to-hit.

Couple that with the fact that I was never in a situation where I COULD use FoB because nothing ever stood still long enough for me to whack 'em and all around I came to the conclusion that the Monk class as a whole is better off without it.


Hospitaler Paladin Archetype is Advanced Player's Guide.

The way I see it, you have a few options here:

Next time you level up, ask your DM if you can restructure your character. There's plenty of precedents for swapping out feats, powers, spells, etc...at levelling time.

Ask before the next session if you can work one-on-one with the DM. Tell them how you want to play your character, and if they're experienced, they'll help you with the class, mechanics, feats, skills, and gear builds you can pick from to take back your gaming fun.

Just remember that Pathfinder is NOT the D&D that you are used to playing.


Atarlost wrote:
Sangalor wrote:
ngc7293 wrote:
Lobolusk wrote:

OPI know how you feel, I used to love the monk till i realized the unarmed fighter/brawler can do everything they can do better, except for stunning fist.

I woud honestly go a level of moms then full unarmed fighter or brawler. that way you will be able to hit, take hits and be the best monster puncher you can be.

I have looked at my character and I would have to somehow have to NOT take my two archetypes. That would be a total rebuild. I do like the idea of taking levels of something else to make the character better, but this doesn't seem to do that. Even if I took the Unarmed Fighter and wore armor (thus negating the monk abilities) would I have the unarmed strike of the monk or the unarmed strike of the fighter?

A lot of good suggestions have already been made as to what you could replace this character with or how to rebuild it. So I will try to give you some ideas what you could do to grow it into something better.

Your problem is that you spread your stats out too wide and that your primary stats can't really pull their weight. Suggestion here: one level of fighter after you get one level of oracle of life (alternatively cleric) with the lame curse. Judging from your stats you should be level 9, so fighter would be your 10th level, oracle your 11th level where you get the next regular feat. Pick a deity with unarmed strike as favored weapon. Then get channel smite as your combat feat and guided hand as your regular feat. You get wisdom for attacks now, your speed is never reduced due to encumberance, so even as a monk you can start to carry lots of stuff. You get some channeling ability (boostable with items) and some limited spells. You do not even need to argue or explain where your sudden powers due to oracle came from, and each level you get an increase in power and weapon choices - even when you take a small hit to your bab with the oracle level. Levels in holy vindicator or other classes also

...

Well, I suggested ckeric as well, but he does not want to be a caster, so for 1 level cha 13 is enough :-)

It depends on what he wants in the end...


I built my friend's monk he is using right now and he is the wrecking ball of the group, his stats are not as good as yours either.

1. Strength is not as needed as they say. Just get a high dex and get an Mighty Fists Amulet: Agile.

2. Monks save the use of a LOT of feats thanks to Flurry and they get bonus feats anyway.

I will post more later, work calls.


Dex/Agile weapon based monk is worse than a Str-based one - especially with stats like those availible here.


Other than it costs you a feat to get Weapon Finesse, and a few K gold for the amulet, it is pretty crazy effective.

You can essentially dump strength, saves you a lot of effort and gear later, and cuts down on MAD.

With weapon finesse, you already use dex for combat maneuvers.

With boosted Dex it also helps if you plan to throw things.

Helps your hit, damage, ac, reflex saves, and many good skills to boost dex over strength.


Helps your to-hit and AC a bit.

Drops your damage to...what was the term?

Ah, "dnothing+f~$#all damage".

Silver Crusade

The fact that so many state that monks have to dump INT and CHA and that they have to push STR over DEX is a big part of why I'm thankful the monk is getting a rework now.

Monks shouldn't be forced into that narrow range in order to be effective.

Shadow Lodge

Mikaze wrote:

The fact that so many state that monks have to dump INT and CHA and that they have to push STR over DEX is a big part of why I'm thankful the monk is getting a rework now.

Monks shouldn't be forced into that narrow range in order to be effective.

There's a monk rework in play? Where can I learn more?


You don't have to dump Int and Cha, but they shouldn't be your focus.

If Int and Cha are what you want your foci to be, there are plenty of classes that are built entirely around one or both of those stats, such as the Bard, Wizard/Alchemist/Magus, and Sorcerer. Any of which would fit his skill monkey/utility guy idea better than Monk, who is somewhere between "that guy who saves EVERYTHING" and "that guy who can hit pretty darn good if he spends his resources properly".

Str over Dex may be a matter of preference, but in my humble opinion, for a Monk Wis almost completely obsoletes Dex.

Silver Crusade

InVinoVeritas wrote:
Mikaze wrote:

The fact that so many state that monks have to dump INT and CHA and that they have to push STR over DEX is a big part of why I'm thankful the monk is getting a rework now.

Monks shouldn't be forced into that narrow range in order to be effective.

There's a monk rework in play? Where can I learn more?

This is where it starts! :D


if you want to keep your character I would go URban Barbarian 1 and then the rest Unarmed fighter or brawler. that will bump up your to hit and damage nicely


I WAS hoping for a list of suggestions as I tried going through the books trying to come up with a character replacement myself. But I guess that is not the way it works.

As you have noticed by now I am never going to be a Combat monster. I like the skills. In 3.5 I had a Fighter Thief(rogue...whatever), mostly Thief and I had him TWF with two short swords. The DM played a crafting character and made the swords +2 with Holy, Undeath. It was an interesting character until we started Pathfinder.

As I have shown above, the majority of the group is not melee. I didn't want to play the Thief character again and wanted to try the Monk (har, har)

As far as other Classes that I like, Fighter, Ranger, Paladin, (I was creating a divine hunter for another game). I even considered the Dervish Bard for a while, but I forgot why I gave up on it.

I have considered the Ninja, but I always thought it to be a combo between the Rogue and Monk. Also, I wondered how easy it would be to find magic versions of the Ninja's exotic weapons.

The Samurai and the Cavalier are about the same both big on mounted combat and intimidate, but we have run 9 levels and the only time we have been on horse back has been to get from point a to point b. So those two classes did not interest me.

I know the Barbarian is known for lots of damage, but it is built around rages right? You get that so many times per day and though you get more each few levels it didn't seem like a great class to me. I have read about people using it as a dip class, but it did not interest me.

Gunslinger doesn't make sense for a Melee character so I didn't consider it.

Any class that doesn't have a huge number of spells would be on the list, so the Magus would be on the list, especially if it was the standard one (and it doesn't have to use a special sword. I can live without TWF, although there is that Archetype Spell blade.


Lobolusk wrote:
if you want to keep your character I would go URban Barbarian 1 and then the rest Unarmed fighter or brawler. that will bump up your to hit and damage nicely

If I take unarmed fighter and don't use armor, does my damage go to the fighter's 1d3?


The Barbarian IS built around Rages, but he gets plenty of 'em if you set your stats right. You get 4 rounds + Your Con mod and then get 2 more at every level. At first level even with a 0 Con mod you can Rage for an entire fight, and at higher levels you should be able to be in Rage in combat 100% of the time if you want.

But you wanted a skill monkey who's not a Rogue.

So I will again suggest Bard. They get 2 less Skill Points per level than Rogue, but get a huge boost to Knowledge skills (all of them) so you have to invest a lot less there. And they have limited magic (mostly buff, debuffs, and skill check boosters). As well as the ever-useful Bardic Performance.

And again, if you want to be a skill monkey Monk, the Sensei is a good archetype to take. You get Bardic Perfomance, Wisdom to-hit instead of Strength, all Knowledge skills + Linguistics and Diplomacy as class skills, and the useful ability to spend Ki (which he'll have coming out of his EARS with his Wisdom focus) to grant Monk abilities like High Jump and Slow Fall to nearby allies (or even things like Diamond Body). He loses out on the Bonus Feats, Flurry of Blows, Fast Movement, and Evasion. Combine it with Monk of the Healing Hand or Monk of the Lotus and you can have a great skill monkey + Support character.

With that, pumping Wis and Int becomes a viable option for Monk as well, so you don't even really have to change your stat array.


Rynjin wrote:

You don't have to dump Int and Cha, but they shouldn't be your focus.

If Int and Cha are what you want your foci to be, there are plenty of classes that are built entirely around one or both of those stats, such as the Bard, Wizard/Alchemist/Magus, and Sorcerer. Any of which would fit his skill monkey/utility guy idea better than Monk, who is somewhere between "that guy who saves EVERYTHING" and "that guy who can hit pretty darn good if he spends his resources properly".

Str over Dex may be a matter of preference, but in my humble opinion, for a Monk Wis almost completely obsoletes Dex.

If you look at the group again and remember that we started out with just the Core book and APG, we didn't need a Bard, Alchemist or Scorcerer and Magus (for us) wasn't out yet. Otherwise, I would gladly have played it. I fully admit I should have played a better melee character, but there was nothing saying that the Monk was a difficult character to build/play.


ngc7293 wrote:
Lobolusk wrote:
if you want to keep your character I would go URban Barbarian 1 and then the rest Unarmed fighter or brawler. that will bump up your to hit and damage nicely
If I take unarmed fighter and don't use armor, does my damage go to the fighter's 1d3?

no you would get your monks unarmed damage, basicly you would be a monk/fighter I can totally relate, I have been struggling to come up with the perfect unarmed fighter. I usually don't play the tank but do play the monk. At thi spoint you will not be the punching king of the universe but with the Str bump and no negative to armor class the urban barbarian grants, and the full baB of the fighter you could really make a good fun character, think of it like you are done with the mystic side of the marital arts now you are bumping up your purely physical side of the art of pugilism. think that movie where the main character has a good kung fu background but the giant monster man comes to town kills his brother trashes his fighting style. so he has to train for real no holds bar combat.....

EDIT: Imagine if you could combine Vandamme and the drunk trucker from blood sport. you would be unstoppable KUMITAI!


Rynjin wrote:

The Barbarian IS built around Rages, but he gets plenty of 'em if you set your stats right. You get 4 rounds + Your Con mod and then get 2 more at every level. At first level even with a 0 Con mod you can Rage for an entire fight, and at higher levels you should be able to be in Rage in combat 100% of the time if you want.

But you wanted a skill monkey who's not a Rogue.

So I will again suggest Bard. They get 2 less Skill Points per level than Rogue, but get a huge boost to Knowledge skills (all of them) so you have to invest a lot less there. And they have limited magic (mostly buff, debuffs, and skill check boosters). As well as the ever-useful Bardic Performance.

And again, if you want to be a skill monkey Monk, the Sensei is a good archetype to take. You get Bardic Perfomance, Wisdom to-hit instead of Strength, all Knowledge skills + Linguistics and Diplomacy as class skills, and the useful ability to spend Ki (which he'll have coming out of his EARS with his Wisdom focus) to grant Monk abilities like High Jump and Slow Fall to nearby allies (or even things like Diamond Body). He loses out on the Bonus Feats, Flurry of Blows, Fast Movement, and Evasion. Combine it with Monk of the Healing Hand or Monk of the Lotus and you can have a great skill monkey + Support character.

With that, pumping Wis and Int becomes a viable option for Monk as well, so you don't even really have to change your stat array.

I don't want to put words in your mouth, but I am in a game where I am the lead Melee character. Several of the characters have high skills but they are also high in combat. It seems that they are able to do both where I am not. The Inquisitor has high skills. He is a Dwarf and has the Breadth of Knowledge Feat. He doesn't rely on that feat and has jacked up certain knowledges, as well as his perception and other skills. The Myrmidarch has a high perception perception and and other scouting skills. Her low rolls I think are in the 20s :) She has had bad days, but not the kind of bad days the rest of the group has.

Skill monkey is hard to pin down in our group.

As I have said before, consistantly rolling low damage or not hitting at all (with 4-5 possible dice hits) is getting annoying and as it has been pointed out I have put this character all wrong.

The hope was to get suggestions for a character design and then I would go from there and put that to the GM and see what he says.


Rynjin wrote:

Helps your to-hit and AC a bit.

Drops your damage to...what was the term?

Ah, "dnothing+f*@!all damage".

Not if you get the Agile property on your weapon. THen you will do just as much damage as a strenght build with a lot more AC.


ngc7293 wrote:


I don't want to put words in your mouth, but I am in a game where I am the lead Melee character. Several of the characters have high skills but they are also high in combat. It seems that they are able to do both where I am not. The Inquisitor has high skills. He is a Dwarf and has the Breadth of Knowledge Feat. He doesn't rely on that feat and has jacked up certain knowledges, as well as his perception and other skills. The Myrmidarch has a high perception perception and and other scouting skills. Her low rolls I think are in the 20s :) She has had bad days, but not the kind of bad days the rest of the group has.

Skill monkey is hard to pin down in our group.

As I have said before, consistantly rolling low damage or not hitting at all (with 4-5 possible dice hits) is getting annoying and as it has been pointed out I have put this character all wrong.

The hope was to get suggestions for a character design and then I would go from there and put that to the GM and see what he says.

Hrm.

Well for one thing I can tell you in a party with an Inquisitor and Myrmidarch, the Monk should NOT be the principal melee character. Actually, as much as I love playing a Monk, and they CAN be good in combat and extremely versatile, you should never be the main melee guy.

So. You want skills AND the capability to be the main damage dealer. That's a tall order.

Now, I know you said you didn't like Summoners, but hear me out here.

It may seem kinda dirty, but what you can do is play a Synthesist.

It allows you to pretty much completely dump physical stats and focus solely on mental stats, since when you fuse with your Eidolon, his physical stats replace yours. You become Ironman, and get ALL the natural attacks (and breath weapons, and fun stuff like that if you so desire).


Rynjin wrote:

Hrm.

Well for one thing I can tell you in a party with an Inquisitor and Myrmidarch, the Monk should NOT be the principal melee character. Actually, as much as I love playing a Monk, and they CAN be good in combat and extremely versatile, you should never be the main melee guy.

So. You want skills AND the capability to be the main damage dealer. That's a tall order.

Now, I know you said you didn't like Summoners, but hear me out here.

It may seem kinda dirty, but what you can do is play a Synthesist.

It allows you to pretty much completely dump physical stats and focus solely on mental stats, since when you fuse with your Eidolon, his physical stats replace yours. You become Ironman, and get ALL the natural attacks (and breath weapons, and fun stuff like that if you so desire).

The Myrmidarch has used a bow all game. She played a similar character in 3.5 and wanted to play the same thing in Pathfinder and her boyfriend/GM helped her create it via the Myrmidarch. She is the group's best Artillery.

The Inquisitor started out with crossbow and was working on gun feats. His backup weapon is a returning throwing hammer. Although he can get in close because he is a dwarf in full plate, he tends to stay in back.

I have heard about the Synthesist (once here and other places on the board. I think one of this groups players wants to play one in the next game.

I know I should keep an open mind about these things, but keeping track of spells is one of the reasons I said no to casters. Yes the Eidolon sounds like a neat idea for a character. But if there is another idea, I would like to hear it before I chose a caster.


Well you don't have to really keep track of spells very much, considering Summoner gets a max of 30-ish spells known at level 20. No more than 6 of any one level.

It seems like you're being extremely picky though. Spells are the least of anything you have to keep track of in this game.


If your DM’s allows a minor overhaul swap your intelligence and strength and then apply reduce your wisdom by two (I’m guessing you have 2 points their from leveling but maybe not) and increase your strength to an 18. This will help your attack rolls considerably.

Next I’d look into attribute-enhancing items. Monks can benefit significantly through them and the more you enhance your attributes the stronger you’ll be. Again, make sure strength is boosted if you can but don’t neglect the others. If possible boost all your physical stats and your wisdom.

I would also suggest retraining Djinni style and taking Marid spirit instead and continuing with Marid coldsnap later down the line. Potentially entangling your target is nice and increases the chance that the following attacks will then hit, you can always be using marid style gaining the benefits such as cold resistance and reach. Later when you get whirlwind attack you’ll be able to make a single attack against every opponent within reach (10 feet when using Marid style) which could be fun if you still want to go that route.

Finally, if are allowed to do a little rebuilding and you get your strength up ditch weapon finesse since it’ll be useless. Instead I’d suggest either deep drinker for the extra ki during combat or spring attack to get closer to your goal of getting whirlwind attack.

*****

If you can’t fix your monk or would rather not I’d suggest a ranger. It can be good in melee, has decent saves, plenty of skill points to play with, and I just think they are a fun class to play, of course they can all be fun but we each have our favorites :)


Get Guided Brass Knuckles or Cestus as John Locke suggested - fixes your attack mod problem. You can keep the rest of your build, skills and all. Yes, the damage dice are lower than your unarmed strike, but that damage roll is burst-y anyway (as you mentioned when rolling 3 points of random damage.).

You'd get to add wis mod to attack AND damage mods, meaning you hit more consistently hard.

Or, if your DM allows, apply the Guided property to a set of hand wraps/gloves and allow you to do Monk unarmed strike damage dice with the Guided property benefit.

If you're set on making a new PC, I'd suggest Alchemist - quite an interesting class with a fair bit of versatility.


if your int is relatively high and your bluff/diplomacy (for antaonize) is high go duliest get amulet of natural armor and bracers of armor then tank, nothing will hit you. Get crane style to increase ac.


lifeisaparody wrote:

Get Guided Brass Knuckles or Cestus as John Locke suggested - fixes your attack mod problem. You can keep the rest of your build, skills and all. Yes, the damage dice are lower than your unarmed strike, but that damage roll is burst-y anyway (as you mentioned when rolling 3 points of random damage.).

You'd get to add wis mod to attack AND damage mods, meaning you hit more consistently hard.

Or, if your DM allows, apply the Guided property to a set of hand wraps/gloves and allow you to do Monk unarmed strike damage dice with the Guided property benefit.

If you're set on making a new PC, I'd suggest Alchemist - quite an interesting class with a fair bit of versatility.

If you want raw get brass knuckles you can flurry with them (I belive) and deal unarmed damage for sure, you could make them out of a special material for added goodness.


Boar style and tiger style make a nice combo you can move up to half your speed and full attack so you deal 2d6 bleed damage (happens every round) add snake style then go duelist so later on you'll be doing 4d6 points of bleed damage every round. If you later got bleeding critical you would deal 6d6 points of bleed per round on a round. If you get it I sugest the speed enchantment for 5 attacks, the duelist has high BaB and increases ac by int modifier. Also get improved critical. To counteract some loss of monk levels get monk robes. This may take a while to get good, just a warning.


Instead of individual posts, I am going to try to post all at once (but I type slow, so sorry)

@Revel, I don't think I could get my GM to let me swap things around, but even if I did, there would be a lot to do (Marid spirit requires a Con of 15 When I started out, I had a Dex of 15 and WIS of 17. +2 to WIS, Level 3 went to WIS and Level 8 went to DEX)
I do like the Ranger. The game I am in deals with Drow and demons and we don't get to go into cities so getting your average magic items is rare. I suspect in the next module we will be going into the UnderDark.

@lifeisaparady Going along with the idea that I built my character WRONG, I decided that I wanted my character styled after Kung-Fu movies. So after I stopped doing d6 damage, I stopped using weapons. I had to remind one of my GMs every time he tried to force weapons on me that that was not how I wanted to play my character. I suppose Gauntlets or Gloves that gave the To Hit bonus would be great and we have even discussed it. But no Brass Knuckles.

@Run, Just Run I looked at the Duelist, and isn't that just a defensive prestige class? My character has an AC of 25 at 9th level I am sure things won't bet much better if I don't bet better magic. That seems the only reason to take it. I was more looking for something to HIT, not to defend.

About Boar Style and Tiger Style, I thought you could only combine styles with Many Styles Archetype?


Ask you DM if you can use this ability for your next Monk Training:

Monk's Wisdom
The monk uses Wisdom instead of Strength to add to his melee attack and damage rolls.

Monks are very MAD, and that hurts them, this one ability can alleviate that, it's not in any material, it's what I use in my games.


Swap your wisdom and strength scores, drop charisma by 2 and put it in wisdom. Swap out Mobility,Dijinni Style and deflect arrows. Replace it with fiery fists, fists of iron and vexing flanker. Flank whenever possible, even if it means not attacking at all in the first round.

Not flurrying: +16/+11, 2d6+5

When flurrying: +17/+17/+12/+12, 4d6+5

At level 12, take water splitting stone. Increases your unarmed damage by 4 whenever DR would apply.


@ngc7293 Regarding Brass Knuckles, I looked at APG after Run, Just Run mentioned that you do unarmed strike damage with them (not just 1d3), and he is correct that it is described as such in the book.

They would kinda be considered 'wraps' in that case, and I think it would be believable fluff-wise to consider them as such while mechanically allowing you to use wis mod instead of str.

tbh, i don't even consider them a 'real' weapon since you can have them on and still hold a weapon or object in the same hand.

but it is your PC and its up to you how you want to navigate the issue.


actually, question: why are you calling it flurry of misses? it's literally TWF as a full BAB class (provided you aren't the hated enemy of paizo and *gasp* dipping)


ngc7293 wrote:

Instead of individual posts, I am going to try to post all at once (but I type slow, so sorry)

@Revel, I don't think I could get my GM to let me swap things around, but even if I did, there would be a lot to do (Marid spirit requires a Con of 15 When I started out, I had a Dex of 15 and WIS of 17. +2 to WIS, Level 3 went to WIS and Level 8 went to DEX)
I do like the Ranger. The game I am in deals with Drow and demons and we don't get to go into cities so getting your average magic items is rare. I suspect in the next module we will be going into the UnderDark.

@lifeisaparady Going along with the idea that I built my character WRONG, I decided that I wanted my character styled after Kung-Fu movies. So after I stopped doing d6 damage, I stopped using weapons. I had to remind one of my GMs every time he tried to force weapons on me that that was not how I wanted to play my character. I suppose Gauntlets or Gloves that gave the To Hit bonus would be great and we have even discussed it. But no Brass Knuckles.

@Run, Just Run I looked at the Duelist, and isn't that just a defensive prestige class? My character has an AC of 25 at 9th level I am sure things won't bet much better if I don't bet better magic. That seems the only reason to take it. I was more looking for something to HIT, not to defend.

About Boar Style and Tiger Style, I thought you could only combine styles with Many Styles Archetype?

Well the problem is that the bare fist monk doesn't work very well. You have to min/max pretty hard to keep up. Weapons are simply better.


johnlocke90 wrote:


Well the problem is that the bare fist monk doesn't work very well. You have to min/max pretty hard to keep up. Weapons are simply better.

So basically things like the Monks Robe are useless and the player is better off with the 1d6 weapons listed in the book?

Once I saw that all the monk unarmed damage kept going up I decided that was the way I wanted to go with the character.

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