
Sgt.Sunshine |
So I'll be returning to my gaming group once more and they're all at level 8 currently. Potentially they might hit 9 before I return, but I've been told that's unlikely. The current party composition is a paladin that dipped ninja, a normal monk who's just picking up stuff that seems appealing, a bad touch cleric, an oracle with a barb follower, and a wizard.
Now last I've heard it's very likely the monk is going to die due to a set of circumstances that I won't bore you with. Just let it be known it was his fault. With that in mind I was thinking of just slipping in the group as a monk! Well to be specific a Qinggong flowing monk of the sacred mountain (what a mouthful). The contradictory nature of it interests me for some reason. That being said, if the current monk doesn't pick up something with a bow I kinda feel like I'm obligated too instead.
So anyways I was thinking of doing a dex focus for my monk. We have epic and a bit point buy so I could do MAD, but for some reason focusing on dex appeals to me. Mostly because I'm looking at picking up weapon finesse, viscous stomp, Crane Style, Crane wing, and maybe Fury's Fall? I'm also looking at the Ki Throw line as well. Just to be a bit stickier.
From what I can tell I can charge someone. Attempt a trip on the charge then end turn. Then if the opponent stands they provoke and I stay engaged, yay! Or they attempt to crawl away. In that case I attempt a throw to Ki Throw them to the other side of me. It doesn't really keep them close, as I guess they can move again, but it'd certainly give me more positioning power, right?
The only reason I'm following this line of thought is because I'd like to contribute to the group by being tanky and using the CM's that are being under utilized by the party as whole. I mean does this make sense? Eventually I'd be aiming to pick up the Medusa line of feats to round out the build with some damage.
Any advice or input would be appreciated as I try to create a character that's a general nuisance to enemies on the field and hardy enough to not be paste.
Edit: I suppose it'd be good to mention that this is mostly concept right now. I'd have around 28k to spend and playing an Oread seems neat. It'd make a nice base for the sacred mountain reasoning and the flowing can simply be the observation of a river's effect on a mountain influencing the decision. Erosion and what not.

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I usually don't see the point in Ki Throw other than a semi-convenient way of putting an opponent into flanking position or throwing him into something nasty(pit/fire/spikes w/e).
That's GREAT that you want to be the Controller of the field. It feels that's just what monks are meant to do. I think that's a great idea. I do the same thing with my lvl 4 Qinggong Monk now and I don't even have that other special stuff you mentioned.
Irritate the enemies, disable them, shut them down, flank with your allies, gloat in the faces of your opponent, sweep through like the rushing winds of a canyon and leave them in stunning confusion. I like your style sir!
Also: Punishing Kick, Stunning Fist, Touch of Serenity - 3 really great things that are easy to access as a monk whether through Feats or Class Abilities that can really disable and shut down opponents.
Not sure about the whole Sacred Mountain part, as that more often requires you to stay still. Maybe a different archetype? Or just Qinggong Flowing? If you're staying still, you aren't doing your job as a monk IMO. Monk's need to either be mobile and disable/distract/shutdown foes then switch to flurrying or seriously pissing off a tougher monster that needs to be kept away from the group, or stand still, flurry, and tank the nastiest foe on the field(although tanking is never a guarantee, your foes do as they please). Make sure to buy someone in your group a wand of mage armor so they can keep that on you. Pick up a ring of protection and bracers of armor at some point too. Monk's Robe as well. Your AC will be pretty outstanding. BarkSkin is great too if you can acquire it as a Qinggong at some point. My monk can bump his AC up to 39 at level 4 if need be. I "tanked" a nasty Barghast that had a +16 to hit and did absolutely horrifying and potentially one-shotting damage. I got hit once, survived, and went crazy with AC and because my AC was so high, it literally couldn't touch me without a Critical.

Finlanderboy |

Ki throw is awesome if you have trip builds with greater trip, vicous stomp and paired opportunist.
A group of monks has one tripper and then they all pound him twice for being tripped with +4s to hit, and then pound him again as he stands up.
Heck you could avoid the feat tax and have one paladin tactian to give pair opportunist to his allies for free.

Wally the Wizard |

So here's a build I've been thinking about:
Master of many styles/hungry ghost/monk of the sacred mountain 5-Weapon master fighter 3
The idea is to build a mobile fighter who can move all around the battlefield making AOOs and provoking enemies in to using theirs up
Human
Str 16 Dex 18 Con 12 Int 10 Wis 15 Cha 7
1-Monk 1- Combat reflexes, Panther Style (human bonus), Snake Style (monk bonus)
2-Fighter 1- Panther Claws (fighter bonus)
3-Monk 2- Panther Parry, Snake Fang (Monk bonus)
4- Fighter 2- Dodge (figher bonus)
5- Fighter 3- mobility
6- Monk 3-
7- Monk 4- Weapon focus (unarmed)
8- Monk 5 -
By mixing panther and snake you get a ton of AOOs a round. Move through a threatened square, enemy attacks you make a retaliatory strike before he hits, you hit he takes -2, since your AC is high he misses his attack which triggers snake style, you then can spend a swift action to get a third attack. With your high movement you can provoke attacks from multiple enemies. With dodge, mobility, ki points and a decent dex most miss. You can wear armor for a few levels then ditch it for bracers and your wisdom bonus. Weapon master + gloves of dueling help your to hit and damage. Monks robes keeps your unarmed damage high. Once you hit level 8 you can add crane style to the mix for extra defense and an extra AOO.
I was thinking this would be a great build to pair up with a blaster wizard/sorc and an archer. AOE blast to start the fight and weaken all the enemies. You wade in and make AOOs against everyone further weakening them and taking out multiple mooks. Finally the archer takes out whoever's left.

Sgt.Sunshine |
A very tempting idea. I guess giving up Flurry for other things simply makes more sense because you'll constantly be moving. Though I think I might have just gone Qing Gong Flowing monk instead, and just swap more things out. But alas I am a witch now, not that I'm really complaining.
The hexes are just way too appealing for me to ignore.