Monk Optimization Challenge


Advice

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Alright so with my Monk thread people are commenting on how powerful they are if worked right.

Alright so two challenges
First Challenge
25 Point Buy
Any Race from Pathfinder Books
Two Traits
Optional Drawbacks (Max of 2)
Any Workable Archetypes

Second Challenge
PFS Legal Build
20 Point Buy
PFS Legal Races only
2 Traits
(Any other PFS rules for making a PFS Legal Monk.)


Is there a specific level you want for this or...?

Dark Archive

I have One I play in PFS. Don't know about optimized, but he's fun.

Spoiler:

Grim #2
Male dwarf monk 11
LN Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +23
--------------------
Defense
--------------------
AC 22, touch 22, flat-footed 20 (+2 Dex, +2 deflection, +8 untyped)
hp 91 (11d8+33)
Fort +12, Ref +11, Will +13; +2 bonus vs. sleep, paralysis, and stunning, +2 bonus vs. enchantment spells and effects, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion, improved evasion; Immune disease, poison
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +11/+6 (2d8+15 plus 2d6 vs. evil)
Ranged shuriken +10/+5 (1d2+6)
Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, ki flurry, ki speed, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic, stunning fist (12/day, DC 19)
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 17, Int 8, Wis 18, Cha 5
Base Atk +8; CMB +14; CMD 36 (40 vs. bull rush, 40 vs. trip)
Feats - Custom Feat -, Blind-fight, Combat Reflexes, Deflect Arrows, Dragon Ferocity[UC], Dragon Style[UC], Elemental Fist[APG], Improved Unarmed Strike, Medusa's Wrath, Mobility, Power Attack, Stunning Fist
Traits meridian strike, reactionary
Skills Acrobatics +16 (+27 to jump), Appraise -1 (+1 to determine the price of nonmagic items with precious metals or gemstones), Climb +10, Escape Artist +6, Perception +23, Sense Motive +14, Stealth +6, Swim +10
Languages Common, Dwarven
SQ dwarf monk, fast movement, high jump, ki defense, ki pool, maneuver training, rock stepper, slow fall, stunning fist (stun), unarmed strike, wholeness of body
Combat Gear extend metamagic rod (lesser), pearl of power (1st level), pearl of power (1st level), wand of mage armor (41 charges), antitoxin (2), heatstone, smelling salts; Other Gear shuriken (50), belt of giant strength +4, cloak of resistance +2, eyes of the eagle, headband of inspired wisdom +2, holy furyborn amulet of mighty fists, vibrant purple prism ioun stone, monk's robe, ring of protection +2, belt pouch, belt pouch, swarmsuit, tindertwig (10), 16,498 gp
--------------------
Special Abilities
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-11 hardness vs. clay, metal, or stone objects. Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dragon Ferocity +3, 1d4+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elemental Fist (3d6, 11/day) You can add 1d6 energy damage to an attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +9/+9/+4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
High Jump (+11/+31 with Ki point) (Ex) +11 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Meridian Strike (1/day) Reroll any 1s on the damage roll of a successful critical hit.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Slow Fall 50 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stunning Fist (12/day, DC 19) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) Can apply different conditions when using stunning fist feat.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.
Unarmed Strike (2d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Wholeness of Body (11 Hp/use) (Su) Use 2 ki as a standard action to heal own wounds.

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Dotting. Though I think the Monk is weak myself, this sounds fun.


Viviana Masters wrote:
Is there a specific level you want for this or...?

Thanks for asking, I totally forgot that in my first post.

Builds can be level 8 or level 10, either or both depending on what you want to show.

Level 8 is likely the harder of the two but since most games get to between lvl 9 and level 12 I figured this might show better optimization with fewer options.

Shadow Lodge

Optimized to do what?


To be the most powerful Monk you can make it within guidelines. You can choose if that means Damage Output, Abilities, Skills, etc.

Scarab Sages

1 person marked this as a favorite.

Play a Sacred Fist?

Shadow Lodge

I'm at work so can't post full builds right now, but:

Zen Archer (ranged damage, option: dip Inquisitor for WIS-SAD synergy)

STR-based Tetori/Qiggong (control/damage)

DEX-based Tetori/Qiggong (AC tank/control)

Sensei/Ki Mystic/Lotus/Qiggong (buff/knowledge/control)

Silver Crusade

1 person marked this as a favorite.

Would any PFS table turn away this monk?
Half Elf, Ancestral Arms (pick a monk weapon), Arcane Training (as a wizard)
Ki Mystic, Sensei, Qinggong

Bardic Inspire Courage the party , able to buff the party with Barkskin and True Strike, able to reroll missed attack rolls or saving throws, able to heal (a little), able to roll any knowledge check. And the ability to use wizard wands.

Scarab Sages

Brad McDowell wrote:

Would any PFS table turn away this monk?

Half Elf, Ancestral Arms (pick a monk weapon), Arcane Training (as a wizard)
Ki Mystic, Sensei, Qinggong

Bardic Inspire Courage the party , able to buff the party with Barkskin and True Strike, able to reroll missed attack rolls or saving throws, able to heal (a little), able to roll any knowledge check. And the ability to use wizard wands.

It's all legal. Should work fine.

Silver Crusade

Imb, we've talked about this before. I hate not having a spell list in PFS (because of wand use). I JUST found Half Elf's Arcane Training last week. Oh the possibilities now!!


1 person marked this as a favorite.

Master of Many Styles 3 / Paladin 2 / Lore Oracle 1 / Champion of Irori 6

Str > Cha > Con > Dex > Wis > Int

Dragon Style feats
Pummelling Style feats
Elemental Fist
Power Attack

Dragonslayer Shield
Brawling Mithril Breastplate
Ghost Touch/Limning AoMF
Deliquescent Gloves
Belt of Physical Might
Headband of Alluring Charisma
Cloak of Resistance

Greatest character I have ever played.

Grand Lodge

GM Bold Strider wrote:

Master of Many Styles 3 / Paladin 2 / Lore Oracle 1 / Champion of Irori 6

Str > Cha > Con > Dex > Wis > Int

Dragon Style feats
Pummelling Style feats
Elemental Fist
Power Attack

Dragonslayer Shield
Brawling Mithril Breastplate
Ghost Touch/Limning AoMF
Deliquescent Gloves
Belt of Physical Might
Headband of Alluring Charisma
Cloak of Resistance

Greatest character I have ever played.

Wow, this concept sounds like something I've been struggling for weeks to build: a well-rounded hand-to-hand guy with some magical abilities and skills. I've looked at Sacred Fist, Brawler and Master of Many Styles but can't seem to come up with a concept as interesting as yours.

Would you mind providing a level breakdown of your build and what he was like to play? Did you use a specific Paladin archtype? I heard that Iroran Palidan doesn't work for Champion of Irori as it gives up Smite Evil.

Thanks!


Very cool ideas, I understand the work issue.

I am looking for more straight up builds. GM Bold Strider that is a great build and can do quite a bit. Champion of Irori I am not familiar with, I am assuming on the SRD its Champion of the Enlightened?

Scarab Sages

The Genie wrote:

Very cool ideas, I understand the work issue.

I am looking for more straight up builds. GM Bold Strider that is a great build and can do quite a bit. Champion of Irori I am not familiar with, I am assuming on the SRD its Champion of the Enlightened?

Yes d20pfsrd.com removes all paizo copyrighted material from the site, and renames classes that contain deity names.

There is also the Irorian (Enlightened) Paladin which is the Champion of Irori as a single class instead of a PrC. It lacks the PrCs infinite smites, but it's a cool class.


I figured, I wanted to be sure I was not looking at the wrong PRC.

How feesable is a build using these feats Weapon Finesse, Weapon Focus (Temple Sword), Slashing Grace, Martial Versatility (Human Only)
Tagged onto a build with a Agile Amulet of Mighty Fist would add Dex and Wis to damage as well as make Dex your to hit bonus.

Scarab Sages

The Genie wrote:

I figured, I wanted to be sure I was not looking at the wrong PRC.

How feesable is a build using these feats Weapon Finesse, Weapon Focus (Temple Sword), Slashing Grace, Martial Versatility (Human Only)
Tagged onto a build with a Agile Amulet of Mighty Fist would add Dex and Wis to damage as well as make Dex your to hit bonus.

The Temple sword can't be used with Weapon Finesse unless you dip a level of Swashbuckler. You also don't want to go with both the feat investment for a temple sword and the gold investment in the agile AMOF. There is little benefit for the lack of focus.

However, I could see the value of a monk/swashbuckler multiclass build using precise strike with flurry of blows.

Sovereign Court

1 person marked this as a favorite.

For challenge #2 :

The Drunk Monk of Drinking... and Monking... and pass another one!

Level 8 Dwarf Monk (Quinggong/drunken master)

Str:12
Dex:17(19)
Con:18
Int:10
Wis:16(18)
Cha:5

AC: 30ish (flatfooted 26ish / touch of 23ish)

HP:75

Will:+12 (+14vs spells)
Fort:+12 (+14vs spells/poison)
Reflex:+12 (+14vs spells)

To hit: +11/+11/+6/+6 for 2d6+2 damage (unarmed) Stunning fist DC of 18

or for 2 ki can cast scorching ray for a +10 ranged touch for a total of 8d6 damage (with drinking for extra ki - can cast 3 rounds without even touching his actual ki pool - can cast it for 11 rounds straight if you want - but he'd be totally out of ki)

I could go into more detail and build it out properly (I may have given him a bit too much gear) - but that's a good ballpark.


Imbicatus wrote:
The Genie wrote:

I figured, I wanted to be sure I was not looking at the wrong PRC.

How feesable is a build using these feats Weapon Finesse, Weapon Focus (Temple Sword), Slashing Grace, Martial Versatility (Human Only)
Tagged onto a build with a Agile Amulet of Mighty Fist would add Dex and Wis to damage as well as make Dex your to hit bonus.

The Temple sword can't be used with Weapon Finesse unless you dip a level of Swashbuckler. You also don't want to go with both the feat investment for a temple sword and the gold investment in the agile AMOF. There is little benefit for the lack of focus.

However, I could see the value of a monk/swashbuckler multiclass build using precise strike with flurry of blows.

This is someone elses, but this is why I think it works.

Weapon Finesse is not weapon specific
Weapon Focus (Temple Sword) + Slashing Grace (Just says you need Weapon Finesse not that you need it to work with the weapon focus weapon.)
Martial Versatility to transfer Slashing Grace's effects to Unarmed Strike (Which is Weapon Finesseable)

So with the amulet which most people suggest you get anyway this allows you to have Dex to hit and Dex/Wis to damage of your unarmed strikes.

Shadow Lodge

1 person marked this as a favorite.

Zen Archer 8/Inquisitor 2

Buffs on: Mage Armor (wand), Barkskin (Qiggong)
Feats/Abilities on: Flurry, Deadly Aim, Point Blank

AC 31
+16/+16/+16/+11/+11 1d8+10 (+2d6 vs evil)

I haven't played this guy in a while, so if something's slightly off, I just haven't got around to adjusting it.

Spoiler:
Cyrus Sevenfingers
Male dwarf inquisitor (infiltrator) of Irori 2/monk (zen archer, qinggong monk) 8
LN Medium humanoid (dwarf)
Init +17; Senses darkvision 60 ft.; Perception +21

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Defense
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AC 31, touch 23, flat-footed 29 (+4 armor, +2 Dex, +4 natural, +1 deflection, +10 untyped)
hp 83 (10d8+30)
Fort +13, Ref +10, Will +19; +4 vs. spells and spell-like abilities, +2 vs. abilities that detect lies or force the truth, +4 and one size larger to resist effects of wind, +2 vs. poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

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Offense
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Speed 40 ft.
Melee unarmed strike +10/+5 (1d10+2)
Ranged +1 adaptive holy composite longbow +17/+12 (1d8+10/×3 plus 2d6 vs. evil+2 flurry)
Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, judgment 1/day, ki flurry, ki speed, ki strike, cold iron/silver, ki strike, magic, zen archery
Spell-Like Abilities (CL 10th; concentration +7)
. . At will—detect alignment
. . —barkskin (self only, 1 ki)
. . —restoration (self only, 2 ki)
. . —true strike (self only, 1 ki)
Inquisitor (Infiltrator) Spells Known (CL 2nd; concentration +10):
. . 1st (4/day)—divine favor, litany of sloth, protection from evil
. . 0 (at will)—brand (DC 18), detect magic, guidance, resistance, sift
. . Domain Conversion Inquisition

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Statistics
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Str 14, Dex 14, Con 14, Int 10, Wis 26, Cha 5
Base Atk +7; CMB +10; CMD 32 (36 vs. bull rush, 36 vs. trip)
Feats Clustered Shots[UC], Deadly Aim, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-blank Shot, Precise Shot, Steel Soul[APG], Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits reactionary, wisdom in the flesh
Skills Acrobatics +10, Bluff +24, Climb +6, Diplomacy +25, Disable Device +23, Heal +12, Intimidate +12, Perception +21 (+23 to notice unusual stonework), Sense Motive +17, Survival +17
Languages Common, Dwarven
SQ fast movement, forbidden lore, ki archery, ki arrows, ki defense, ki pool, misdirection, necessary lies, unarmed strike
Combat Gear +1 dwarf-bane arrows (50), +1 elf-bane arrows (50), +1 human-bane arrows (50), cold iron arrows (50), oil of bless weapon, potion of air bubble, potion of cure serious wounds, potion of daylight, potion of fly, potion of remove blindness/deafness, potion of remove curse, potion of restoration, lesser (2), scroll of invisibility, greater, silver arrows (50), wand of cure light wounds, wand of inflict light wounds (50 charges), wand of mage armor (50 charges), alchemist's fire, antiplague, antitoxin, holy water, liquid ice (2); Other Gear +1 adaptive holy composite longbow, blunt arrows (40), cloak of resistance +1, goz mask, handy haversack, headband of inspired wisdom +4, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), lenses of situational sight, ring of protection +1, sleeves of many garments, backpack, bedroll, belt pouch, canteen, dwarven trail rations, elixir of spirit sight (worth 1,000 gp), grappling arrow, grappling hook, ioun stone (pale green prism, cracked), silk rope (100 ft.), smoked goggles, spell component pouch, thieves' tools, masterwork, 23,620 gp, 5 sp

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Special Abilities
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Antitoxin
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +7/+7/+7/+2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Infiltrator) Domain (Conversion Inquisition): You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Misdirection (True Neutral) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +2 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Perfect Strike (2d20, 8/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of air bubble Add this item to create a potion of a chosen spell.
Potion of daylight Add this item to create a potion of a chosen spell.
Potion of fly Add this item to create a potion of a chosen spell.
Potion of remove blindness/deafness Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Scroll of invisibility, greater Add this item to create a scroll with spells on it.
Sleeves of many garments Transform current clothes into any non-magical new form.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
Unarmed Strike (1d10) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Wand of inflict light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wisdom in the Flesh (Disable Device) Disable Device becomes a Wisdom-based, class skill.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.


Charon's Little Helper wrote:

For challenge #2 :

The Drunk Monk of Drinking... and Monking... and pass another one!

Level 8 Dwarf Monk (Quinggong/drunken master)

Str:12
Dex:17(19)
Con:18
Int:10
Wis:16(18)
Cha:5

AC: 30ish (flatfooted 26ish / touch of 23ish)

HP:75

Will:+12 (+14vs spells)
Fort:+12 (+14vs spells/poison)
Reflex:+12 (+14vs spells)

To hit: +11/+11/+6/+6 for 2d6+2 damage (unarmed) Stunning fist DC of 18

or for 2 ki can cast scorching ray for a +10 ranged touch for a total of 8d6 damage (with drinking for extra ki - can cast 3 rounds without even touching his actual ki pool - can cast it for 11 rounds straight if you want - but he'd be totally out of ki)

I could go into more detail and build it out properly (I may have given him a bit too much gear) - but that's a good ballpark.

Very nice, love the ranged option

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
GM Bold Strider wrote:
Master of Many Styles 3 / Paladin 2 / Lore Oracle 1 / Champion of Irori 6

I'm curious what the goal of the Lore Oracle dip was. Sidestep Secret?

Silver Crusade

This is one of my Older builds... but it's straight Qinggong-Flowing-Monk.

I really do love the Monk, but I'm rather disappointed in how it pairs up against other classes. I'd still play him though!

Challenge #2:
Str: 10
Dex: 18(Human +2)
Con: 12
Int: 12(7 Skill Points per Level with Human Bonus)
Wis: 16
Cha: 7

Traits:
Quan Martial Artist -> +1 Damage with Unarmed Strikes
Bullied -> +1 on Attack Rolls with AoO

Layout:
Level 1: (Feat)Pummeling Style -> (Class Abilities)Redirection, Flurry of Blows, IUS -> (Bonus Feat)Combat Reflexes -> (Human Racial Bonus)Weapon Finesse
Level 2: (Class Abilities)Evasion -> (Bonus Feat)Unbalancing Counter
Level 3: (Feat)Snake Style -> (Class Abilities)Flowing Dodge, Maneuver Training, Still Mind
Level 4: (Class Abilities)Ki Pool(magic), Bark Skin
Level 5: (Feat)Piranha Strike(Retrain at level 8 to Pummeling Charge) -> (Class Abilities)Elusive Target 1, Insert Useless Ki Power Here
Level 6: (Bonus Feat)Stunning Fist or Piranha Strike
Level 7: (Feat)Snake Sidewind -> (Class Abilities)Ki Pool(Cold Iron/Silver), Insert Useless Ki Power Here
Level 8: Retrain level 5 feat to Pummeling Charge
Level 9: (Feat)Snake Fang -> (Class Abilities)Improved Evasion
Level 10: (Class Abilities)Ki Pool(Lawful) -> (Bonus Feat)Stunning Fist or Punishing Kick

For Equipment:
AoMF w/ Agile, to say the least. Anything to enhance Dexterity and/or Wisdom. Bane Baldric. Monk Robe. Feather-Step Slippers. Ring of Freedom of Movement. Ioun Stones of sorts. Jingasa of the Fortunate Soldier. Bracers of Armor or Mage Armor Potions. Ring of Protection. Cloak of Resistance.
Very important: If you can acquire Guided for your AoMF, that is one more Feat you can swap out, for something better. Get rid of Weapon Finesse, and start stacking that Wisdom!(and maybe add the human bonus +2 to Wis instead of Dex if you can find out early on.)

This guy should be returning enough attacks to make up for the lack of STR-based damage, and the Pummeling Style/Charge will be just wonderful. Even though every other class in the game will get it by level 2 or 3... /sigh
Thank Dale McCoy Jr for the Sacred Fist!!! It's a REAL Monk :)


TriOmegaZero wrote:
GM Bold Strider wrote:
Master of Many Styles 3 / Paladin 2 / Lore Oracle 1 / Champion of Irori 6
I'm curious what the goal of the Lore Oracle dip was. Sidestep Secret?

I would think so, would replace Dex with Cha, so yeah a solid build off Cha with some Wis for AC and DCs?

Silver Crusade

From when Bruno was L11


I have been hankering to play a monk for awhile. Now what I want is very specific so I don't know if it is possible:

1.) Unarmed

2.) Unarmored

3.) DPR focused

4.) Not maneuver focused

5.) Mystical not pure martial arts.

6.) No dips, pure monk.

7.) Able to keep up defensively and at least 90% of offensively of a superstitious barbarian, a smiting paladin, a shocking grasp blackblade magus, or a well built inquisitor. All of these would mostly be two handing of course.

I just do not know if this can be done.

Just for giggles Levels 1-10 are my primary focus and 20 PB.

Silver Crusade

Covent wrote:

I have been hankering to play a monk for awhile. Now what I want is very specific so I don't know if it is possible:

1.) Unarmed

2.) Unarmored

3.) DPR focused

4.) Not maneuver focused

5.) Mystical not pure martial arts.

6.) No dips, pure monk.

7.) Able to keep up defensively and at least 90% of offensively of a superstitious barbarian, a smiting paladin, a shocking grasp blackblade magus, or a well built inquisitor. All of these would mostly be two handing of course.

I just do not know if this can be done.

Just for giggles Levels 1-10 are my primary focus and 20 PB.

The second part of Number 7, keeping up 90% offensively, probably won't happen. I'd say more likely a 65-75% offensive keep-up. The rest of it is quite possible.


Kazumetsa_Raijin wrote:
Covent wrote:

I have been hankering to play a monk for awhile. Now what I want is very specific so I don't know if it is possible:

1.) Unarmed

2.) Unarmored

3.) DPR focused

4.) Not maneuver focused

5.) Mystical not pure martial arts.

6.) No dips, pure monk.

7.) Able to keep up defensively and at least 90% of offensively of a superstitious barbarian, a smiting paladin, a shocking grasp blackblade magus, or a well built inquisitor. All of these would mostly be two handing of course.

I just do not know if this can be done.

Just for giggles Levels 1-10 are my primary focus and 20 PB.

The second part of Number 7, keeping up 90% offensively, probably won't happen. I'd say more likely a 65-75% offensive keep-up. The rest of it is quite possible.

I would feel that I would be a drag on the party if I was at 65-70%.

That is the main reason I feel that this cannot be done.

Honestly, If you had the choice of taking the guy that had 100% defense and 100% offense or the guy who had 100-110% defense and 65-70% offense it is kind of a no-brainer to take the guy who has the better offense.

I just feel that the serious life ending monk as a battlefield DPR threat is very difficult to do while staying unarmed and unarmored.

I know that with the right archtypes monk is acceptable, but I would really like it if monk could be exceptional at least at unarmed fighting. I feel that even there they are overshadowed.

I guess I just look a the paladin, the magus, the inquisitor, the barbarian, and wish the monk could have some of that awesome sauce without resorting to God-Stats, archery, maneuvers, or chicanery.

I would love for my monk to straight up punch someone in the face so hard that they died.

Thank you very much for your reply!

Silver Crusade

Quivering Palm...although not in the face...

Silver Crusade

Brad McDowell wrote:
Quivering Palm...although not in the face...

That doesn't happen until level 15, and even then they get a Fort save, of all damn saves. It's still a Really cool ability, and the visuals are pretty intense.

Silver Crusade

i know.

Silver Crusade

Covent wrote:
Kazumetsa_Raijin wrote:
Covent wrote:

I have been hankering to play a monk for awhile. Now what I want is very specific so I don't know if it is possible:

1.) Unarmed

2.) Unarmored

3.) DPR focused

4.) Not maneuver focused

5.) Mystical not pure martial arts.

6.) No dips, pure monk.

7.) Able to keep up defensively and at least 90% of offensively of a superstitious barbarian, a smiting paladin, a shocking grasp blackblade magus, or a well built inquisitor. All of these would mostly be two handing of course.

I just do not know if this can be done.

Just for giggles Levels 1-10 are my primary focus and 20 PB.

The second part of Number 7, keeping up 90% offensively, probably won't happen. I'd say more likely a 65-75% offensive keep-up. The rest of it is quite possible.

I would feel that I would be a drag on the party if I was at 65-70%.

That is the main reason I feel that this cannot be done.

Honestly, If you had the choice of taking the guy that had 100% defense and 100% offense or the guy who had 100-110% defense and 65-70% offense it is kind of a no-brainer to take the guy who has the better offense.

I just feel that the serious life ending monk as a battlefield DPR threat is very difficult to do while staying unarmed and unarmored.

I know that with the right archtypes monk is acceptable, but I would really like it if monk could be exceptional at least at unarmed fighting. I feel that even there they are overshadowed.

I guess I just look a the paladin, the magus, the inquisitor, the barbarian, and wish the monk could have some of that awesome sauce without resorting to God-Stats, archery, maneuvers, or chicanery.

I would love for my monk to straight up punch someone in the face so hard that they died.

Thank you very much for your reply!

You are quite welcome Covent!

Now if you run a STR based Monk, they'll likely keep up to the 85% in Offensive abilities, but more than likely fall to the 65-75% defensive keep-up.

All of those combined things you wanted, just cannot be done by the Monk.

However... the Sacred Fist with Qinggong-MoMS-MoSM Monk/2... is quite a different story :D


Kazumetsa_Raijin wrote:
Covent wrote:
Kazumetsa_Raijin wrote:
Covent wrote:

I have been hankering to play a monk for awhile. Now what I want is very specific so I don't know if it is possible:

1.) Unarmed

2.) Unarmored

3.) DPR focused

4.) Not maneuver focused

5.) Mystical not pure martial arts.

6.) No dips, pure monk.

7.) Able to keep up defensively and at least 90% of offensively of a superstitious barbarian, a smiting paladin, a shocking grasp blackblade magus, or a well built inquisitor. All of these would mostly be two handing of course.

I just do not know if this can be done.

Just for giggles Levels 1-10 are my primary focus and 20 PB.

The second part of Number 7, keeping up 90% offensively, probably won't happen. I'd say more likely a 65-75% offensive keep-up. The rest of it is quite possible.

I would feel that I would be a drag on the party if I was at 65-70%.

That is the main reason I feel that this cannot be done.

Honestly, If you had the choice of taking the guy that had 100% defense and 100% offense or the guy who had 100-110% defense and 65-70% offense it is kind of a no-brainer to take the guy who has the better offense.

I just feel that the serious life ending monk as a battlefield DPR threat is very difficult to do while staying unarmed and unarmored.

I know that with the right archtypes monk is acceptable, but I would really like it if monk could be exceptional at least at unarmed fighting. I feel that even there they are overshadowed.

I guess I just look a the paladin, the magus, the inquisitor, the barbarian, and wish the monk could have some of that awesome sauce without resorting to God-Stats, archery, maneuvers, or chicanery.

I would love for my monk to straight up punch someone in the face so hard that they died.

Thank you very much for your reply!

You are quite welcome Covent!

Now if you run a STR based Monk, they'll likely keep up to the 85% in Offensive abilities, but more than likely fall to the 65-75% defensive keep-up.

All of those combined things you wanted, just cannot be done by the Monk.

However... the Sacred Fist with Qinggong-MoMS-MoSM Monk/2... is quite a different story :D

I quite agree, I was just hoping someone had found a way.

Thanks again for the back and forth.

Scarab Sages

The Genie wrote:
Imbicatus wrote:
The Genie wrote:

I figured, I wanted to be sure I was not looking at the wrong PRC.

How feesable is a build using these feats Weapon Finesse, Weapon Focus (Temple Sword), Slashing Grace, Martial Versatility (Human Only)
Tagged onto a build with a Agile Amulet of Mighty Fist would add Dex and Wis to damage as well as make Dex your to hit bonus.

The Temple sword can't be used with Weapon Finesse unless you dip a level of Swashbuckler. You also don't want to go with both the feat investment for a temple sword and the gold investment in the agile AMOF. There is little benefit for the lack of focus.

However, I could see the value of a monk/swashbuckler multiclass build using precise strike with flurry of blows.

This is someone elses, but this is why I think it works.

Weapon Finesse is not weapon specific
Weapon Focus (Temple Sword) + Slashing Grace (Just says you need Weapon Finesse not that you need it to work with the weapon focus weapon.)
Martial Versatility to transfer Slashing Grace's effects to Unarmed Strike (Which is Weapon Finesseable)

So with the amulet which most people suggest you get anyway this allows you to have Dex to hit and Dex/Wis to damage of your unarmed strikes.

I see. As much as I want an unarmed dex to damage for monks that isn't from an agile weapon, slashing grace via martial versatility isn't the way to do it.

While it's questionably legal RAW, Slashing Grace does specify a One handed slashing weapon. If you have Slashing grace Temple Sword, and then Martial Versatility applies to any weapon in the group, but some GMs will disallow it to apply to light weapons based on that.

Then there is the issue of prerequisites:

PRD wrote:

Prerequisites

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.

A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.

Slashing Grace has weapon focus with chosen weapon as a prerequisite. If you use Martial Versatility with Slashing Grace(Temple Sword), you need Weapon Focus Temple Sword, and Weapon Focus (every other monk weapon you want to use it with).

Martial Versatility only applies to ONE feat, and to use the feat you must meet all prerequisites. In order to have it apply to all weapons you would need Martial Mastery, which requires fighter 16.

Not to mention that all monks need a dex to damage option, not just humans, half-elves, half-orcs, and aasimars.

Sovereign Court

The Genie wrote:
Charon's Little Helper wrote:

For challenge #2 :

The Drunk Monk of Drinking... and Monking... and pass another one!

Level 8 Dwarf Monk (Quinggong/drunken master)

Str:12
Dex:17(19)
Con:18
Int:10
Wis:16(18)
Cha:5

AC: 30ish (flatfooted 26ish / touch of 23ish)

HP:75

Will:+12 (+14vs spells)
Fort:+12 (+14vs spells/poison)
Reflex:+12 (+14vs spells)

To hit: +11/+11/+6/+6 for 2d6+2 damage (unarmed) Stunning fist DC of 18

or for 2 ki can cast scorching ray for a +10 ranged touch for a total of 8d6 damage (with drinking for extra ki - can cast 3 rounds without even touching his actual ki pool - can cast it for 11 rounds straight if you want - but he'd be totally out of ki)

I could go into more detail and build it out properly (I may have given him a bit too much gear) - but that's a good ballpark.

Very nice, love the ranged option

Thanks. (never actual played this general build - but I've thought about it a few times - I just like that it gives an easily RPable reason for a Charisma of 5 without being a wallflower)

The big thing the scorching ray does is make it (more important for this sort sort of thing than with an actual party) able to beat any standard martial build toe to toe. Between the high AC he's hard for them to hit, has solid HP, and he can hit them back with a touch attack with ease. (most martial characters are sitting on a touch of 11-14) Even if they have some trick so that he can't 5 foot step away, he can just take the AOO - maybe fight defensively to jack his AC up even higher. (33ish)

Silver Crusade

Charon's Little Helper wrote:
The Genie wrote:
Charon's Little Helper wrote:

For challenge #2 :

The Drunk Monk of Drinking... and Monking... and pass another one!

Level 8 Dwarf Monk (Quinggong/drunken master)

Str:12
Dex:17(19)
Con:18
Int:10
Wis:16(18)
Cha:5

AC: 30ish (flatfooted 26ish / touch of 23ish)

HP:75

Will:+12 (+14vs spells)
Fort:+12 (+14vs spells/poison)
Reflex:+12 (+14vs spells)

To hit: +11/+11/+6/+6 for 2d6+2 damage (unarmed) Stunning fist DC of 18

or for 2 ki can cast scorching ray for a +10 ranged touch for a total of 8d6 damage (with drinking for extra ki - can cast 3 rounds without even touching his actual ki pool - can cast it for 11 rounds straight if you want - but he'd be totally out of ki)

I could go into more detail and build it out properly (I may have given him a bit too much gear) - but that's a good ballpark.

Very nice, love the ranged option

Thanks. (never actual played this general build - but I've thought about it a few times - I just like that it gives an easily RPable reason for a Charisma of 5 without being a wallflower)

The big thing the scorching ray does is make it (more important for this sort sort of thing than with an actual party) able to beat any standard martial build toe to toe. Between the high AC he's hard for them to hit, has solid HP, and he can hit them back with a touch attack with ease. (most martial characters are sitting on a touch of 11-14) Even if they have some trick so that he can't 5 foot step away, he can just take the AOO - maybe fight defensively to jack his AC up even higher. (33ish)

5 Charisma is SOO much fun to play.

Sovereign Court

Kazumetsa_Raijin wrote:


5 Charisma is SOO much fun to play.

I figure if I ever play that build - I'll just play him as if he's borderline drunk all the time.

Scarab Sages

I just play my 5 CHA dwarf monk as the silent heavy. I have a sky high sense motive, so I look for when someone is lying, and I say as little as possible, if that.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

For the first challenge, I would like to submit Fire-Eye Sang, a character my best friend built for our Skull and Shackles game. He dominated the first four modules with his super "can't touch this" trip monster build.

EDIT: I likely will not be submitting anything for the second challenge as I so rarely play in society games. Also, the above character's wealth might be off, since he's coming straight out of actual play, rather than having just been built for this challenge.


Ravingdork wrote:

For the first challenge, I would like to submit Fire-Eye Sang, a character my best friend built for our Skull and Shackles game. He dominated the first four modules with his super "can't touch this" trip monster build.

EDIT: I likely will not be submitting anything for the second challenge as I so rarely play in society games. Also, the above character's wealth might be off, since he's coming straight out of actual play, rather than having just been built for this challenge.

how does a +1 Guided Amulet of Mighty Fist double as another amulet of natural armor +2?

Sovereign Court

Nerdtothe3rd wrote:
Ravingdork wrote:

For the first challenge, I would like to submit Fire-Eye Sang, a character my best friend built for our Skull and Shackles game. He dominated the first four modules with his super "can't touch this" trip monster build.

EDIT: I likely will not be submitting anything for the second challenge as I so rarely play in society games. Also, the above character's wealth might be off, since he's coming straight out of actual play, rather than having just been built for this challenge.

how does a +1 Guided Amulet of Mighty Fist double as another amulet of natural armor +2?

Wait - is guided even in Pathfinder? I remember it from 3.5 - what book is it from?

Scarab Sages

Charon's Little Helper wrote:
Nerdtothe3rd wrote:
Ravingdork wrote:

For the first challenge, I would like to submit Fire-Eye Sang, a character my best friend built for our Skull and Shackles game. He dominated the first four modules with his super "can't touch this" trip monster build.

EDIT: I likely will not be submitting anything for the second challenge as I so rarely play in society games. Also, the above character's wealth might be off, since he's coming straight out of actual play, rather than having just been built for this challenge.

how does a +1 Guided Amulet of Mighty Fist double as another amulet of natural armor +2?
Wait - is guided even in Pathfinder? I remember it from 3.5 - what book is it from?

It's from a Pathfinder AP that was published under 3.5 rules. It's paizo, but not PF.

Sovereign Court

Imbicatus wrote:
Charon's Little Helper wrote:
Nerdtothe3rd wrote:
Ravingdork wrote:

For the first challenge, I would like to submit Fire-Eye Sang, a character my best friend built for our Skull and Shackles game. He dominated the first four modules with his super "can't touch this" trip monster build.

EDIT: I likely will not be submitting anything for the second challenge as I so rarely play in society games. Also, the above character's wealth might be off, since he's coming straight out of actual play, rather than having just been built for this challenge.

how does a +1 Guided Amulet of Mighty Fist double as another amulet of natural armor +2?
Wait - is guided even in Pathfinder? I remember it from 3.5 - what book is it from?
It's from a Pathfinder AP that was published under 3.5 rules. It's paizo, but not PF.

Does it qualify for Additional Resources under PFS?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

How is it not Pathfinder? It definitely is from Pathfinder. Did you mean to say that it is part of the v3.5 rule set rather than the Pathfinder rule set? 'Cause there is nothing in the weapon ability's description that doesn't work with current, existing rules.

Scarab Sages

Charon's Little Helper wrote:
Imbicatus wrote:
Charon's Little Helper wrote:
Nerdtothe3rd wrote:
Ravingdork wrote:

For the first challenge, I would like to submit Fire-Eye Sang, a character my best friend built for our Skull and Shackles game. He dominated the first four modules with his super "can't touch this" trip monster build.

EDIT: I likely will not be submitting anything for the second challenge as I so rarely play in society games. Also, the above character's wealth might be off, since he's coming straight out of actual play, rather than having just been built for this challenge.

how does a +1 Guided Amulet of Mighty Fist double as another amulet of natural armor +2?
Wait - is guided even in Pathfinder? I remember it from 3.5 - what book is it from?
It's from a Pathfinder AP that was published under 3.5 rules. It's paizo, but not PF.
Does it qualify for Additional Resources under PFS?

No, it's from pathfinder 10. The only thing from cotct on additonal resources is #9.

Scarab Sages

Ravingdork wrote:
How is it not Pathfinder? It definitely is from Pathfinder. Did you mean to say that it is part of the v3.5 rule set rather than the Pathfinder rule set? 'Cause there is nothing in the weapon ability's description that doesn't work with current, existing rules.

I meant it's not part of the pathfinder rpg rules. It's written under 3.5 and was never updated for the pf rpg rules.

Sovereign Court

Imbicatus wrote:
No, it's from pathfinder 10. The only thing from cotct on additonal resources is #9.

I figured as much. (since it's borderline OP for monks & moreso for clerics/druids) Thanks for the info.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Imbicatus wrote:
Ravingdork wrote:
How is it not Pathfinder? It definitely is from Pathfinder. Did you mean to say that it is part of the v3.5 rule set rather than the Pathfinder rule set? 'Cause there is nothing in the weapon ability's description that doesn't work with current, existing rules.

I meant it's not part of the pathfinder rpg rules. It's written under 3.5 and was never updated for the pf rpg rules.

It was never updated because it didn't need to be.

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