Tetori Monk advise


Advice


Heya! I'm a longtime tabletop/role player first time Pathfinder player. Lovin' it. I'm starting a long haul campaign (levels 1 through 18-20) and I'm currently playing a face beater 2-handed fighter with lots of attack options (lunge, cleave, and all that jazz) but I want a backup character encase he bites the dust.

I'm a sucker for strange play styles and the Tetori looks like fun. Sure, they get gimped by swarms and slimes, but you get to suplex ghosts. How cool is that? After chugging down the rules the swishing for a while I came up with some kooky ideas and picked up some tips from guides and forum posts. My DM is allowing us to use just about any PF published book, cause he's nearly got all of them. But I have a few questions that I hope the PF community can help me with:

1: Is the Hamatulatsu line of feats good for a grapple build? The idea of getting a grapple off a charge, an Attack of Opportunity, Stunning fist, or Vital Strike regardless of enemy size sounds sweet, even with the penalty. Or is simply running up and giving a killer brograb just a better option most of the time?

I've been toying with the idea of putting armor on the Tetori monk early-mid levels instead of relying on the AC bonus monks' get. I'll take a one level dip into fighter for the boat load of proficiencies, +1 BABs, extra feat and pick up a chain shirt with armor spikes (Mithral breastplate later on). I'll lose Fast Movement, but that can be offset with magic items/buffs or burning a Ki point to increase the Tetori's movement speed. Strangely, it looks like the Ki ability doesn't care if a monk wears armor. (If I'm wrong in the assumption, let me know.)

2: Are there any other Tetori/monk specific penalties I should know about before tossing armor on this guy?

The main reason for this is armor enchantments. Namely I'm interested in the Grinding Enchant to further increase my damage output while grappling.

3: The Grinding Enchantment description states the enchantment counts as armor spikes. Does that mean it is armor spikes (D6 +enchantment bonus when I make a grapple check) or does it use the rules for armor spikes and just deals the flat enchantment bonus on a successful grapple check? If it is the latter, what happens if I affix spikes to the armor?

Here's the starting stats and feat progression. Not overly concerned about optimizing stats. I think it's solid, but if you have any advice, let me know!

El Calamar:

El Calamar

Human Monk (Tetori/Qinggong Monk)19 /Fighter 1

20 point buy

STR 16+2=18 (10) (Human's ability bonus)
DEX 14 (5)
CON 12 (2)
INT 10 (0)
WIS 14 (5)
CHA 8 (-2)

Starting Equipment- Monk Kit, Flint and Steal, Monk Clothes, Winter Clothes, luchador mask, body oil

Monk 1- Snapping Turtle Style, Weapon focus(unarmed strike)
Fighter1- Hamatulatsu
Monk 2- Extra Ki
Monk 4- Snapping Turtle Clutch
Monk 6- Vital Strikes
Monk 8- Hamatula Strike
Monk 10- Rapid Grappler
Monk 12- Hamatula Grasp
Monk 14- Improved Vital Strikes
Monk 16- Pinning Rend
Monk 18- Body Shield

Thanks for any help with my questions!

Scarab Sages

You may want to consider a Shirt of Immolation if you're not considering anything else for that slot. It allows you to do 1d6+10 extra fire damage per round to a grappled opponent for ten rounds per day.

I think tetoris are very cool. When I was already playing my monk character I considered it but was not crazy about losing Flurry of Blows.

Have fun with the character. My PFS monk is currently level 18 and getting ready to play Shattered Star Book 6.

Shadow Lodge

Im not a huge fan of hamatula because as a tetori your to hit will be lower then your cmb. I like snapping turtle style way way more.

Tetori + armor spikes is win in the early levels. Better ac and more damage.


That's a very nifty item! I'll certainly pick that up.

That's a good point on the Hamatula. The feat line may be a better option for a full BAB Grappler-centric character.


I'd nab Anaconda's Coils as soon as you can manage, so you can take the Final Embrace Feat. It lets you Grab creatures your size or smaller without spending Ki, and also gives you Constrict.

I find Hamatulatsu to be pretty useful though myself, however my Tetori is a Mythic character, and multiclassed with Fighter and Ulfen Guardian, so his to-hit bonuses are a fair bit higher.


Yes: wear armor. You lose your fast movement and your wisdom mod to AC, but unless your wisdom is 22 or higher, then the wise thing to do is wear your mithril chainmail. The grappling armor enchantments are very good, too. I'm fond of Brawler and Adhesive.

Hamatuala Strike is a reasonable way to incorporate Grappling with your regular strikes, say if you wanted get armor spike bonus damage with every strike. It might be a way to grapple mulitple opponents in 1 round, especially if you could incorporate it with Flurry or something. I've never come up with such a build, myself.

I highly recommend a 2 level dip in Cavalier with the Order of the Penitent. With their Expert Captor Order Ability, you can Tie Up a Grappled, not Pinned! opponent without taking the -10. You'll be able to take out most of your opponents in 1 round each.

Once you have Greater Grapple and Expert Captor, just focus on things that improve your Grapple Mod. Take 1 level in Alchemist so you can pop Strength Mutagens. Another level, and you can get a Tentacle with Grab and a +4. 2 more levels, and you can grow a Crab Tumor Familiar for another +2. You get a bonus Feat as a level 1 Cavalier. Take Coordinated Maneuvers for another +2.


Just remember, if you wear armor you also loose your wisdom bonus to CMD. Making it easier to escape.

My pfs tetori didnt go for turtle style. Its a nice sryle to get free grapples off, but the ac boosts require a free hand. So you either loose it while grappling (what you should be most of the time) or take a huge penalty to grapple with one hand.

I was looking at dragon or monkey style for my tetori. Decided on monkey for the cool weirdness.

I enjoy playing the tetori. :)

Edit:
I would recommend higher con however. As while you focus on a single enemy, the others are free to attack you. You loose AC when grappling, up until level 4.

Just double check your feats. I see weapon focus at lvl1, which requires BAB 1. So as a monk you can only take it later. The same with vital strike. Vital strike would also not help your grappling damage.

For weapon focus, you also need to choose (grapple). Unarmed strike attack bonuses do not apply to grapples.


Skull wrote:
Just remember, if you wear armor you also loose your wisdom bonus to CMD. Making it easier to escape.

Whenever one of my grapplers proscecutes the Grapple, the goal (and character design) is to get the opponent Tied Up so quickly, that their CMD doesn't matter. So that is a point I overlooked. Good point.

I stand behind my advice, even so.


TheSideKick wrote:

...

Tetori + armor spikes is win in the early levels. Better ac and more damage.

How Does this work out for you with out level dipping or wasted feats? And how low Wisdom do you go with for your tetori?

Silver Crusade

You can't pick Weapon Focus at L1 (not enough BAB) or Extra Ki at L3 (you don't get Ki until L4 of monk).

Stay pure Tetori. Drop Vital Strike. Drop Hamatulatsu feats. At mid-levels, pick up Final Embrace feat line and Pinning KO as they are your friends for massive damage output.

Body Slot should be used for Body Wrap of Mighty Strikes to boost your Unarmed Damage when constricting or grappling to do damage.


Scott Wilhelm wrote:


I highly recommend a 2 level dip in Cavalier with the Order of the Penitent....

Once you have Greater Grapple and Expert Captor, just focus on things that improve your Grapple Mod. Take 1 level in Alchemist...

Woah! That's pretty cool. Our party has a good amount of control and buffs through our tanky warrior, battle field control wizard and bard/oracle. The big bonuses do look sweet, but I feel like I'll lose out on some of the Tetori's class abilities like ghost touch and iron body. I may try it out if we party wipe and switch up roles

Rynjin wrote:


I'd nab Anaconda's Coils as soon as you can manage, so you can take the Final Embrace Feat. It lets you Grab creatures your size or smaller without spending Ki, and also gives you Constrict.

That is a must have. Wow! I didn't know abilities granted by magic items let you qualify for feats. I was going for the Final Embrace line, but didn't feel like it made a good impact when constrict came in (naturally) very late at level 15 and I could only get the first two feats. This changes everything.

Skull wrote:


My pfs tetori didnt go for turtle style. Its a nice sryle to get free grapples off, but the ac boosts require a free hand. So you either loose it while grappling (what you should be most of the time) or take a huge penalty to grapple with one hand.

I was looking at dragon or monkey style for my tetori. Decided on monkey for the cool weirdness...

Ah- very true. I think I'll change the turtle for dragon to gain a bit more damage. Though monkey looks like a good style too. I'll keep armor on, I feel like the armor enchantments are too good to pass up.

Bruno Breakbone wrote:

Stay pure Tetori. Drop Vital Strike. Drop Hamatulatsu feats. At mid-levels, pick up Final Embrace feat line and Pinning KO as they are your friends for massive damage output.

Body Slot should be used for Body Wrap of Mighty Strikes to boost your Unarmed Damage when constricting or grappling to do damage.

Pinning KO comes at level 10- but I can see how picking it up earlier can speed up fights.

I read that Vital Strikes can be good in a grapple build after you get Greater and Rapid Grapple. You can you can pin with the first check (move action), if the first check success you can then unarmed strike/tie up/move/ect with the swift action gained by Rapid grapple, and Vital Strike with the standard action you have left. Is this a wrong interpretation or should I be doing something else with the last grapple check?

And thank you- I've been looking for the name of that magic item.

As for the feats- I guess I've been making too many fighter builds, hah.

Thanks for the input everyone- this has already given me lots of ideas.

Silver Crusade

Maintaining a grapple as a standard action is its own standard action. You could not Vital Strike a grapple check.

At higher levels, once you turn into a DPS grappler, you don't bother tying things up anymore. You crush them to death and move on.


You cannot Vital Strike during a grapple attempt, but you can do this:
Move action-maintain a grapple, do something grapply
Swift action-do something grapply
Standard action-make an attack action with Vital Strike

I think that's what Elven Blubber was suggesting.


The dan bong weapon adds +2 to grapple checks and if you are using it to grapple its enhancement bonus will also apply


Dan bong is tricky: it takes up one hand, so you take the -4 penalty for grappling one-handed (unless your GM rules otherwise). You can use Grabbing style to get around that.

If you want to be an armor-wearing grapple build, you can try a Brawler, specifically the Strangler archetype.

The tetori 9th level ability to suppress freedom of movement is kind of hard to beat, though.


ElvenBlubber wrote:

...

Skull wrote:


My pfs tetori didnt go for turtle style. Its a nice sryle to get free grapples off, but the ac boosts require a free hand. So you either loose it while grappling (what you should be most of the time) or take a huge penalty to grapple with one hand.

I was looking at dragon or monkey style for my tetori. Decided on monkey for the cool weirdness...

Ah- very true. I think I'll change the turtle for dragon to gain a bit more damage. Though monkey looks like a good style too. I'll keep armor on, I feel like the armor enchantments are too good to pass up.

I think the chance to go swift: Enter turtle style, move: provoka attack of oppotunity, see it miss and start a grabble as a immidiate action, and then pin with your standart action beats what ever damage boost dragon style can give you.

And i think you loose too Many things by wearing armor as a tetori monk. Better be a brawler then and use pummeling style on the guys that have fredag of movement.


My brawler have a brown fur transmuter in the party but for Those that must go with a normal druid or arcane caster getting a AC or a Mount so you quailfy for the Animal soul feat allow you go get animal growth cast on you:)
Also in your build you take extra ki Before qualifying.


Tetori is one of the few monk builds that work. They are a one-trick pony, but it's a good trick they can make work almost every time. Turtle Style is excellent for Tetori as well.


Elven Blubber wrote:
I feel like I'll lose out on some of the Tetori's class abilities like ghost touch and iron body. I may try it out if we party wipe and switch up roles
Gwen Smith wrote:
The tetori 9th level ability to suppress freedom of movement is kind of hard to beat, though.

@Elven Blubber: THAT is the Tetori ability to look for. That is the 1 Tetori ability that you can't get anywhere else and gets around the 1 thing that completely undoes all Grapplers.

My suggestion that you dip 2 levels in Cavalier to get Expert Captor is not made lightly. It means getting Inescapable Grasp at level 11 instead of level 9. But Expert Captor changes Grappling from a neat tactical trick into the absolutely devastating basis for a whole character build. It's Expert Captor that gives Grappling the potential to destroy an opponent in 1 round. It completely bypasses Damage Reduction, heck, it completely bypasses Hit Points!

And if Tying Up your opponent is not your goal, then why Grapple him at all? If inflicting lots of damage is your goal, then there are better ways. Acquire Constrict via 2 levels in White Haired Witch, and take the Final Embrace Feat which applies Grab and Constrict to ALL your natural attacks. Then get lots of natural attacks. If your character is a Tengu, now you've got 2 claws, a bite, and hair. You have your Monk Unarmed Strike. Then get a Mammoth Helm. That's 6 so far. But if that's the way you're going, relegating Grappling to a damage vehicle, then you shouldn't even be a Tetori. Be a Master of Many Styles and take Snake Fang and Combat Reflexes. That's 5 more attacks/round (with a Dex of 16), maybe just 4, because if you have Snake Fang, you might want to use a Shield. Wear Armor Spikes, so every Grapple Check will also do an extra 1d6, plus your strength and other bonuses, of course.

Ghost Touch is good, but there are other ways to get Ghost Touch. If you have Grab, then you can get Ghost Touch through the Amulet of Mighty Fists. Seth Reynolds made a very poor rules post just before leaving Paizo excluding Grappling from benefiting from AMoF, but if the Grappling attack is linked to a Natural Attack, then you do get the benefit. That's always been true of all Combat Maneuvers, and Seth didn't change that. You get to use a Halberd's Enhancement Bonus for your Tripping Maneuver Bonus, for example. And if you have Grab, then your Grappling is linked to your Natural Attack, and your Ghost Touch AoMF will let you Grapple Ghosts.

You'll need to get some Ghost Touch rope to tie it up with. That's a sticky wicket in PFS, since "rope" is not a weapon. I'd recommend acquiring a Ghost Touch Adamantine Dwarven Dorn Dergar, a 10' long chain weapon. you should be able to tie up your opponents with that.

You want that adamantine chain anyway. When you go fishing for ways to increase your GMB, you're going to find you can get it up to higher than +20 by level 8. You'll be able to go toe-to-toe with a Tyrannosaurus Rex. But a monster with a CMD of 35 is usually big and strong enough to burst a hemp rope: no escape artist check needed. Hemp Rope has a burst DC of 23, silk rope, 24, spider silk rope, 25, chain, 26. There are no stats for adamantine chain as far as I know. The closest I can find is the Dorn Dergar, the 10' long chain weapon.


Great- thanks everyone this really helped me get a better grip on the trickier parts of PF rules and character building.

Avoron wrote:


You cannot Vital Strike during a grapple attempt, but you can do this:
Move action-maintain a grapple, do something grapply
Swift action-do something grapply
Standard action-make an attack action with Vital Strike

I think that's what Elven Blubber was suggesting.

Yep- that's what I was getting at.

I wanted to see how a build dipping into one level of fighter fared against pure Tetori. So I hammered out the Stats, Feats, AC, CMB,CMD, magic item buys, and average damage output for levels 1, 5, 10, and 15.(I'm too burned out to do 20 right now) I also compared the numbers to about 10 randomly selected CR appropriate (with a few bonus +2-4 CR) monsters to see if the builds actually work against the creatures the wrestlers are fighting. (they are hitting those CMDs with regularity- nice) The feats for both builds are nearly identical (save for the extra fighter feat) and concentrated on the Final Embrace line with no Hamalatsu or Vital Strikes. The general idea was to run up, bear hug, and crush enemies with constrict.

The numbers (so far) are telling- The armor spike build had higher damage outputs and better AC. Though the gap for AC closes as the levels rose. Pure tetori builds had better CMB and CMD and was much cheaper- giving the player the option to purchase higher quality items/more items compared to the armor build. This in turn, can make the pure Tetori better at adapting to situations (flying creatures, environmental hazards, magic...) with items. This also meant pure Tetoris could chase down bad guys waaaay better then armored ones thanks to Fast Movement. Though as the levels rose, the two builds had closer CMBs (around 1 to 3 point difference) but the pure tertori always had much higher CMD. Of course, I want to double check the math, try different magic items, and figure out level 20 before saying anything concrete.

I'm pretty sure they'll mostly even out at LV20 with the biggest difference being the damage output VS adaptation. Neat how a single level dip can affect a character! Though the math isn't be all end all,(qualitative factors exist when its game time!) it'll give me a good idea what to expect as I level the character.

It would be cool to look into Scott Wilhelm's idea. Looks very powerful, though not what I'm envisioning for my specific character. My visions of glory is a guy busting people up with his own two hands rather than using mutagens and magic. Mine may not be truly optimal, but I think its fun and still effective for laying down pain and limiting a baddy's options.


Expert Captor is nice, but it can be partially replicated via Equipment Trick(Rope)(reduces penalty by -5, not -10).

The main feature of Expert Captor is that it allows you to tie up *a grappled target*, that is, a creature with the grappled condition.

You don't have to grapple the target yourself - an ally can grapple an opponent, and you come along with rope and tie said opponent up.

((A Human camel-riding penitent cavalier with can command the camel to grapple an opponent and then use his own actions to tie the unfortunate victim up - this works quite well at lower levels, and can work from level 2!))

As tetori, you can tie up opponents yourself, if you are grappling them. Unfortunately, this requires you to grapple them yourself, and this slows the trick down somewhat.

Options:
1)Immediate action grapple via Snapping Turtle Style
2)AoO grapple via Snake Counter
3)Some sort of stealth + Bushwhack

Shadow Lodge

Don't forget Tetori get the grab ability (which also grants +4 CMB) which expedites their Grapple economy if you snag one on an AOO.


Eventually, consider an Animal Totem Tattoo (saurian). It costs 12,000 gp and is usable 5 minutes/day in 1 minute increments.
It can give you a bite attack, 2 claw attacks, +2 CMB to grapple and RAKE.


The Chokehold feat sounds like it will let you go straight to pin without having to wait one round for a maintain check.


Derrick Winters wrote:

Expert Captor is nice, but it can be partially replicated via Equipment Trick(Rope)(reduces penalty by -5, not -10).

The main feature of Expert Captor is that it allows you to tie up *a grappled target*, that is, a creature with the grappled condition.

You don't have to grapple the target yourself - an ally can grapple an opponent, and you come along with rope and tie said opponent up.

((A Human camel-riding penitent cavalier with can command the camel to grapple an opponent and then use his own actions to tie the unfortunate victim up - this works quite well at lower levels, and can work from level 2!))

As tetori, you can tie up opponents yourself, if you are grappling them. Unfortunately, this requires you to grapple them yourself, and this slows the trick down somewhat.

Options:
1)Immediate action grapple via Snapping Turtle Style
2)AoO grapple via Snake Counter
3)Some sort of stealth + Bushwhack

I had forgotten about the equipment trick: thank you.

I don't think the Grapple rules quite work that way. Last I looked, Tie Up is a Maintain-a-Grapple action. You have to make a successful Grapple check to do it.

And the rules for multiple grapplers, last I looked, was that the first 2 grapplers to lock arms (or claws or tentacles or whatever) are the primary grapplers and only those 2 can make regular grapple checks. Others joining in the Grapple can only perform the Aid Another action.


Grapple rules:

Usually, yes.

But as always, specific rules trump general rules.

Usually, you make Grapple checks as a standard action.

Grab allows you to make a Grapple check as a free action if you fulfil some conditions(i.e. you hit someone with a natural attack tied to Grab).

Greater Grapple allows you to maintain a grapple as a move action.

Similarly, the Order of the Penitent allows you to do something you cannot normally do:

Quote:

Expert Captor (Ex)

At 2nd level, as long as he has rope, the cavalier can tie up a grappled opponent, even if the opponent is not pinned, otherwise restrained, or unconscious, and he does not take the usual –10 penalty on his combat maneuver check to do so. When determining the DC to escape bonds secured by the cavalier, the cavalier's Combat Maneuver Bonus increases by 1/2 his cavalier level.

So this new class ability allows you to do something you couldn't do before. (Like Spell combat, or summoning an Eidolon, or Evasion...)

What is this ability, and what can you do now?

"As long as he has rope, the cavalier can tie up a grappled opponent"

1)You need to *have rope*
2)the opponent to be tied up needs to be a *grappled* opponent, that is, someone hostile who is currently suffering from the Grappled condition

The rest of the ability explains that this is an EXCEPTION to the normal rules regarding the "Tie up" action covered under the grapple rules; the usual restrictions and requirements are EXPLICITLY avoided via the Expert Captor Class ability.

Finally, there's a bonus for the DC to escape the ropes.

Normal Grapple rules wrote:

Tie Up

If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

Silver Crusade

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Derrick, I would have to disagree with you.

You would need to be the one grappling the opponent.

The tie up option of grappling comes from a grapple maneuver check to maintain--if you maintain then you have several options among them, tying up your opponent.

If someone else is grappling an opponent, you cannot make a grapple check on that same opponent--you can only assist that creature with its grapple check.

Quote:
Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

The expert captor rules do not override the normal grappling rules regarding multiple grapplers, only the penalty for tying up if you skip to a pin.


It seems like our disagreement depends on wether or not you treat the first sentence of the Expert captor ability as rules text(*crunch*) or as descriptive text(*fluff*).

"At 2nd level, as long as he has rope, the cavalier can tie up a grappled opponent".

This, if read as rules text, is a declaration that the cavalier can tie up grappled opponents, if he has rope. No other conditions are specified.

"...even if the opponent is not pinned, otherwise restrained, or unconscious"

A clause that mentions usual conditions for tying someone up.

"and he does not take the usual –10 penalty on his combat maneuver check to do so."

This refers to the usual rules of "tying someone up", and negates the -10 penalty.

According to my reading, the *and* specifies that a new sentence begins; i.e. a new rules statement.

The first part mentions that the cavalier can tie someone up who is grappled - the second part mentions that he does so without penalty.

If you treat both parts are introducing rules, you end up at my interpretation.

If you merely treat the second part as introducing rules, you end up at yours.

----------------------------------------

Concerning multiple grapplers: A cavalier who is attempting to tie up a grappled opponent is not initiating a grapple or joining a grapple.

He is using his class ability.

Example for someone using the *tie up* action without grapple:

If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin.

If a target to be tied up is KO, you are not required to be grappling the target in order to tie the target up.


While the wording of the ability may not make it 100% clear that they mean tie up and not actually Tie Up, tie up may nevertheless be considered a game term with exact meaning.

I think it can be assumed that Paizo uses its own vocabulary and only mindfully contradicts its own rules.

I think you can't dismiss any of the rules text as fluff, unless it is experessly set in context, like the game terms of an Elf are described under the subheading "Racial Traits." The game terms of of what a Feat does is described under "Benefits."

I don't think there is any ignorable fluff in Tie UP, and I think it would be very dangerous to gamble an important part of your character build on that supposition.

Expert Captor is a very powerful class ability as it is.

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