Monk going into Mythic....


Advice


I'll be starting as a monk in a new adventure path this evening, and I'm having some issues trying to pick good feats that don't get totally overlapped by mythic abilities.

One person should be playing a paladin, and one of the other two players has said he wants to play something 'control centric'. Thats all I know of party comp at this time.

Supposedly the path is demon heavy enemy wise.

My initial thoughts are human (though dwarf is tempting), working into power attack and/or Dragon Ferocity as soon as possible. We're getting a really generous point buy so I can afford to be just a bit MAD.

Champion looks like the best Mythic Path, especially for the 'fleet charge' ability, which will let me move and flurry.

Sczarni

I wish I knew even a little about Mythic stuff...


Dotting. Point buy? What lvl will you start? With what mythic tiers?


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Are you looking for optimization or fun? If you want fun, I think some of the grapple-centric mythic abilities have potential. Especially if you can convince one of your fellow players to cast Mythic Enlarge Person on you.


30 point buy. Starting level one. Supposedly we won't be going mythic for several sessions/end of book one of the path.


Sounds like Wrath of the Righteous. You'd be starting at level 1 with no Mythic Tiers (though you'll be gaining them as you go).

With a Paladin as the other Front liner, I'd say you'll want a high AC character. Check with your GM for their opinion on the recent Crane Wing Errata. If you're considering Dwarf, there's a racial style (applyable only to Dwarves, Gnomes, and all Master of Many Styles monks) that adds a lot to AC. You'll want to pick up Dragon style as well for the power boost. Given that it's a demon heavy campaign, you may want to considering using a monk weapon instead of going unarmed. I understand there's a temple sword build that's quite powerful. At least I think it's a temple sword. It's some sort of monk sword, anyway.

Shadow Lodge

From the sound of it you will be playing Wrath of the Righteous. If you are going to have a paladin in the party I would recommend sitting down with him and asking what kind of paladin he is going to play. If he is playing a two handed weapon wielding smiter of evil then ask him to focus on a reach weapon and use the following advice.

Take the guardian path and take dual path as your first mythic feat, take trickster as your second path.

Focus your monk into defense. Don't give up on attack (a 13 str for power attack and weapon finesse will be great) but focus on defense. You will be the immovable wall that protects the weak. You can do this better than most with a high ac (wis and dex) and great saves.

For mythics powers, take fleet charge from the tricker and Absorb blow form the guardian, then look at powers from both to make you unstoppable. There are plenty that will help, you will be able to move around the field and stop enemies all over.

The trick for this is to take the trickster power "Path Dabbling" which will allow you to take the champion power "mythic Ki"

Finally for feats take Mythic Power Attack and Mythic Weapon Finesse.


Mystically Inclined wrote:
If you're considering Dwarf, there's a racial style (applyable only to Dwarves, Gnomes, and all Master of Many Styles monks) that adds a lot to AC

are you referring to Earth Child style? That only works against actual 'type: Giant' I thought?


Well, with 30 point buy, you are in pretty good shape ability wise. If you really wanted to min-max a human for instance, you could go: 16 Str, 16 Dex, 16 Wis, 14 Con, 8 Int, and 7 Cha (all before racials). The -1 you get to skill points is offset by the +1 skill point for being human. You can then put the +2 into Str to help with both damage and to-hit and do not have to worry about going with a Finesse build which will help out with both gear and feats.

If you are concerned about the -1 to Intelligence, you can probably get away with a 13 in Con (possibly bumping it up at level 4) and then bring Int back up to 10.

If you want to go pure defense though, you can also drop Str down to 13 and then boost either Dex or Wis to 18 before racials. Personally, I prefer the str build from a fun standpoint (though you still will not be doing the damage of the Pally) but to each their own.

Finally, if you want to be Maneuver based, you can again drop Str down to 13 and bring Int up to 13 which (with 2 more points left over) which will let you get any of the maneuver feats (Combat Expertise is a common pre-req) while also giving you more skills to be a bit more of a skill monkey (if you want to be skill-focused you can use the leftover points to bring Int up to 14). Note, that this lets get crazy with the Maneuvers without having to rely on being a Maneuver Master for when you don't want to do just maneuvers. The MM is great if all you care about is maneuvers, but I think it sacrifices more things elsewhere.

In sum, you really have all options open to you and can be pretty effective regardless of what route you take (keeping in mind that effective is still a relative term, you're still gonna lag behind the Pally in combat from a DPS standpoint for instance). You need to thus decide on what you want to do. Personally I think the generous point-buy makes the Unarmed Damage dealing monk much more attractive because you can get around a lot of the MADness that makes it difficult in typical point buys. As mentioned above though, you'll still likely need some weapons around in order to deal with the resistances of the demons.

Unfortunately I know almost nothing about Mythic, so can't help you a whole lot there.


Blackfell wrote:
Mystically Inclined wrote:
If you're considering Dwarf, there's a racial style (applyable only to Dwarves, Gnomes, and all Master of Many Styles monks) that adds a lot to AC
are you referring to Earth Child style? That only works against actual 'type: Giant' I thought?

Yes, that's what I meant. However, upon rereading it I see that it doesn't work the way I thought it did. I'd originally read it as "fighting defensively gives you a +6 bonus instead of the usual" but it's talking about bonuses against giant subtypes only. Bummer. :/


I made that exact same misread at first, don't let it get you down Mystical.


*Sigh* There's always snake style.


Pathfinder Adventure Path Subscriber

Party composition?
How many and what roles?
What sources are available?

What do you want your monk to do...
In combat?
Out of combat?


Four member party. OP is a monk, 1 Pally, 1 "control centric" character, 1 undecided/unformed. 30 point buy. Playing Wrath of the Righteous.

Good question: What sources are available?

Looking at the "In combat?" question made me realize- the original post indicated a desire for damage (dragon style and power attack were mentioned) and we're talking defense. Woops! Barking up the wrong tree.


Pathfinder Adventure Path Subscriber
Mystically Inclined wrote:

Four member party. OP is a monk, 1 Pally, 1 "control centric" character, 1 undecided/unformed. 30 point buy. Playing Wrath of the Righteous.

Good question: What sources are available?

Looking at the "In combat?" question made me realize- the original post indicated a desire for damage (dragon style and power attack were mentioned) and we're talking defense. Woops! Barking up the wrong tree.

Yah...ouch. Monks are not generally speaking combat damage powerhouses.

If this is Wrath of the Righteous...oh boy.

The players' guide mentions the usual suspects. I'm not sure a monk (who *needs* full attacks every round to mitigate the BAB hit) would work...unless...

You went Zen Archer.

That aside, Fleet Charge is a nice mythic ability. 3+2xmythic tier a day. So 5 times a day whenever you hit Mythic. But as mentioned you don't start as Mythic, so you will have to manage to survive and be a damage-dealer until then. And that's dicey as a monk. Plus...you *sure* you want to use your feeble mortal flesh against the skin of an immortal from the Abyss? Some of them are very not nice to touch :)


You may want to take a look at the trickster path as well. There are a few abilities in there that are good for monks, and you can get Fleet Charge as a trickster as well.

Take a look at the Dual Path mythic feat. If you use that you could pick up additional powers from another path.

One reason I suggest looking at trickster is so you can grab Path Dabbling. You can use that to pick up any mythic power that you qualify for from another path.... such as Enduring Armor from the archmage. A monk with a 3+Tier AC bonus can be scary hard to hit.


Pathfinder Lost Omens, Rulebook Subscriber

Me personally I would either go into the Dimensional Dervish feat chain, giving the demon's a taste of their own medicine by teleporting around the battlefield punching everyone. Mythic wise, I would go champion and take all the abilities that let you grapple people and throw them around, through walls, grab them out of the air and slam them into the ground, and use them as shields. You may not be doing the most damage, but you will be doing some awesome stuff.


Knowing the GM, I could probably get away with using my opponents to renovate the landscape.

I'm debating first level feats (going human). Improved Grapple (bonus monk), Dodge (every little bit of AC helps and with my speed and dragon style, I'll be drawing AoO as I zip around the battlefield, so sets up for mobility) and....?

I've always been tempted to take EWP to use a reach/trip/disarm monk weapon and do a little control.

Dimensional assault/agility/dervish seems awesome.... but I dont get D. door until 12th... very late game.


Pathfinder Lost Omens, Rulebook Subscriber

With mythic, not quite as late game as usual.


My first thoughts.

A single classed Str-based unarmed monk could be done best with a Tetori, if you like grappling. If you would rathr hitting the enemy, the Martial Artist is probably your best bet because of exploit weakness and the access to fighter feats (weapon specialization, greater weapon focus, greater weapon specialization and pin down make a huge difference). Unless you go Tetori, when you want the snapping turtle style, you definately want Dragon Style and Dragon Ferocity, do not even think of another style.

You definately want the Champion path. If you are interested, you could dual path it with the Guardian or the Trickster path, I would prefer the Guardian one.

Human, 30pb

STR 19 (+1 every 4 lvls)
DEX 14
CON 16
INT 7 (you are a Human, you still have 3 skill point per lvl, enough for maxing Perseption, Acrobatics and Stealth)
WIS 16
CHA 7

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