There's no way to get Dex to damage as a Monk (or any non-Rogue class), correct?


Skills, Feats, Equipment & Spells


I was looking for ways to have my Monk add Dex to her damage as well as attacks, but it doesn't look like it's possible for anyone but Rogues, at least with melee attacks. Is this correct?


It's not needed. Just go with light STR.

That being said, monks have issues in that there aren't that many options for ability score distribution.

I could see room for adding it if you also bring about other interesting build options for non DEX builds.


I noticed that. My character for playtesting is a Monk, and unfortunately you can't specialize at all. They get hammered by needing to focus on multiple areas at once and not getting a whole lot of added value for it.


Jesikah Morning's Dew wrote:
I noticed that. My character for playtesting is a Monk, and unfortunately you can't specialize at all. They get hammered by needing to focus on multiple areas at once and not getting a whole lot of added value for it.

They do get really great AC, saves and damage. Going with DEX, WIS, CON and STR, you can end up with master saves in Fort and Will which enables more Second Perfected Form alternatives, and since your highest stat should be DEX, Reflex saves are pretty much covered - you can even go Rogue MC to get them to master as well.

As for AC, you get legendary (+4) plus full DEX (+7 with magic items) for a massive +11 to AC, +12 with Crane Style, which is 2 higher than a Fighter and 1 higher than a Paladin... But your TAC is massive.

So there's a pay off for sure.

The problem is that it's very monolithic.


Secret Wizard wrote:
They do get really great AC, saves and damage. Going with DEX, WIS, CON and STR, you can end up with master saves in Fort and Will which enables more Second Perfected Form alternatives, and since your highest stat should be DEX, Reflex saves are pretty much covered - you can even go Rogue MC to get them to master as well.

Well, cool! I'll have to keep that in mind as I level up, then. I'm trying to absorb everything as I go. My only problem is that at level one, my scores aren't impressive. Str 10, Dex 18, Con 14, Int 12, Wis 14, Cha 10. I figured I could get by on Dex, that there'd be an option to add it to damage. So I will have to change things around here.

Secret Wizard wrote:

As for AC, you get legendary (+4) plus full DEX (+7 with magic items) for a massive +11 to AC, +12 with Crane Style, which is 2 higher than a Fighter and 1 higher than a Paladin... But your TAC is massive.

So there's a pay off for sure.

The problem is that it's very monolithic.

Hm. I will definitely be interested in how you build for that sort of stuff!


*VIOLENTLY RESISTS URGE OF CREATING A NEW GUIDE*

I think your character looks really great! Don't discount how much mileage you can get from crits as a Monk.

My advice is that you start off by picking Monk Weapon Mastery – Nunchaku + Shuriken should be a good combo to cover most encounters, plus the Disarming could be clutch every now and then.
It may seem worse than picking Crane Style and getting a ton of AC, but the ability to Flurry of Blows a pair of Shuriken for 1d6 a pop should help you against runners and such.

Move onto Stunning Fist – since you'll get Magic Strikes soon, you'll be critting quite often, particularly with Nunchaku backswing attacks on FOB. Enemies have TERRIBLE AC.

From then on, it's to taste. Ki Strike is pretty alright, getting more crit chance out of it should allow you to pull some devastating Stunning Fists.

Just make sure you start boosting STR at 5th level, getting extra damage and more bang out of Athletics is a good deal.


Secret Wizard wrote:
*VIOLENTLY RESISTS URGE OF CREATING A NEW GUIDE*

Omae wa mou shindeiru!

Secret Wizard wrote:

I think your character looks really great! Don't discount how much mileage you can get from crits as a Monk.

My advice is that you start off by picking Monk Weapon Mastery – Nunchaku + Shuriken should be a good combo to cover most encounters, plus the Disarming could be clutch every now and then.
It may seem worse than picking Crane Style and getting a ton of AC, but the ability to Flurry of Blows a pair of Shuriken for 1d6 a pop should help you against runners and such.

I'll look into that. Sounds pretty cool! You think the array looks okay?

Secret Wizard wrote:
Move onto Stunning Fist – since you'll get Magic Strikes soon, you'll be critting quite often, particularly with Nunchaku backswing attacks on FOB. Enemies have TERRIBLE AC.

I'm hoping enemies get better. I haven't gotten to the monster design yet, but I wanna crank out a bunch.

Secret Wizard wrote:

From then on, it's to taste. Ki Strike is pretty alright, getting more crit chance out of it should allow you to pull some devastating Stunning Fists.

Just make sure you start boosting STR at 5th level, getting extra damage and more bang out of Athletics is a good deal.

Yeah, that's the thing, my Athletics skill modifier is terrible. And I'm a Monk! She should be athletic. Hopefully some increases in proficiency and Strength and some feats should help with that. I'm not terribly excited about the numbers yet, but I do want to playtest things.


Crane style has a stupidly large bonus to athleticism checks to jump.


I was theory-crafting a monk; and I think Dex-Monk is the way to go. The static bonus to damage isn't all that important, as you'll be getting extra dice later on.

My "tech" in the monk build is to multi-class Cleric (of Irori) to get access to the "Deadly Simplicity" feat - that increases your die for unarmed by one step. Along with Fierce Flurry from the monk you get massive damage dice while flurrying. With Tiger stance and +2 armbands of mighty fists you have 3d12 tiger claws during a flurry.

Apologies for any errors that may be present, but the build outline to level 10 is in the spoiler below:

Unsung Himalaya:

Unsung Himalaya
Human Monk 10 (Cleric archetype)
Perception 6 (E)

Str 16 = 10 + 2 free + 4 boost
Dex 20 = 10 + 2 free + 2 human + 2 farmhand + 2 monk + 2 boost
Con 18 = 10 + 2 free + 2 human + 4 boost
Int 10 = 10
Wis 18 = 10 + 2 free + 2 farmhand + 4 boost
Cha 10 = 10

HP 158
Spd 45
AC 29 (E)
TAC 29 (E)
Fort 18 (M)
Ref 18 (E)
Wis 17 (E)
special: crane stance +1 to AC
special: crane flutter reaction +2 AC
special: haughty obstinacy

unarmed +18 (3d8+3) B
crane wing +18 (3d8+3) B
tiger claw +18 (3d10+3) B
unarmed flurry +18/+14 (3d10+3) B
crane wing flurry +18/+14 (3d10+3) B
tiger claw flurry +18/+14 (3d12+3) B
special: tiger crit 1d4 bleed

level 1 - alertness [ancestry]; assurance (athletics [background]); crane stance [monk]
level 2 - tiger stance [monk], cat fall [skill]
level 3 - fast recovery [general], athletics (E) [skill+]
level 4 - cleric dedication [monk/cleric], additional lore [skill]
level 5 - haughty obstinacy [ancestry], acrobatics (E) [skill+]
level 6 - basic dogma (deadly simplicity) [monk/cleric], unmistakable lore [skill]
level 7 - toughness [general], athletics (M) [skill+]
level 8 - monk's evasion [monk], steady balance [skill]
level 9 - cooperative nature [ancestry], acrobatics (E) [skill+]
level 0 - crane flutter [monk], rapid mantel [skill]

languages
common, tien

ancestry (human)
general feat (alertness), haughty obstinacy, cooperative nature

general
assurance (athletics), alertness, fast recovery, toughness

monk
crane stance, tiger stance, cleric dedication, basic dogma (deadly simplicity), monk's evasion, crane flutter

skill feats
cat fall, additional lore, unmistakable lore, steady balance, rapid mantel

special
flurry of blows, graceful expertise (E), powerful fist, magic strikes [unarmed (E)], incredible movement (20), metal strikes, path to perfection [fortitude], fierce flurry

weapons
unarmed 16 (E)

skills
acrobatics 17 (M)
athletics 18 (M)
lore (farming, irori, martial arts, region) 14 (T)
religion 14 (T)

items
+2 master handwraps of mighty fists (8th, 7th) wounding, ghost touch (6th, 4th)
+3/+2 bracers of armor (8th)
armbands of athletism (9th)
random support items (350gp)


LoreKeeper wrote:

I was theory-crafting a monk; and I think Dex-Monk is the way to go. The static bonus to damage isn't all that important, as you'll be getting extra dice later on.

My "tech" in the monk build is to multi-class Cleric (of Irori) to get access to the "Deadly Simplicity" feat - that increases your die for unarmed by one step. Along with Fierce Flurry from the monk you get massive damage dice while flurrying. With Tiger stance and +2 armbands of mighty fists you have 3d12 tiger claws during a flurry.

Apologies for any errors that may be present, but the build outline to level 10 is in the spoiler below:

** spoiler omitted **...

Nice try, but:

1. Deadly Simplicity only increases your damage dice for unarmed attacks up to d6, not by 1 step. So it doesn't interact with Tiger Stance at all.

2. Monk's Evasion requires Master Reflex saves.

If you are set on Cleric, worship someone with the Nature Domain – the Power 1 Skin of Thorns can grant you +1 or +2 piercing damage on your unarmed strikes and as thorns damage to anyone who hits you.


Secret Wizard wrote:
1. Deadly Simplicity only increases your damage dice for unarmed attacks up to d6, not by 1 step. So it doesn't interact with Tiger Stance at all.

I disagree, it increases unarmed attacks to d6 if lower than d6. Otherwise the rest of the text applies.

But granted, it isn't clear if special unarmed attacks (crane wing, tiger claw) qualify. I don't see why everybody else would get their damage increased and the monk doesn't. The cost (2 class feats) is certainly big enough to warrant the reward.

If what you said is true, then a more concise and clear rule would be:

"Unarmed attacks can only be raised to d6."

..

I missed that Monk's Evasion requires master proficiency. That makes it a bit redundant given that the monk gets Second Path to Perfection. Only the rider really matters from level 11.


Jesikah Morning's Dew wrote:
Secret Wizard wrote:
They do get really great AC, saves and damage. Going with DEX, WIS, CON and STR, you can end up with master saves in Fort and Will which enables more Second Perfected Form alternatives, and since your highest stat should be DEX, Reflex saves are pretty much covered - you can even go Rogue MC to get them to master as well.

Well, cool! I'll have to keep that in mind as I level up, then. I'm trying to absorb everything as I go. My only problem is that at level one, my scores aren't impressive. Str 10, Dex 18, Con 14, Int 12, Wis 14, Cha 10. I figured I could get by on Dex, that there'd be an option to add it to damage. So I will have to change things around here.

Secret Wizard wrote:

As for AC, you get legendary (+4) plus full DEX (+7 with magic items) for a massive +11 to AC, +12 with Crane Style, which is 2 higher than a Fighter and 1 higher than a Paladin... But your TAC is massive.

So there's a pay off for sure.

The problem is that it's very monolithic.

Hm. I will definitely be interested in how you build for that sort of stuff!

The monk I was going with looked like:

lvl 01: Str 12, Dex 18, Con 12, Int 10, Wis 16, Cha 10
lvl 05: Str 14, Dex 19, Con 14, Int 10, Wis 18, Cha 10 (Str, Dex, Con, Wis)
lvl 10: Str 16, Dex 20, Con 16, Int 12, Wis 18, Cha 10 (Str, Dex, Con, Int)
lvl 15: Str 18, Dex 21, Con 18, Int 12, Wis 19, Cha 10 (Str, Dex, Con, Wis)
lvl 20: Str 18, Dex 22, Con 18, Int 14, Wis 20, Cha 12 (Dex, Int, Wis, Cha)

You'll have maxed out attack and AC, close to maxed out Strength, you'll have +6 to Reflex, +4 to Fort, and +5 to Will, you'll have some extra trained skills from int, and while charisma won't be your thing you'll have solid HP and such.

Addendum:
Oddly Halflings make great Monks:

lvl 01: Str 10, Dex 18, Con 12, Int 10, Wis 18, Cha 10
lvl 05: Str 12, Dex 19, Con 14, Int 10, Wis 19, Cha 10
lvl 10: Str 14, Dex 20, Con 16, Int 10, Wis 20, Cha 10
lvl 15: Str 16, Dex 21, Con 18, Int 10, Wis 21, Cha 10
lvl 20: Str 18, Dex 22, Con 18, Int 12, Wis 22, Cha 10

Grand Lodge

From Deadly Simplicity:

Quote:
If your deity’s favored weapon has the unarmed trait (such as if you worship Irori and have the fist as your favored weapon) and its damage die is lower than d6, this feat increases its damage die to d6.

So it ONLY applies to damage dice lower than a d6. Being as it is specifically called out in this fashion indicates, at least to me, that the previous paragraph does not apply.


Alright I'll wait for clarification on, ironically, Simplicity.

HWalsh wrote:
Jesikah Morning's Dew wrote:
Secret Wizard wrote:
They do get really great AC, saves and damage. Going with DEX, WIS, CON and STR, you can end up with master saves in Fort and Will which enables more Second Perfected Form alternatives, and since your highest stat should be DEX, Reflex saves are pretty much covered - you can even go Rogue MC to get them to master as well.

Well, cool! I'll have to keep that in mind as I level up, then. I'm trying to absorb everything as I go. My only problem is that at level one, my scores aren't impressive. Str 10, Dex 18, Con 14, Int 12, Wis 14, Cha 10. I figured I could get by on Dex, that there'd be an option to add it to damage. So I will have to change things around here.

Secret Wizard wrote:

As for AC, you get legendary (+4) plus full DEX (+7 with magic items) for a massive +11 to AC, +12 with Crane Style, which is 2 higher than a Fighter and 1 higher than a Paladin... But your TAC is massive.

So there's a pay off for sure.

The problem is that it's very monolithic.

Hm. I will definitely be interested in how you build for that sort of stuff!

The monk I was going with looked like:

lvl 01: Str 12, Dex 18, Con 12, Int 10, Wis 16, Cha 10
lvl 05: Str 14, Dex 19, Con 14, Int 10, Wis 18, Cha 10 (Str, Dex, Con, Wis)
lvl 10: Str 16, Dex 20, Con 16, Int 12, Wis 18, Cha 10 (Str, Dex, Con, Int)
lvl 15: Str 18, Dex 21, Con 18, Int 12, Wis 19, Cha 10 (Str, Dex, Con, Wis)
lvl 20: Str 18, Dex 22, Con 18, Int 14, Wis 20, Cha 12 (Dex, Int, Wis, Cha)

You'll have maxed out attack and AC, close to maxed out Strength, you'll have +6 to Reflex, +4 to Fort, and +5 to Will, you'll have some extra trained skills from int, and while charisma won't be your thing you'll have solid HP and such.

Addendum:
Oddly Halflings make great Monks:

lvl 01: Str 10, Dex 18, Con 12, Int 10, Wis 18, Cha 10
lvl 05: Str 12, Dex 19, Con 14, Int 10, Wis 19, Cha 10
lvl 10: Str 14, Dex 20, Con 16, Int 10, Wis 20, Cha 10
lvl 15: Str 16, Dex 21, Con 18,...

These are basically the only sensible ways short of Wizard multiclassing to build a monk now.

Shadow Lodge

Secret Wizard, what do you think of an Elf monk with the Shield spell via ancestry feat?


Sammy T wrote:
Secret Wizard, what do you think of an Elf monk with the Shield spell via ancestry feat?

Seems like Wizard MC makes this play style better in the long run to me?

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