Halfling monks, is possible for them to be effective?


Pathfinder First Edition General Discussion

Liberty's Edge

Anything's possible?

Sovereign Court

Jeremiziah wrote:
Anything's possible?

high dex build with no str and following feats: weapon finesse, agile maneuvres, improved trip and improved grapple, then greater trip and greater grapple. this guy won't do any damage but he can be a decent battlefield controller.


You can always be the missile weapon for the barbarian, that's what we did in 3.5 with our halfling monk.


I've always suspected they could be effective, you just have to be careful about how you go about it. I've kind of wanted to play one sometime just to find out but I've never had the opportunity to give it a shot in the right campaign.

Liberty's Edge

Jason Ellis 350 wrote:
You can always be the missile weapon for the barbarian, that's what we did in 3.5 with our halfling monk.

+1. Throw Anything, and I mean ANYTHING!

On a side note, it looks like I created this thread, although I did not. Messageboard weirdness!


Consider the Zen Archer build from the APG... since seeing that, I have been dying to try it. It would be a pretty awesom character. Heck, you can even ask your DM to allow you to substitute a sling for the bow.

Grand Lodge

Almost any race can be effective in any class. Maybe not optimal, or the best, but effective. I just finished playing a Dwarf Paladin from levels 1 to 16, and even with the Charisma hit he was still effective and most of all, incredibly fun to play.

That said, and as the Purple Dragon Knight said above, just focus on what he has instead of what he doesn't. My Dwarf's smite and saves weren't as good as a Human's, but he could take one hell of a hit and had a great perception and sense motive. Play the Monk the same way, shurikens and battle field control :)


Sure, why not. +1 to trying to get your DM to go for the 'Zen Slinger' Monk. If he doesn't go Sacred Mountain Monk. First of all pick the Racial traits: Low Blow; Underfoot; Warslinger.

Pump Dex and Wis.

Feats like Weapon Finesse and Dodge will serve you well.

Your AC should be massive, with Weapon Finesse you'll hit fairly often.

Get a Monk's Robe to increase your unarmed damage and you're all good.

Let me know if 3.5's allowed and i'll show you how to up your unarmed strike damage obscenely.


I was just brainstorming. the idea of a little guy capable of beating down giants was my initial idea. I was just wondering if anybody has had any success with one.


jgtn wrote:
I was just brainstorming. the idea of a little guy capable of beating down giants was my initial idea. I was just wondering if anybody has had any success with one.

Honestly - the additional AC and attack bonus for being small pretty much makes up for the Strength hit. The only thing you need to make up for is the dice damage drop.

Don't neglect strength - hitting constantly for no damage is meaningless, but finesse can be a good way to go. You could also go for a high strength anyways - you'll always surprise your enemies :)

I will say - Trip is limited to creatures one size bigger than you, so it's rather campaign specific as to how good that is. Bull Rush and Overrun are also so limited, but Grapple is not (anymore).

With a high wisdom, you can certainly make excellent use of your stunning fists (don't use them on undead! - or plants, oozes, and constructs). If you do go finesse, your additional attack bonuses will ensure that you hit when you use them (so they aren't wasted).

I've played a multiclass halfling rogue/monk in 3.0 who was decently effective (and monks were rather worse then).

Scarab Sages

Also note what I said in advice thread. For a lvl 11 one off we had a Halfling Hungry Ghost Monk and we couldn't have done what we did without his Punishing Kicks.

-Drillboss

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