Creating a Level 10 Monk


Advice


Hello,

I am going to be starting a new campaign soon and I have decided to try making a monk that is difficult to hit while being able to hinder foes much larger than himself basically...

I want to be able to trip Dinosaurs!

I would appreciate any suggestions or feedback you might have regarding this build.

Monk: 20 Point Build

Str: 10
Dex: 24 (17 base, +2 Race, +1 at lv 4) (belt of dex +4)
Con: 11
Int: 13
Wis: 20 (15 base, +1 Lv 8) (Headband of Wis +4)
Cha: 7

Saves:

Fort: 7
Ref: 14
Will: 12

AC: 30 (Monk Wis/AC bounus +7)(Dex +7)(Ring of Prot +3)(Doge +1)(Bracers Of Armour +2) 34 with mobility or ki point,

Feats:

Agile Maneuvers
Combat Expertise
Weapon Fineness
Doge
Mobility
Exotic Wep Proficiency Whip
Improved Trip
Greater Trip
Imp Disarm
Fury's Fall (Chelliax allows adding Dex on trip attempts)

Magic Items:

Ring of Protection +3
Headband of Wis +4
Belt of Dex +4
Bracers of Armour +2
Whip +2

Attack modifiers:

BAB +7/2

CMB - 17 (30 to trip CMB +17,Fury's Fall +7 Greater imp trip +4,Whip +2)
CMD - 24

Any thoughts on how I can increase my ability to trip while keeping my AC high? or if I made any mistakes in my calculations.

Thanks

The Exchange

Spellcaster support is a great if you can get it. If you have a wizard then dump the bracers of armour and buy him a pearl of power from which to cast mage armour on you every day. Other spells like barkskin and enlarge person are brilliant.

Monk robes are a very nice item to buy. Buying a defending weapon will boost your AC as well an amulet of natural armour.

You could also consider the sacred mountain archetype as it has some nice defensive bonuses, although you loose evasion which is bad.

I'm a little worried at you lack of damage output though, an holy amulet of mighty fists might help if most of your enemies will be evil.

I'm not too convinced the whip is necessary but if you want to keep it then I suggest dumping your intimidate and taking the feat dazzling display. This will add a little diversity to the build.


Meninite wrote:


Exotic Wep Proficiency Whip

Is whip really a monk weapon? I cant recall that. There is alot of monk triping weapons that you could use instead and use that sweat and juice feat for something else. Like improved fortitude.

The Exchange

That's true. Personally, I'd drop the whip entirely unless you're willing to spend another feat for it, and since you can't furry with it, it really is sub-optimal.

Instead I'd take a temple sword. You won't have the 10ft reach but it still has the trip quality.

On a wider point, tripping with monks is a huge feat investment. If you can be convinced to focus on grappling instead then that is a better option.

Dark Archive

First thing is first.

Dex is not nearly as useful for a monk as you seem have the impression. Trade out the belt for one that gives you +4 Strength, or better yet if you are attached to the high AC, a headband of +4 wisdom. In either case dump your dex back town to 12-13, trust me- You wont need it for this build.

Another think go keep in mind is that MANY people make the mistake of thinking that if you are hard to hit then you wont take damage. This is almost flatly wrong as it encourages you to play with such an attitude that you are nearly invulnerable that when you do get hit it will almost ALWAYS be by critical hits, or full attacks by BBEG's. You have very, VERY low health for someone who plans on playing a martial character. Invest in at least 12, if not 14 con.

Personally I wouldn't let any of my players build a character up to level 10 who receive no benefit from a strange build that relies on 3-4 feats in a chain to eventually make sense. That kind of character would end up dead at level 3, and his buddies would not be very inclined to resurrect "the idiot who ran in, unarmored, with nothing but this whip, only to get crushed by an axe through his... well, I'm not sure you could say it was any one part of him really, the kid was in I think I counted 3 pieces. It was only one attack really, quite a bloody mess."

Next, get rid of the whip, it wont help and you will not be nearly as accurate with it as you would be with simple unarmed strikes. In addition, you cannot flurry of blows with a whip. You can replace your flurry attacks WITH trips and therefore have a MUCH higher chance of getting them to function than you would relying on your normal 3/4 BAB.

Along with that, get rid of weapon finesse, with low dex you wont need it, especially since you will in all likelihood probably be getting a guided weapon or a guided AOMF.

Next, I advise you to look at Ki throw and improved Ki throw, they are very brutal and effectively let you shuffle up the entire battlemap in a single attack, putting yourself, the rogue or whoever else in flanking position, or maybe helping to keep that mean looking Orc away from your cleric while he heals the ranger.

As for dodge and mobility, I don't see any reason to really have these two things unless you are going for a spring attack build at higher levels which is cool, just be careful because at that point there is a decent chance that the enemies you face will have an answer for that ability.

Here is an example build. He is still WAY under his estimated GP worth as well so his AC may look a little bit low but that is an easy fix with some mage armor potions, shield wands, and ioun stones.

Trip Build Dwarf Monk:
TRIPPAH CR 9
Male Dwarf Monk (Monk of the Sacred Mountain) 10
LG Medium Humanoid (Dwarf)
Hero Points 3
Init +1; Senses Darkvision (60 feet); Perception +16
--------------------
DEFENSE
--------------------
AC 21, touch 20, flat-footed 20 (+1 Dex, +1 natural)
hp 93 (10d8+30)
Fort +9, Ref +8, Will +14
Defensive Abilities Defensive Training, Iron Limb Defense; DR Adamantine Monk (DR 1/–), 1/—; Immune disease
--------------------
OFFENSE
--------------------
Spd 50 ft.
Special Attacks Flurry of Blows +8/+8/+3/+3, Ki Strike, Lawful, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 13, Dex 12, Con 14, Int 13, Wis 20/24, Cha 8
Base Atk +7; CMB +11 (+15 Disarming +15 Tripping) (+18 Disarm & Trip during Flurry of Blows); CMD 28 (30 vs. Disarm 30 vs. Trip)
Feats Combat Expertise +/-2, Deflect Arrows, Greater Disarm, Greater Trip, Improved Disarm, Improved Ki Throw, Improved Trip, Improved Unarmed Strike, Ki Throw, Medusa's Wrath, Monk Weapon Proficiencies, Stunning Fist (10/day) (DC 22), Toughness +10
Skills Acrobatics +10, Climb +11, Diplomacy +4, Escape Artist +10, Intimidate +7, Perception +16, Ride +6, Sense Motive +14, Stealth +10, Swim +7
Languages Common, Dwarven, Giant
SQ AC Bonus +9, Bastion Stance (except mind-affecting or teleportation) (Ex), Fast Movement (+30'), Greed, Hardy, Hatred, Hero Points (3), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken) (Ex), Unarmed Strike (1d10), Wholeness of Body (10 HP/use) (Su)

Other Gear Guided Amulet of Mighty Fists, Headband of Inspired Wisdom, +4


kingpin wrote:

That's true. Personally, I'd drop the whip entirely unless you're willing to spend another feat for it, and since you can't furry with it, it really is sub-optimal.

Instead I'd take a temple sword. You won't have the 10ft reach but it still has the trip quality.

On a wider point, tripping with monks is a huge feat investment. If you can be convinced to focus on grappling instead then that is a better option.

True, the reason I thought the Whip would be better is the 15ft range,

in addition I want to be playing more combat support, since we are going to be coming up against things that have CMD of 35-49 (dinosaur). I was thinking that tripping up these huge monsters would come in really handy.

but you think I could get my Grapple up that high?


Carbon D. Metric wrote:

First thing is first.

Dex is not nearly as useful for a monk as you seem have the impression. Trade out the belt for one that gives you +4 Strength, or better yet if you are attached to the high AC, a headband of +4 wisdom. In either case dump your dex back town to 12-13, trust me- You wont need it for this build.

Another think go keep in mind is that MANY people make the mistake of thinking that if you are hard to hit then you wont take damage. This is almost flatly wrong as it encourages you to play with such an attitude that you are nearly invulnerable that when you do get hit it will almost ALWAYS be by critical hits, or full attacks by BBEG's. You have very, VERY low health for someone who plans on playing a martial character. Invest in at least 12, if not 14 con.

Personally I wouldn't let any of my players build a character up to level 10 who receive no benefit from a strange build that relies on 3-4 feats in a chain to eventually make sense. That kind of character would end up dead at level 3, and his buddies would not be very inclined to resurrect "the idiot who ran in, unarmored, with nothing but this whip, only to get crushed by an axe through his... well, I'm not sure you could say it was any one part of him really, the kid was in I think I counted 3 pieces. It was only one attack really, quite a bloody mess."

Next, get rid of the whip, it wont help and you will not be nearly as accurate with it as you would be with simple unarmed strikes. In addition, you cannot flurry of blows with a whip. You can replace your flurry attacks WITH trips and therefore have a MUCH higher chance of getting them to function than you would relying on your normal 3/4 BAB.

Along with that, get rid of weapon finesse, with low dex you wont need it, especially since you will in all likelihood probably be getting a guided weapon or a guided AOMF.

Next, I advise you to look at Ki throw and improved Ki throw, they are very brutal and effectively let you shuffle up the entire battlemap in a single attack,...

You are absolutely right that this is a very odd build, it is incredibly unbalanced towards one trick, the goal was to make a character that could trip multiple times a turn to slow down attackers and give the party AOO

Perhaps I will drop Imp Disarm and Mobility for Ki throw and imp Ki throw, Dropping a dinosaur on a chump would be hilarious.

Dark Archive

Human 10th level tripping-focused monk

Feats:
1) Improved Unarmed Strike (Monk Bonus)
1) Stunning Fist (Monk Bonus)
1) Combat Expertise (1st level)
1) Combat Reflexes (Monk)
1) Improved Trip (Human)
2) Dodge (Monk)
3) Weapon Focus: Unarmed Strike
5) Ki Throw
6) Improved Bull Rush (Monk)
7) Improved Ki Throw
9) Greater Trip
10) Medusa's Wrath (Monk)

Starting Stats (20 pt buy):
S: 16 D: 12 Con:12 I:13 W:14 C:8

Level bumps to STR. +2 STR/DEX belt and +2 Wis head piece at level 10 for:
S: 20 D: 14 Con:12 I:13 W:16 C:8

Flurry:
+15/+15/+10/+10 for 2d6+6 damage (w/ Monk's Robe and +1 Amulet of Mighty Fists)

Trip attacks at +19/+19/+14/+14

At level 10 you won't be tripping any dinosaurs, but you can trip the heck out of many opponents. Having somebody that can cast Mage Armor and Enlarge Person would certainly help a lot (for defense and extra tripping power). You could add an extra point of attack/CMB by going with a +4 STR belt, but I think the STR/DEX belt helps your defenses (AC/Reflex and Combat Reflexes) enough to justify the STR sacrifice.

I'd also suggest the Heirloom Weapon trait to get yourself proficiency with a masterwork guisarme, so that you can trip enemies that move adjacent to you. You won't be able to slide them around with Ki Throw, but you can make it harder for them to hit you -- and give your allies AOs while you are at it.

Dark Archive

I missed your mention of the Fury's Fall feat: that's pretty slick! If (on my build, above) you exchange Medusa's Wrath for Fury's Fall and switch DEX and WIS (starting with a 14 DEX instead of WIS) you can add 3 more to your tripping CMB.

Tripping Flurry:

+23/+23/+14/+14

Singe trip attempt: +25

That's 5 points less on trip attack than your original build, but with a much more well rounded build: more offensive options and the Improved Ki Throw craziness. Focusing on DEX and using Fury's Fall is certainly a great way to get high trip CMB numbers, but it gimps your ability to do much else in combat.


Ok the general consensus is that a one trick pony is going to be rough.

This is the final build, with it I can get 2 trip attempts per round at +30 and +25

when I trip the creature I pull them into an adjacent square where I and anyone else get an attack of opportunity.

As far as I can tell that is the best trip attack bonus I can get with a lv 10 monk.

Now.... on to my next challenge a focused attack monk... coming up soon.

Monk: 20 Point Build

Str: 10
Dex: 24 (17 base, +2 Race, +1 at lv 4) (belt of dex +4)
Con: 11
Int: 13 (+1)
Wis: 20 (15 base, +1 Lv 8) (Headband of Wis +4)
Cha: 7

Saves:

Fort: 7
Ref: 14
Will: 12

AC: 30 (Monk Wis/AC bounus +7)(Dex +7)(Ring of Prot +3)(Doge
+1)(Bracers Of Armour +2) 34 with mobility or ki point,

Feats:

Agile Maneuvers
Combat Expertise
Weapon Fineness
Doge
Mobility
Exotic Wep Proficiency Whip
Improved Trip
Greater Trip
Ki Throw
Fury's Fall (Chelliax allows adding Dex on trip attempts)

Traits:
prehensile-whip -
http://www.d20pfsrd.com/traits/equipment-traits/prehensile-whip
Jungle Walker -
http://www.d20pfsrd.com/traits/regional-traits/jungle-walker-regional-mwang i-expanse

skills

Acrobatics 20 - (Ranks +10, class skill +3 Dex +7)
Survival 20 - (Ranks +10, class skill +3 wis +5 Jungle Walker +2)
Perception 18 - (Ranks +10, class skill +3 wis +5)
Climb 13 - (Ranks +10, class skill +3)
Knowledge nature 11 - (Ranks +10, Int +1)
Knowledge Geography 11 - (Ranks +10, Int +1)

Magic Items:

Ring of Protection +3
Headband of Wis +4
Belt of Dex +4
Bracers of Armour +2
Whip +2

Attack modifiers:

BAB +7/2

CMB - 17 (30 to trip CMB +17,Fury's Fall +7 Greater imp trip +4,Whip +2)
CMD - 28

Paizo Employee Developer

Drop Agile Maneuvers. Weapon Finesse applies to any attack that uses a light weapon. Trip is using an unarmed attack, which is treated as a light weapon, especially for a monk

linky

You wouldn't get it for things like bull rush, but who cares?

[edited for typos... bleh]


Alorha wrote:

Drop Agile Maneuvers. Weapon Finesse applies to any attack that uses a light weapon. Trip is using an unarmed attack, which is treated as a light weapon, especially for a monk

linky

You wouldn't get it for thinks like bull rush, but who cares?

cool thanks


OK!,

A new monk build, this is a pummel into oblivion build, hoping to get some new feedback, is there anything I should do to eek out some more damage or make this character better.

Thanks

Human Monk LV 10

20 Point Buy

Str 24 +7
Con 14 +2
Dex 14 +2
Int 8 -1
Wis 18 +4
Cha 7 -2

Saves:

Fort: 9
Ref: 9
Will: 11

HP: (38+7D8)

AC: 19 (Monk Wis/AC bonus +7)(Dex +2)

Feats:

Toughness
Precise Shot
Point-Blank Shot
Deadly Aim
Deflect Arrows
Improved Bull Rush
Greater Bull Rush
Power Attack
Weapon Focus (Unarmed)
Medusa's Wrath

Magic Items:

belt of giant str +4
Headband of wis +4
Amulet of mighty fists (Animal Bane)
Robes of the monk
(Permanency) - magic fang, greater +5 (20th lv caster)

CMB - 17 (21 Bull Rush)
CMD - 26 (28 vs Bull Rush)

Attacks

Single attack - +20/+15 (Magic Fang +5, BAB +7, Str +7 Weapon focus +1)(+2 vs animals)

Flurry of blows - +21/+21/+16/+16 (Magic Fang +5, BAB +10, flurry -2, Str +7 Weapon focus +1)(+2 vs animals)

Flurry of blows (Power attack) - +19/+19/+14/+14 (Magic Fang +5, BAB +10, flurry -2, Power attack -2, Str +7 Weapon focus +1)(+2 vs animals)

Damage (Normal) - 2D6 + 12
Damage (Power attack) - 2D6 + 16
Damage (Everything PA+Bane) - 4D6 + 18

Ranged Flurry - +11/+11/+6/+6 (BAB +10, flurry -2, Dex +2 Point blank +1)

Ranged Flurry (Deadly aim) - +9/+9/+4/+4 (BAB +10, flurry -2, Deadly Aim -2, Dex +2 Point blank +1)

Damage (Normal) - 1D2 + 7
Damage (Deadly Aim) - 1D2 + 11

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