Why are Monks so bad?


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WBL is more of a guideline then a requirement. Also, I'll be damned if no one in my regular group takes Craft Arms/Armor and Wondrous Item. My costs were fairly accurate for playing in a capstone game. Your better argument, would be that the character is much less valid at lower levels due to my prioritizing a completed build.

I was simply putting together an example, as I don't have hours to devote to designing a character. That one right there is still pretty foul when it comes to grappling and to combat. Once he gets someone in a grapple, they're not getting out unless they roll a nat 20.


Gloom wrote:

WBL is more of a guideline then a requirement. Also, I'll be damned if no one in my regular group takes Craft Arms/Armor and Wondrous Item. My costs were fairly accurate for playing in a capstone game. Your better argument, would be that the character is much less valid at lower levels due to my prioritizing a completed build.

I was simply putting together an example, as I don't have hours to devote to designing a character. That one right there is still pretty foul when it comes to grappling and to combat. Once he gets someone in a grapple, they're not getting out unless they roll a nat 20.

Crafting feats don't allow you to break WBL. Also, we are trying to make a baseline to see whether monks are viable, if your character needs to be over-itemed then the character is a flawed concept from the start. I would also not be so confident in your grappling ability, assuming your CMB stated is correct, which I haven't checked, and even with your items, it is only +41. The lowest CMD for bestiary CR 20 opponents is 51, although the average is about 54, some in the 60's. So it seems to be that you're the one needing 20's.


ciretose wrote:


First round monk moves and uses stunning fist.

If it fails, it is normal damage.

If it hits with your 3/4 base attack and no class abilities to help you hit, you mean.

In my experience, this is where that plan breaks down often.

It would have been an easy fix in designing the monk to say: if the monk takes a single attack and the first attack of his flurry is at a higher bonus, just use that bonus instead -- but Paizo didn't.


Gloom wrote:

Halfling 15 Monk/5 Barbarian (Brutal Pugilist)

So, uh, what was your alignment and why did you make a barbarian that can't rage because he has to be lawful? :P

Liberty's Edge

Big Stupid Fighter wrote:
Gloom wrote:

WBL is more of a guideline then a requirement. Also, I'll be damned if no one in my regular group takes Craft Arms/Armor and Wondrous Item. My costs were fairly accurate for playing in a capstone game. Your better argument, would be that the character is much less valid at lower levels due to my prioritizing a completed build.

I was simply putting together an example, as I don't have hours to devote to designing a character. That one right there is still pretty foul when it comes to grappling and to combat. Once he gets someone in a grapple, they're not getting out unless they roll a nat 20.

Crafting feats don't allow you to break WBL. Also, we are trying to make a baseline to see whether monks are viable, if your character needs to be over-itemed then the character is a flawed concept from the start. I would also not be so confident in your grappling ability, assuming your CMB stated is correct, which I haven't checked, and even with your items, it is only +41. The lowest CMD for bestiary CR 20 opponents is 51, although the average is about 54, some in the 60's. So it seems to be that you're the one needing 20's.

I think the only way to do that is not to start at 20th level, but to start at 1st and work your way up.

For example, 20 point built 1st level monk

Human
18 Str (10 +2 Racial)
12 Dex
12 Con
16 Wisdom (10)
8 Int
8 Charisma

Hit points 12 (8 + 1 Con + 3 Toughness)
AC 15 (1 dex, 3 Wisdom, 1 dodge)

+3 Fort, +3 Reflex + 5 Will

Feats Dodge (bonus), Toughness, Point Blank

Weapons: Unarmed +4 (1d6 +4) Flurry +3/+3 (1d6+4)

Shuriken +1 (1d2 +4) (+2 1d2+5 within 30) or 0/0 for flurry.

Stunning fist 1/day (Save DC 13)

Am I viable at First Level? If so we can level him up to 2nd next.

Liberty's Edge

ciretose wrote:


I think the only way to do that is not to start at 20th level, but to start at 1st and work your way up.

For example, 20 point built 1st level monk

Human
18 Str (10 +2 Racial)
12 Dex
12 Con
16 Wisdom (10)
8 Int
8 Charisma

Hit points 12 (8 + 1 Con + 3 Toughness)
AC 15 (1 dex, 3 Wisdom, 1 dodge)

+3 Fort, +3 Reflex + 5 Will

Feats Dodge (bonus), Toughness, Point Blank

Weapons: Unarmed +4 (1d6 +4) Flurry +3/+3 (1d6+4)

Shuriken +1 (1d2 +4) (+2 1d2+5 within 30) or 0/0 for flurry.

Stunning fist 1/day (Save DC 13)

Am I viable at First Level? If so we can level him up to 2nd next.

So no complaints...

2nd Level I get another bonus feat. Personally I prefer to take deflect arrows, as I'm not a big fan of grappling and I just like being able to shrug off an attack a round, particularly at this level where it is generally just one attack. But YMMV.

I get evasion, and all my attacks and saves go up by 1, and I can now do stunning fist 2 times a day now. I have 1000 gold, so I am probably going to get a few masterwork shuriken and bank the rest. Some people may grab a potion or two, but I prefer to save up.

Hit points are up to average of 17.5. I'm going to have the skill point bonus since I took a hit in intelligence. I don't feel like calculating out all the skills, but at this point I have I believe 8 (4 -1 int +1 Human) and I generally try to take class skills in the early going, with the exception of perception which I would take both levels, meaning I have a +8 at this point.

Am I still viable at 2nd level?

Liberty's Edge

ciretose wrote:
ciretose wrote:


I think the only way to do that is not to start at 20th level, but to start at 1st and work your way up.

For example, 20 point built 1st level monk

Human
18 Str (10 +2 Racial)
12 Dex
12 Con
16 Wisdom (10)
8 Int
8 Charisma

Hit points 12 (8 + 1 Con + 3 Toughness)
AC 15 (1 dex, 3 Wisdom, 1 dodge)

+3 Fort, +3 Reflex + 5 Will

Feats Dodge (bonus), Toughness, Point Blank

Weapons: Unarmed +4 (1d6 +4) Flurry +3/+3 (1d6+4)

Shuriken +1 (1d2 +4) (+2 1d2+5 within 30) or 0/0 for flurry.

Stunning fist 1/day (Save DC 13)

Am I viable at First Level? If so we can level him up to 2nd next.

So no complaints...

2nd Level I get another bonus feat. Personally I prefer to take deflect arrows, as I'm not a big fan of grappling and I just like being able to shrug off an attack a round, particularly at this level where it is generally just one attack. But YMMV.

I get evasion, and all my attacks and saves go up by 1, and I can now do stunning fist 2 times a day now. I have 1000 gold, so I am probably going to get a few masterwork shuriken and bank the rest. Some people may grab a potion or two, but I prefer to save up.

Hit points are up to average of 17.5. I'm going to have the skill point bonus since I took a hit in intelligence. I don't feel like calculating out all the skills, but at this point I have I believe 8 (4 -1 int +1 Human) and I generally try to take class skills in the early going, with the exception of perception which I would take both levels, meaning I have a +8 at this point.

Am I still viable at 2nd level?

Ok, so 3rd, now I get maneuver training. My CMD was already really high (I add my Wisdom) and now my CMB is strong as well.

Movement is going to be 40 now, BAB goes up +1, and while save stay the same my save against enchantments is now +7.

My WBL is 3000, so I'm going to go ahead and get bracers of armor for 1000 to bring my AC up to 16. I still have 2000 left, so I guess I could get some owls wisdom potions. I'm torn between weapon focus and power attack at this point for my feat. I guess I'll go weapon focus, so my to hit unarmed is now +7 normally, +6/+6 flurry with 1d6+4 damage for each attack. Stunning fist is 3 times a day, save is still 14.

Am I still viable at 3rd level?


That character is fine Ciretose, as I said previously, I am ok with Strength based monks, I merely see them as a sub optimal choice compared to other strength based characters. They aren't inviable like a dexterity build. Your progression is interesting though, if you want to continue. If you are following Treantmonks build, than I'm sure it will come out ok.

Are we officially laying this Dexterity/grappling monk nonsense to rest then? That was my main pet peeve.

Sovereign Court

I posted a monk at level 1 earlier and the standard two handed falchion wielding fighter right next to it, which were mostly ignored.

The fighter lost out on everything except attack rolls and damage, and monks are at their weakest at low level anyway with regards to that (bad base damage dice of a d6 in comparison to 2d4 as well as not yet having the BAB for power attack). When the monk WAS able to full attack and throw in an elemental fist, his damage output was comparable.

The only arguments I saw against this build were a heap of extremely misinformed arguments that I countered- with one legitimate argument remaining. "The fighter hits more often and does more damage".

Would you really want the monk to be matching the fighters DPR? If the monk was hitting as often and as hard as a fighter I would see that as a major flaw.

Edit: P.S BSF; mostly in agreement that the dex grapple monk isn't very viable. Hes a good one trick pony with pitiful damage output as a backup.

Edit: I'd happily post up the level one monk I highlighted as a level 2 and 3 build, showing hes still very viable.


For your cash, why not invest in some Masterwork Alchemical Silver Brass Knuckles for 391 gp for another +1 to hit and DR bypassing. And a wand of Mage Armor to hand to your mage to use on you for tough situations.

Liberty's Edge

Big Stupid Fighter wrote:

That character is fine Ciretose, as I said previously, I am ok with Strength based monks, I merely see them as a sub optimal choice compared to other strength based characters. They aren't inviable like a dexterity build. Your progression is interesting though, if you want to continue. If you are following Treantmonks build, than I'm sure it will come out ok.

Are we officially laying this Dexterity/grappling monk nonsense to rest then? That was my main pet peeve.

I agree that Dex monks are suboptimal to Strength monks. I think if you want to build a class that can have ridiculous AC and saves, and have that be your thing, a Dex monk is a great way to go.

That class, in some groups, is viable. But it would need accommodations.

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

Without having read the entirety of this thread, I'm just going to put my two coppers in here:

In my experience, the only folks that ever played monks in games I was involved in were folks very familiar with the Combat Maneuvers rules and who utilized every tactical option they could at the appropriate time. They never came across as weak or sucky at the table, and many times wowed the party with their versatility. It seems to me, then, that monks are there for people who really like to fiddle with the rules and test their tactical decision making skills. Sure, a "tank-and-spank" fighter-type is going to be more effective for the vast majority of players, but if you've got a thinker for a player, a monk may prove out to be the superior choice. Not necessarily going to be the front line fighter of the group, but should definitely be right next to him, making life hell for the enemy. Or maybe working with the rogue, flanking and making the enemy flat-footed as much as possible. Basically, monks are a team-player class, not an iron-clad meat missile.


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Monk with a base CMB to Grapple of +41 isn't a bad character, in a party it can easily get the +41 boosted to roughly +50 or so. In situations like these it's not unheard of to get a grapple to succeed by rolling a 4 or better on the die. Whenever you're going for DC based classes in this game that are not related to spells.. you somewhat need boosting from your team. Regardless, no CR 20 encounter is designed to be able to be taken out alone. If any character is capable of taking out a CR 20 encounter solo, then he severely lacks in other areas, and will need quite a bit of recovery time or resources after the fight.


Big Stupid Fighter wrote:


Are we officially laying this Dexterity/grappling monk nonsense to rest then? That was my main pet peeve.

Only the grappling part.

However, I feel like in the upper levels, above 12, the STR Monk and DEX Monk will probably close in regarding stats so it's probably irrelevant.

I guess it just depends on what kind of low level Monk you'd like to play.


Gloom wrote:
If any character is capable of taking out a CR 20 encounter solo, then he severely lacks in other areas, and will need quite a bit of recovery time or resources after the fight.

Depends on what you mean with other areas, but I think optimized characters of most classes can have an above 50% chance of winning if soloing against a CR20 monster, though it depends which monster. I remember a thread on a fighter kickin' a CR 20 Balor in the gonads with somewhat ease. And that was before even the APG, when there was just the core rulebook to go on. Now, he didn't have much of social skills and wasn't the sneakiest guy in town, but you can't require that of all characters.

I could easily see every core class except rogue, bard and monk soloing a CR20 and winning at level 20 if they're optimized. Not saying rogues, bards and monks can't do it, I'm just not as sure. And not saying it's terrible if they can't as they're not SUPPOSED to be able to (at least not easily).

RPG Superstar 2012 Top 16

ciretose wrote:
Aelryinth wrote:

The magic item argument vs. class abilities has always been a legit argument.

Ring of Evasion, helping other classes take no dmg from reflex AoE's since 3E. Is it special the rogue has it?

THe fly spell/items, avoiding dif terrain, subbing for Jump skill, and outrunning the monk until 11+ while solving movement problems for any class. And movement is a primary, scaling part of the monk class...but anyone can get it with some gold.

Items/spells subbing for class abilities is VERY valid against melee. Being able to Polymorph basically replaced the Melee character's role (Firbolgs with base 36 Str and +12 Nat AC, size L for Reach, tyvm). If one directed effect can consistently sub for or replace a character's uniqueness, he's not unique anymore. That's different then having to spend all your gold trying to replace what a spellcaster gets as a class ability. Trying to replicate a caster's full potential day after day would rapidly break your bank.

==Aelryinth

Only if you then keep in mind that what you are spending on items, I am also spending on other items that you can no longer afford because you spent your gold trying to do what I can do naturally. If you are going to by speed items, I'm going to buy other things as well.

This is not about using magic items to counter other magic items, which is what you are doing. It's about magic items being used to make class abilities non-unique and irrelevant.

Fly makes a huge chunk of a monk's movement powers irrelevant, as well as their jumping ability, and works for everyone. WHther cast or as a magic item, it instantly obviates the need for a good chunk of the monk class.

A Ring of Evasion works for anyone. Rogues are no longer special with their shtick.

And no, you cannot buy enough scrolls to replicate the casting ability of a caster of equal level, no matter HOW rich you are. You'll go broke within a very short time, at any level.

The problem is the non-stacking of outside benefits. If fly used your own movement rate, the monk would profit and other classes would not...it's a non-issue (1E Fly was as fast as normal folks...monks still moved tons faster)

Can you replicate Rage with magic items? Smite? Weapon training? Armor training? No, you can't...thus, they are unique to the class and other things stack on top.

Fly obviates the monk movement ability, it doesn't stack with it. That's the difference. Likewise, the Evasion ring does not stack for a Rogue.

That's the key difference in what you are arguing.

Getting Flight is like getting a Monk's fast movement. What is the Monk going to spend his money on that replicates an effect for another class over twenty levels, in comparison?

===Aelryinth


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Grappling is not completely useless, and Optimization just for the reason of optimzation is overrated. 90% of encounters that I've been in do not simply stand there trying to tank damage while they strike you back. There are usually many combat maneuver attempts in the games that I am used to, or special abilities that mimic combat maneuvers.

A Monk's purpose is not to Tank damage, nor is it to stand in a single place and spam out flurry of blows, it's also not their main function to dish out damage. They are moderate in most respects here. The general purpose of a monk is to be a maneuverable character capable of avoiding effects/damage that can stop him doing what he is doing, and to lock down opponents in a strategic manner to allow for the combat to function smoothly.

At least, it has been that way in almost every high level game that I've played in. I wouldn't WANT to play in a game where the concept was arena style tank & spank fights.


Here are two parallel builds to 12th (the limit for PFS play) for a Monk versus a 2H fighter.

Monk vs Fighter Smackdown!

I cannot say that there are no errors in this, but if you find any, I will fix them.

I also included CR appropriate ACs and CR appropriate attack bonuses.

Things that surprised me:

1) The Monk consistently out ACs the fighter from about level 4 onwards due to Mage Armor and Barkskin.

2) The Monk's CMB doesn't progress as fast as I'd thought. I may have missed things.

3) If the Monk manages to grapple the fighter, the fighter is toast.

4) This is a lot more even at nearly every level than most people are arguing.

5) The monk's Will save is hideous. :)

Note: the monk exceeds WBL by a few hundred GP earlier on (around level 2 and 3) but balances out later.

RPG Superstar 2012 Top 16

couple things...

Your Amulet of Mighty fists should not stack with brass knuckles. You are opening it wide for all sorts of abuse of the +10 rules/limits, and I have a feeling most DMs won't allow it. either you're using the knuckles,or you're not and you're using the amulet. You're already saving money over a TWF by using the knuckles, don't openly abuse it like this.

How in the world do you get +5 AC out of barkskin by level 12?

I didn't see any fighter stats in there.

You're relying on a buff from a wand for AC. That's consumables. Either buy bracers or don't use, consumables skew everything. I'm not sure on the barkskin effect, because of how long it's going to last. But that's a case of getting a buff before magic items become competitive.

If you're going to buff/go defensive, you need to break that out. Having to spend ki means you can very quickly run out of that.

==Aelryinth

Liberty's Edge

Aelryinth wrote:

couple things...

Your Amulet of Mighty fists should not stack with brass knuckles. You are opening it wide for all sorts of abuse of the +10 rules/limits, and I have a feeling most DMs won't allow it. either you're using the knuckles,or you're not and you're using the amulet. You're already saving money over a TWF by using the knuckles, don't openly abuse it like this.

How in the world do you get +5 AC out of barkskin by level 12?

I didn't see any fighter stats in there.

You're relying on a buff from a wand for AC. That's consumables. Either buy bracers or don't use, consumables skew everything. I'm not sure on the barkskin effect, because of how long it's going to last. But that's a case of getting a buff before magic items become competitive.

If you're going to buff/go defensive, you need to break that out. Having to spend ki means you can very quickly run out of that.

==Aelryinth

I agree with you on most of this, but I think the barkskin is 10 minutes a level and from Qinggong. I am pretty sure this will become an auto-swap for most people for slow fall.

Any comments on the first three levels I posted, I can keep going.

Liberty's Edge

Aelryinth wrote:


Can you replicate Rage with magic items?

Yes, actually.

http://www.d20pfsrd.com/magic/all-spells/r/rage

Available in potion form.

Armor training isn't as great if your class can add Wisdom to armor when unarmored, while still leaving the enchantment and natural armor slot open.

A ring of evasion isn't improved evasion.

If you have to spend all your WBL to do something not as well as a class can do it without spending anything, who cares? The class can do that, and then spend the money you spent on magic items making themselves better at other things.


Aelryinth wrote:

couple things...

Your Amulet of Mighty fists should not stack with brass knuckles. You are opening it wide for all sorts of abuse of the +10 rules/limits, and I have a feeling most DMs won't allow it. either you're using the knuckles,or you're not and you're using the amulet. You're already saving money over a TWF by using the knuckles, don't openly abuse it like this.

Please show me where the rules as written say that I cannot stack the benefit from Brass Knuckles with the Amulet of Mighty Fists, provided I am not taking an enhancement bonus with both.

I know that I cannot stack a +1 from the Amulet with a +1 from MW knuckles. They're both enhancement bonuses, so they do not stack. The Amulet as I'm using it is just adding elemental damage, and should stack just fine. As far as getting the weapon "too cheap", let's compare:

+2 Flaming Burst 2H sword: (+4 total enhancement) = 32,000 GP, plus 350 for the sword. 32,350

+2 Brass Knuckles = 16,604 GP (8,302 each)
Amulet of Corrosive and Shocking Fists: 20,000 GP.

16,604 + 20,000 = 36,604 - 32,350 = 4,254 for the same net bonus.

A TWF-fighter with a pair of +1 Flaming Burst Kukris would be spending 18,308*2 = 36,616 GP. Can we call 12 GP a rounding error at this point?

Besides, I thought this thread was about why Monks are so sad - isn't showing that I can spend about 12% more on weapons and be comparably effective showing that, hey, Monks aren't that sad?

Quote:
How in the world do you get +5 AC out of barkskin by level 12?

http://www.d20pfsrd.com/magic/all-spells/b/barkskin

"Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level."

The spell lasts for 10 minutes per level. I am swapping out Slow Fall for the ability to self cast that spell (Quinggong Monk).

I know. It's not fair putting spells into this. If you put spells in to this, the Fighter doesn't automatically win.

[QUOTE}I didn't see any fighter stats in there.

There are two tabs. One is labeled "Monk". The other is labeled "Fighter". Look at the bottom of your browser window.

Quote:
You're relying on a buff from a wand for AC. That's consumables. Either buy bracers or don't use, consumables skew everything. I'm not sure on the barkskin effect, because of how long it's going to last. But that's a case of getting a buff before magic items become competitive.

The cost of a +4 set of Bracers is 16,000 GP. The cost of a wand of Mage Armor (same protection) is 750 GP. This Monk build replenishes ki very quickly...by killing things and confirming critical hits.

The cost of a Pearl of Power (1st level) to let my teammate the Wizard or Sorcerer cast Mage Armor on me at his full caster level is 1,000 GP. I'd rather spend that than the 16,000.

21 wands and they come out about the same. I sincerely doubt I'll go through 21+50 = 1,050 hours of combat in an adventuring career.

I am assuming that if I buy a wand and hand it to my teammate, the teammate will use it. I am assuming that any buff that lasts for hours per caster level is something I can assume to have as standard operating procedure, especially if I buy the wand.

I am also assuming that for very big fights, I'll chug potions of Bull's Strength and Cat's Grace. Since those are not A) effects I can put on myself at need with a replenishable resource, or B) spells that last an hour per level I'm not including them. They don't impact the action economy of the character at the beginning of the fight.

Quote:
If you're going to buff/go defensive, you need to break that out. Having to spend ki means you can very quickly run out of that.

This shows you really haven't looked at the Monk options in Ultimate Magic (Quinggong) or Advanced Player's Guide (Hungry Ghost).

At the earliest level I can self cast Barkskin, it's a 40 minute duration for 1 ki.

At 5th level, every time I kill a living opponent or confirm a crit, I get one ki replenished, so long as I have at least one ki left in reserve. Want to bet I won't kill something often enough to replenish the ki for barkskin? :)

At 7th level, every time I kill a living opponent or confirm a crit, I get 7 hit points or 1 ki replenished, so long as I have at least one ki in reserve. By the time that happens, I'll have 8 ki to spend, that barkskin will last 70 minutes per casting...and it only gets better from there.

At 11th level, both the steal ki and siphon hit points stunts work on everything - including undead and constructs.


AdAstraGames wrote:


The cost of a +4 set of Bracers is 16,000 GP. The cost of a wand of Mage Armor (same protection) is 750 GP. This Monk build replenishes ki very quickly...by killing things and confirming critical hits.

The cost of a Pearl of Power (1st level) to let my teammate the Wizard or Sorcerer cast Mage Armor on me at his full caster level is 1,000 GP. I'd rather spend that than the 16,000.

21 wands and they come out about the same. I sincerely doubt I'll go through 21+50 = 1,050 hours of combat in an adventuring career.

I am assuming that if I buy a wand and hand it to my teammate, the teammate will use it. I am assuming that any buff that lasts for hours per caster level is something I can assume to have as standard operating procedure, especially if I buy the wand.

I am also assuming that for very big fights, I'll chug potions of Bull's Strength and Cat's Grace. Since those are not A) effects I can put on myself at need with a replenishable resource, or B) spells that last an hour per level I'm not including them. They don't impact the action economy of the character at the beginning of the fight.

So your build is reliant on others playing certain classes?

Who says there will always be wizard/Sorc with Mage armor known?


The amulet only works on natural or unarmed attacks, brass knuckles are not really unarmed attacks, they simply have the feature to apply unarmed strike damage.

You cant include outside buffs because a commoner beats a fighter given enough buffs, if it comes from an outside source it should be applied to both characers being compared because if one can get it then so can the other.

You dont do a lot of damage so you wont be finishing much off and you have a 5% chance to crit and that chance lowers when having to confirm, never count on limitless ki for any monk.


Starbuck_II wrote:


So your build is reliant on others playing certain classes?
Who says there will always be wizard/Sorc with Mage armor known?

As he's said repeatedly, the wand costs 750. No need for anyone to actually KNOW the spell. And it's not that far-fetched that most parties will have either a sorcerer, wizard, witch, or summoner - or a bard, rogue, paladin, or anyone else with a smattering of Use Magic Device.


Shadow_of_death wrote:

The amulet only works on natural or unarmed attacks, brass knuckles are not really unarmed attacks, they simply have the feature to apply unarmed strike damage.

You cant include outside buffs because a commoner beats a fighter given enough buffs, if it comes from an outside source it should be applied to both characers being compared because if one can get it then so can the other.

You dont do a lot of damage so you wont be finishing much off and you have a 5% chance to crit and that chance lowers when having to confirm, never count on limitless ki for any monk.

"Benefit: Brass knuckles allow you to deal lethal damage with unarmed attacks."

They're also listed under "unarmed attacks". There's a strong case for treating them as unarmed attacks.

Yeah, apply them to both, and you'll have the same situation as now, since the fighter doesn't really benefit from the armor. He financed the buff himself, can keep it going all day long all life long, and could if he wanted even just put some ranks into UMD and use it himself.
If the commoner buys enough spells he could prolly beat the fighter that doesn't, but what long-term buffs do you suggest will do that?
Feel free to apply Mage Armor to the fighter to.


Starbuck_II wrote:


So your build is reliant on others playing certain classes?
Who says there will always be wizard/Sorc with Mage armor known?

And fighter builds rely on someone giving them weapons. And armor. And healing.

Mage Armor is one of the most commonly known 1st level arcane spells, because it's one of the most constantly useful 1st level arcane spells.

It's on four class lists (Wizard, Sorc, Summoner, Witch).

What are the odds that a 4-5 person party won't have one of those four classes in it?

Shadow_of_Death wrote:
The amulet only works on natural or unarmed attacks, brass knuckles are not really unarmed attacks, they simply have the feature to apply unarmed strike damage.

Here's the text:

"This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as Additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability."

And here's the important text from Brass Knuckles:

"Monks are proficient with brass knuckles and can use their Monk unarmed damage when fighting with them."

Being able to do their Monk unarmed damage when fighting with them means that they stack with the bonus to unarmed attacks and natural weapons.

On to your next objection.

Quote:
You cant include outside buffs because a commoner beats a fighter given enough buffs, if it comes from an outside source it should be applied to both characers being compared because if one can get it then so can the other.

I am only including one outside buff - Mage Armor. I'll let the fighter have it too. It doesn't stack with the armor bonus he already gets.

I am including one self-buff, because it lasts for 2 hours per application. I know, the fighter doesn't get any self buffs, so I'm cheating. (The fighter gets to wear armor.)

I am using one self-buff, because at 12th level, it lasts for 2 hours for +5 AC for 1 ki. I have 13 ki to spend, even without recharging.

Quote:
You dont do a lot of damage so you wont be finishing much off and you have a 5% chance to crit and that chance lowers when having to confirm, never count on limitless ki for any monk.

Did you actually look at the character build?

+16 to hit for 2d8+14+2d6 per hit. CR appropriate AC is 27.
+11 to hit for 2d8+14+2d6 per hit. CR appropriate AC is 27

Average damage per successful hit is 9+14+7=20

I have a 1 in 4 chance of hitting with both of my high BAB attacks.
I have a 1 in 2 chance of hitting with one of my high BAB attacks.
I have a 1 in 4 chance of missing with both of my high BAB attacks.

I have a 1 in 8 chance of hitting with both of my medium BAB attacks.
I have a 1 in 4 chance of hitting with one of my medium BAB attacks.
I have a 5 in 8 chance of missing with both of my medium BAB attacks.

I have a 1 in 10 chance of hitting with my low BAB attack, and if I do, it does an additional 2d8+14 damage, and I get back a ki or hit points.

So. Exercise for the reader time:

What are the odds that I'll hit with 1, 2, 3 or 4 attacks against an AC of 27?

On the nature of Buffs:

I can generally expect that there will be someone out there with Bless. I can usually expect Inspire Courage. These apply to both the Monk and the Fighter.

They help the Monk a LOT more than they help the fighter, because +3 to hit is HUGE for the Monk, and doesn't move the needle much for the fighter. The Monk benefits a lot more from someone to flank with for the same reason.

The fighter does about 34 per hit. He hits on a 3+, a 7+, a 12+ and a 17+


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I go a step further and beyond bless I assume Heroism. It's a really nice spell, especially for situations where you need reliable checks.


In another thread i cant be bothered to try and find on my phone a dev weighed in on the aomf and brass knuckles, so instead of arguing it ill let you try and find it. (Again, i would for you but it would be really difficult for me).

And i never said the same buff, but another more relevant buff should be applied for the fighter.

I gotta say when your best attack only hits half the time youve already lost my faith.


While I get what you'r trying to do, I think this would be better illustrated with a more optomized monk.

For example: Why have both an amulet of Mighty fist and Brass Knuckles? It sees like the character would both save money AND solve any potential rules issues by having +4 Knucks. This frees up the neck slot for w/e

And on that end, why do the monk and the fighter have different weapon enhancements? number comparisons would be much easier if the two characters had a flat +4 enhancement as opposed to some combination of enhancements and weapon properties.

Outside buffs are also a pretty big issue. Cuz it's reasonable for both this entrepid monk and fighter to have variouse potions which could include things like Haste or Bless or Heroism. The monk should only be able to relly buffs in brings to the table naturally through its class features. This allows for more fair comparisons because the same party could concievably buff the two characters in the same way for the purpose of combat.

Also, I don't think anyone is contesting monk potential. Folks in the DPR olympics have posted up monk builds that do what I would consider *sufficient* damage for the purpose of adventureing.

The issue with monks is that building one requires more thought and effort than expected, and that the end result of that work is not necessarily what they originally had in mind for that character.


Fine. The fighter has a wand of Mage Armor.


Jeranimus Rex wrote:


For example: Why have both an amulet of Mighty fist and Brass Knuckles? It sees like the character would both save money AND solve any potential rules issues by having +4 Knucks. This frees up the neck slot for w/e

One - with BarkSkin, I don't need the amulet slot for the Amulet of Natural Armor.

Two - I suspect I have to buy a pair of brass knuckles sets to make them all work.

Quote:
And on that end, why do the monk and the fighter have different weapon enhancements? number comparisons would be much easier if the two characters had a flat +4 enhancement as opposed to some combination of enhancements and weapon properties.

Because the Monk gets a LOT more out of +1d6 damage per hit than the fighter does, because the Monk gets more attacks. The Fighter gets more benefit out of Flaming Burst because he's threatening on a 15-20 and confirming at +4 over the attack modifier.

Quote:
Outside buffs are also a pretty big issue. Cuz it's reasonable for both this entrepid monk and fighter to have variouse potions which could include things like Haste or Bless or Heroism. The monk should only be able to relly buffs in brings to the table naturally through its class features. This allows for more fair comparisons because the same party could concievably buff the two characters in the same way for the purpose of combat.

The only buffs I applied to the Monk that the fighter does not get are:

1) Barkskin. He applies it himself.
2) Mage Armor. The fighter can't get this in addition to his existing armor.

Quote:
The issue with monks is that building one requires more thought and effort than expected, and that the end result of that work is not necessarily what they originally had in mind for that character.

The Monk doesn't do as much damage as the fighter. He shouldn't. The Fighter doesn't have a +19 Will Save against "Dominate Person" at 12th level.


On the Brass Knuckles stuff: 1, there are other necklaces than just Natural Armor, and 2. You only need on Brass Knuck, since Flurry says that you may use the same weapon for each attack. Cheesy RAW, but I've always been a fan of dairy and Saint Seiya.

I wanted to be sure that the properties were better than the flat enhancment so I ran the numbers on each character:

I used the DPR formula from the DPR Olympics thread as a reference.

On the fighter: average DPR for the +4 weapon is higher by 3 points w/o power attack in a full round attack. It's around 9 points higher if Power Attacking. YMMV on whether this is neglidgable or not, but since +4 weapons bypass Adamantine DR, my vote is with the higher enhancement.

On the Monk: DPR was 8 higher for the +4 weapon. Also, the DPR was abysmal compared to the fighter. Being about half as much damage. This is a problem and turns the example on its head. Who cares if the monk is able to resist Dominate person in a world where the Fighter is clearly the better choice anyways.

Even if the monk is not "supposed" to do as much damage as a fighter, 50% is far too low to be acceptable in my book. Doesn't realy matter to me what other utility that character does, if it wants to be in melee/deal damage it should try to close the gap as best it can, not satisfy itself with "other things." Strive for excelence, and be good at both damage and utility.


Sorry it took me so long to post the monk. I was a bit busy. First, a few notes:

1) 15 point buy.
2) I did not focus on maneuvers even though I have two.
3) For several levels I have wealth that I did not use. I didn't know what I wanted to buy and I felt that I could leave it open. I had debated getting Greater Magic Fang but I wasn't sure how it would be viewed since it is supposed to be cast on each limb and a monk can use any body part in combat (assuming I want more than +1 to hit and damage).
4) I didn't focus on stunning fist but I did make sure it was useful most of the time. Remember that to determine effectiveness you should add the percent chance to succeed each round so that within 2-3 rounds it will be effective and give the monk essentially a free round of attacks (with +2 to hit). At higher levels he has more options with it.
5) I currently don't have any means of flight but with his jump check and money left over, I'm sure he can find some way to reach his opponent(potions or figurines or winged boots).

Here he is (I will post 5 levels in each post, sorry if it looks like spam):

BARAG

Male Dwarf Monk 1:

LN Medium Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 13. . (+1 Dex, +1 dodge)
hp 11 (1d8+2)
Fort +4, Ref +4, Will +5
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Special Attacks Flurry of Blows +1/+1 BAB +1
--------------------
STATISTICS
--------------------
Str 14, Dex 13, Con 14, Int 10, Wis 17, Cha 6
Base Atk +0; CMB +3 (+2 Grappling); CMD 17
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (1/day) (DC 14)
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +5, Climb +6, Perception +7, Stealth +5
Languages Common, Dwarven
SQ AC Bonus +3, Greed, Hardy, Hatred, Slow and Steady, Stability, Stonecunning +2, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)

--------------------
TRACKED RESOURCES
--------------------
Stunning Fist (1/day) (DC 14) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.

DPR: 7.51

Target Numbers:
HP: 15
AC: 12
High Attack Bonus: 2
High Damage: 7
Primary Ability DC: 12
Good Save: 3

Stunning fist works 50% to 65% of the time
Monk can take out opponent in 2 rounds.
Opponent can take out monk in 4+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 65%

Male Dwarf Monk 2:

LN Medium Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +8
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 13. . (+1 Dex, +1 dodge)
hp 19 (2d8+4)
Fort +6, Ref +6, Will +7
Defensive Abilities Defensive Training, Evasion
--------------------
OFFENSE
--------------------
Spd 20 ft.
Special Attacks Flurry of Blows +2/+2 BAB +1
--------------------
STATISTICS
--------------------
Str 14, Dex 13, Con 14, Int 10, Wis 17, Cha 6
Base Atk +1; CMB +4 (+3 Grappling); CMD 18
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Scorpion Style (DC 14), Stunning Fist (2/day) (DC 14)
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +6, Climb +7, Perception +8, Stealth +6
Languages Common, Dwarven
SQ AC Bonus +3, Greed, Hardy, Hatred, Slow and Steady, Stability, Stonecunning +2, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Other Gear Cloak of Resistance, +1
--------------------
TRACKED RESOURCES
--------------------
Stunning Fist (2/day) (DC 14) - 0/2
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +2/+2 BAB +1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Scorpion Style (DC 14) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (2/day) (DC 14) You can stun an opponent with an unarmed attack.

DPR: 6.83

Target Numbers:
HP: 20
AC: 14
High Attack Bonus: 4
High Damage: 10
Primary Ability DC: 13
Good Save: 4

Stunning fist works 45% to 60% of the time
Monk can take out opponent in 4 rounds.
Opponent can take out monk in 7+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 70%

Male Dwarf Monk 3:

LN Medium Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +9
--------------------
DEFENSE
--------------------
AC 16, touch 15, flat-footed 14. . (+1 armor, +1 Dex, +1 dodge)
hp 27 (3d8+6)
Fort +6, Ref +6, Will +7
Defensive Abilities Defensive Training, Evasion
--------------------
OFFENSE
--------------------
Spd 30 ft.
Special Attacks Flurry of Blows +4/+4 BAB +1
--------------------
STATISTICS
--------------------
Str 14, Dex 13, Con 14, Int 10, Wis 17, Cha 6
Base Atk +2; CMB +5; CMD 19
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Scorpion Style (DC 14), Stunning Fist (3/day) (DC 15), Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +7, Climb +8, Perception +9, Stealth +7
Languages Common, Dwarven
SQ AC Bonus +3, Fast Movement (+10'), Greed, Hardy, Hatred, Maneuver Training (Ex), Slow and Steady, Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Other Gear Bracers of Armor, +1, Cloak of Resistance, +1
--------------------
TRACKED RESOURCES
--------------------
Stunning Fist (3/day) (DC 15) - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +4/+4 BAB +1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Maneuver Training (Ex) CMB = other BABs + Monk level
Scorpion Style (DC 14) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (3/day) (DC 15) You can stun an opponent with an unarmed attack.

DPR: 7.51

Target Numbers:
HP: 30
AC: 15
High Attack Bonus: 6
High Damage: 13
Primary Ability DC: 14
Good Save: 5

Stunning fist works 45% to 60% of the time
Monk can take out opponent in 4 rounds.
Opponent can take out monk in 4+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 65%

Male Dwarf Monk 4:

LN Medium Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +11
--------------------
DEFENSE
--------------------
AC 20, touch 18, flat-footed 18. . (+1 armor, +1 Dex, +1 natural, +1 deflection, +1 dodge)
hp 35 (4d8+8)
Fort +7, Ref +7, Will +9
Defensive Abilities Defensive Training, Evasion
--------------------
OFFENSE
--------------------
Spd 30 ft.
Special Attacks Flurry of Blows +5/+5/+5 BAB +1, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14, Dex 13, Con 14, Int 10, Wis 18, Cha 6
Base Atk +3; CMB +6; CMD 23
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Scorpion Style (DC 16), Stunning Fist (4/day) (DC 16), Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +8, Climb +9, Perception +11, Stealth +8
Languages Common, Dwarven
SQ AC Bonus +5, Fast Movement (+10'), Greed, Hardy, Hatred, Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Slow and Steady, Slow Fall 20' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8)
Other Gear Amulet of Natural Armor +1, Bracers of Armor, +1, Cloak of Resistance, +1, Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/6
Stunning Fist (4/day) (DC 16) - 0/4
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+5 BAB +1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Scorpion Style (DC 16) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (4/day) (DC 16) You can stun an opponent with an unarmed attack. Can Stun or Fatigue

DPR: 7.88

Target Numbers:
HP: 40
AC: 17
High Attack Bonus: 8
High Damage: 16
Primary Ability DC: 15
Good Save: 7

Stunning fist works 45% to 60% of the time
Monk can take out opponent in 6 rounds.
Opponent can take out monk in 5+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 60%

Male Dwarf Monk 5:

LN Medium Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +12
--------------------
DEFENSE
--------------------
AC 19, touch 18, flat-footed 17. . (+1 armor, +1 Dex, +1 deflection, +1 dodge)
hp 48 (5d8+15)
Fort +7, Ref +7, Will +9
Defensive Abilities Defensive Training, Evasion; Immune disease
--------------------
OFFENSE
--------------------
Spd 30 ft.
Special Attacks Flurry of Blows +7/+7/+7 BAB +2, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14, Dex 13, Con 14, Int 10, Wis 18, Cha 6
Base Atk +3; CMB +7; CMD 23
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Scorpion Style (DC 16), Stunning Fist (5/day) (DC 17), Toughness +5, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +9, Climb +10, Perception +12, Stealth +9
Languages Common, Dwarven
SQ AC Bonus +5, Fast Movement (+10'), Greed, Hardy, Hatred, High Jump (+5) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 20' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8)
Other Gear Amulet of Mighty Fists +1, Bracers of Armor, +1, Cloak of Resistance, +1, Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/6
Stunning Fist (5/day) (DC 17) - 0/5
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +7/+7/+7 BAB +2 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+5) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 16) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (5/day) (DC 17) You can stun an opponent with an unarmed attack., Can Stun or Fatigue

DPR: 9.82

Target Numbers:
HP: 55
AC: 18
High Attack Bonus: 10
High Damage: 20
Primary Ability DC: 15
Good Save: 8

Stunning fist works 40% to 55% of the time
Monk can take out opponent in 6 rounds.
Opponent can take out monk in 4+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 65%


Male Dwarf Monk 6:

LN Medium Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +14
--------------------
DEFENSE
--------------------
AC 19, touch 19, flat-footed 17. . (+1 Dex, +1 deflection, +1 dodge)
hp 57 (6d8+18)
Fort +8, Ref +8, Will +11
Defensive Abilities Defensive Training, Evasion; Immune disease
--------------------
OFFENSE
--------------------
Spd 40 ft.
Special Attacks Flurry of Blows +9/+9/+9/+4 BAB +2, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/16, Dex 13, Con 14, Int 10, Wis 18/20, Cha 6
Base Atk +4; CMB +9 (+11 Tripping); CMD 26 (28 vs. Trip)
Feats Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Monk Weapon Proficiencies, Scorpion Style (DC 18), Stunning Fist (6/day) (DC 18), Toughness +6, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +10, Climb +11, Escape Artist +5, Perception +14, Stealth +10
Languages Common, Dwarven
SQ AC Bonus +6, Fast Movement (+20'), Greed, Hardy, Hatred, High Jump (+6) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 30' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8)
Other Gear Amulet of Mighty Fists +1, Belt of Giant Strength, +2, Cloak of Resistance, +1, Headband of Inspired Wisdom, +2, Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/8
Stunning Fist (6/day) (DC 18) - 0/6
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +9/+9/+9/+4 BAB +2 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+6) (Ex) +6 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 18) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue) (6/day) (DC 18) You can stun an opponent with an unarmed attack.

DPR: 16.96

Target Numbers:
HP: 70
AC: 19
High Attack Bonus: 12
High Damage: 25
Primary Ability DC: 16
Good Save: 9
CMB: 13
CMD vs Trip: 22-32, Ave 26
% Can’t be Tripped: 5%

Stunning fist works 45% to 60% of the time
Monk can take out opponent in 5 rounds.
Opponent can take out monk in 4+ rounds.
Trip: best 50%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 65%

Male Dwarf Monk 7:

LN Medium Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +15
--------------------
DEFENSE
--------------------
AC 22, touch 19, flat-footed 20. . (+2 armor, +1 Dex, +1 natural, +1 deflection, +1 dodge)
hp 66 (7d8+21)
Fort +9, Ref +9, Will +12
Defensive Abilities Defensive Training, Evasion; Immune disease
--------------------
OFFENSE
--------------------
Spd 40 ft.
Special Attacks Flurry of Blows +10/+10/+10/+5 BAB +2, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/16, Dex 13, Con 14, Int 10, Wis 18/20, Cha 6
Base Atk +5; CMB +10 (+12 Tripping); CMD 27 (29 vs. Trip)
Feats Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Scorpion Style (DC 18), Stunning Fist (7/day) (DC 19), Toughness +7, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +11, Climb +11, Escape Artist +6, Perception +15, Stealth +11
Languages Common, Dwarven
SQ AC Bonus +6, Fast Movement (+20'), Greed, Hardy, Hatred, High Jump (+7) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 30' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8), Wholeness of Body (7 HP/use) (Su)
Other Gear Amulet of Mighty Fists +1, Belt of Giant Strength, +2, Bracers of Armor, +2, Cloak of Resistance, +2, Headband of Inspired Wisdom, +2, Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/8
Stunning Fist (7/day) (DC 19) - 0/7
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +10/+10/+10/+5 BAB +2 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+7) (Ex) +7 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 18) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue) (7/day) (DC 19) You can stun an opponent with an unarmed attack.
Wholeness of Body (7 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.

DPR: 15.46

Target Numbers:
HP: 85
AC: 20
High Attack Bonus: 13
High Damage: 30
Primary Ability DC: 17
Good Save: 10
CMB: 14
CMD vs Trip: 17-38, Ave 28
% Can’t be Tripped: 16%

Stunning fist works 45% to 60% of the time
Monk can take out opponent in 6 rounds.
Opponent can take out monk in 4+ rounds.
Trip: best 80%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 60%

Male Dwarf Monk 8:

LN Medium Humanoid (Dwarf)
Init +8; Senses Darkvision (60 feet); Perception +16
--------------------
DEFENSE
--------------------
AC 25, touch 22, flat-footed 22. . (+2 armor, +2 Dex, +1 natural, +2 deflection, +1 dodge)
hp 75 (8d8+24)
Fort +10, Ref +11, Will +13
Defensive Abilities Defensive Training, Evasion; Immune disease
--------------------
OFFENSE
--------------------
Spd 40 ft.
Special Attacks Flurry of Blows +11/+11/+11/+6/+6 BAB +2, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/16, Dex 14, Con 14, Int 10, Wis 18/20, Cha 6
Base Atk +6; CMB +11 (+13 Tripping); CMD 31 (33 vs. Trip)
Feats Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Scorpion Style (DC 19), Stunning Fist (8/day) (DC 19), Toughness +8, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +18, Climb +11, Escape Artist +8, Perception +16, Stealth +13
Languages Common, Dwarven
SQ AC Bonus +7, Fast Movement (+20'), Greed, Hardy, Hatred, High Jump (+8) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 40' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken) (Ex), Unarmed Strike (1d10), Wholeness of Body (8 HP/use) (Su)
Other Gear Amulet of Mighty Fists +1, Belt of Giant Strength, +2, Boots of Elvenkind, Bracers of Armor, +2, Cloak of Resistance, +2, Headband of Inspired Wisdom, +2, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/9
Stunning Fist (8/day) (DC 19) - 0/8
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +11/+11/+11/+6/+6 BAB +2 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+8) (Ex) +8 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 19) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 40' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken) (8/day) (DC 19) You can stun an opponent with an unarmed attack.
Wholeness of Body (8 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.

DPR: 20.95

Target Numbers:
HP: 100
AC: 21
High Attack Bonus: 15
High Damage: 35
Primary Ability DC: 18
Good Save: 11
CMB: 16
CMD vs Trip: 24-35, Ave 29
% Can’t be Tripped: 20%

Stunning fist works 40% of the time
Monk can take out opponent in 5 rounds.
Opponent can take out monk in 4 rounds.
Trip: Best 50%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 60%

Male Dwarf Monk 9:

LN Medium Humanoid (Dwarf)
Init +8; Senses Darkvision (60 feet); Perception +18
--------------------
DEFENSE
--------------------
AC 27, touch 23, flat-footed 24. . (+2 armor, +2 Dex, +2 natural, +2 deflection, +1 dodge)
hp 84 (9d8+27)
Fort +10, Ref +11, Will +14
Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune disease
--------------------
OFFENSE
--------------------
Spd 50 ft.
Special Attacks Flurry of Blows +12/+12/+12/+7/+7 BAB +3, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/16, Dex 14, Con 14, Int 10, Wis 18/22, Cha 6
Base Atk +6; CMB +12 (+14 Tripping); CMD 32 (34 vs. Trip)
Feats Dodge, Improved Initiative, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Scorpion Style (DC 20), Stunning Fist (9/day) (DC 21), Toughness +9, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +19, Climb +11, Escape Artist +9, Perception +18, Stealth +14
Languages Common, Dwarven
SQ AC Bonus +8, Fast Movement (+30'), Greed, Hardy, Hatred, High Jump (+9) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 40' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken) (Ex), Unarmed Strike (1d10), Wholeness of Body (9 HP/use) (Su)
Other Gear Amulet of Mighty Fists +1, Belt of Giant Strength, +2, Boots of Elvenkind, Bracers of Armor, +2, Cloak of Resistance, +2, Headband of Inspired Wisdom, +4, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/10
Stunning Fist (9/day) (DC 21) - 0/9
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +12/+12/+12/+7/+7 BAB +3 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+9) (Ex) +9 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 20) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 40' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken) (9/day) (DC 21) You can stun an opponent with an unarmed attack.
Wholeness of Body (9 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.

DPR: 18.74

Target Numbers:
HP: 115
AC: 23
High Attack Bonus: 17
High Damage: 40
Primary Ability DC: 18
Good Save: 12
CMB: 21
CMD vs Trip: 24-43, Ave 34
% Can’t be Tripped: 5%

Stunning fist works 45% of the time
Monk can take out opponent in 7 rounds.
Opponent can take out monk in 4 rounds.
Trip: Best 55%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 60%

Male Dwarf Monk 10:

LN Large Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +19
--------------------
DEFENSE
--------------------
AC 25, touch 21, flat-footed 23. . (+2 armor, +1 Dex, -1 size, +2 natural, +2 deflection, +1 dodge)
hp 93 (10d8+30)
Fort +11, Ref +11, Will +15
Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune disease
--------------------
OFFENSE
--------------------
Spd 50 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +14/+14/+14/+9/+9 BAB +3, Ki Strike, Lawful, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/18, Dex 14/12, Con 14, Int 10, Wis 18/22, Cha 6
Base Atk +7; CMB +15 (+17 Tripping); CMD 34 (36 vs. Trip)
Feats Dodge, Improved Critical: Unarmed Strike, Improved Initiative, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Scorpion Style (DC 21), Stunning Fist (10/day) (DC 21), Toughness +10, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +19, Climb +12, Escape Artist +9, Fly -1, Perception +19, Stealth +10
Languages Common, Dwarven
SQ AC Bonus +8, Fast Movement (+30'), Greed, Hardy, Hatred, High Jump (+10) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 50' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken) (Ex), Unarmed Strike (1d10), Wholeness of Body (10 HP/use) (Su)
Other Gear Amulet of Mighty Fists +2, Belt of Giant Strength, +2, Boots of Elvenkind, Bracers of Armor, +2, Cloak of Resistance, +2, Headband of Inspired Wisdom, +4, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/11
Stunning Fist (10/day) (DC 21) - 0/10
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +14/+14/+14/+9/+9 BAB +3 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+10) (Ex) +10 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 21) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 50' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken) (10/day) (DC 21) You can stun an opponent with an unarmed attack.
{b]Wholeness of Body (10 HP/use) (Su)[/b] Self-heal monk level in damage for 2 Ki points.
--------------------
Enlarge: 2950 gold

DPR: 39.96

Target Numbers:
HP: 130
AC: 24
High Attack Bonus: 18
High Damage: 45
Primary Ability DC: 19
Good Save: 13
CMB: 20
CMD vs Trip: 29-46, Ave 34
% Can’t be Tripped: 27%

Stunning fist works 40% to 55% of the time
Monk can take out opponent in 4 rounds.
Opponent can take out monk in 6+ rounds.
Trip: Best 45%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 60%


Male Dwarf Monk 11:

LN Large Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +20
--------------------
DEFENSE
--------------------
AC 27, touch 21, flat-footed 25. . (+3 armor, +1 Dex, -1 size, +3 natural, +2 deflection, +1 dodge)
hp 102 (11d8+33)
Fort +11, Ref +11, Will +15
Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune Diamond Body, disease, poison
--------------------
OFFENSE
--------------------
Spd 50 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +16/+16/+16/+11/+11/+6 BAB +3, Ki Strike, Lawful, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/20, Dex 14/12, Con 14, Int 10, Wis 18/22, Cha 6
Base Atk +8; CMB +17 (+19 Tripping); CMD 36 (38 vs. Trip)
Feats Dodge, Improved Critical: Unarmed Strike, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Scorpion Style (DC 21), Stunning Fist (11/day) (DC 22), Toughness +11, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +20, Climb +13, Escape Artist +10, Fly -1, Perception +20, Stealth +11
Languages Common, Dwarven
SQ AC Bonus +8, Fast Movement (+30'), Greed, Hardy, Hatred, High Jump (+11) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 50' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken) (Ex), Unarmed Strike (1d10), Wholeness of Body (11 HP/use) (Su)
Other Gear Amulet of Mighty Fists +2, Belt of Giant Strength, +4, Boots of Elvenkind, Bracers of Armor, +3, Cloak of Resistance, +2, Headband of Inspired Wisdom, +4, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/11
Stunning Fist (11/day) (DC 22) - 0/11
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +16/+16/+16/+11/+11/+6 BAB +3 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+11) (Ex) +11 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 21) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 50' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken) (11/day) (DC 22) You can stun an opponent with an unarmed attack.
Wholeness of Body (11 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Enlarge: 2950 gold

DPR: 46.75

Target Numbers:
HP: 145
AC: 25
High Attack Bonus: 16
High Damage: 50
Primary Ability DC: 20
Good Save: 14
CMB: 25
CMD vs Trip: 29-49. Average 38
% Can’t be Tripped: 0%

Stunning fist works 40% to 55% of the time
Monk can take out opponent in 4 rounds.
Opponent can take out monk in 4+ rounds.
Trip: Best 55%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 55%

Male Dwarf Monk 12:

LN Large Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +22
--------------------
DEFENSE
--------------------
AC 29, touch 23, flat-footed 27. . (+3 armor, +1 Dex, -1 size, +3 natural, +2 deflection, +1 dodge)
hp 111 (12d8+36)
Fort +13, Ref +13, Will +18
Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune Diamond Body, disease, poison
--------------------
OFFENSE
--------------------
Spd 60 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +17/+17/+17/+12/+12/+7 BAB +3, Ki Strike, Lawful, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/20, Dex 14/12, Con 14, Int 10, Wis 19/25, Cha 6
Base Atk +9; CMB +18 (+20 Tripping); CMD 39 (41 vs. Trip)
Feats Dodge, Improved Critical: Unarmed Strike, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Scorpion Style (DC 23), Stunning Fist (12/day) (DC 23), Toughness +12, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +21, Climb +13, Escape Artist +11, Fly -1, Perception +22, Stealth +12
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +10, Fast Movement (+40'), Greed, Hardy, Hatred, High Jump (+12) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 60' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken, Stagger) (Ex), Unarmed Strike (2d6), Wholeness of Body (12 HP/use) (Su)
Other Gear Amulet of Mighty Fists +2, Belt of Giant Strength, +4, Boots of Elvenkind, Bracers of Armor, +3, Cloak of Resistance, +3, Headband of Inspired Wisdom, +6, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/13
Stunning Fist (12/day) (DC 23) - 0/12
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+40') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +17/+17/+17/+12/+12/+7 BAB +3 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+12) (Ex) +12 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 23) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 60' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken, Stagger) (12/day) (DC 23) You can stun an opponent with an unarmed attack.
Wholeness of Body (12 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Enlarge: 2950 gold

DPR: 45.79

Target Numbers:
HP: 160
AC: 27
High Attack Bonus: 21
High Damage: 55
Primary Ability DC: 21
Good Save: 15
CMB: 24
CMD vs Trip: 25-43, Average 36
% Can’t be Tripped: 50%

Stunning fist works 40% to 55% of the time
Monk can take out opponent in 4 rounds.
Opponent can take out monk in 5+ rounds.
Trip: Best 80%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 65%

Male Dwarf Monk 13:

LN Large Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +23
--------------------
DEFENSE
--------------------
AC 31, touch 23, flat-footed 29. . (+4 armor, +1 Dex, -1 size, +4 natural, +2 deflection, +1 dodge)
hp 120 (13d8+39)
Fort +13, Ref +13, Will +18
Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune Diamond Body, disease, poison; SR 23
--------------------
OFFENSE
--------------------
Spd 60 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +19/+19/+19/+14/+14/+9 BAB +4, Ki Strike, Lawful, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/20, Dex 14/12, Con 14, Int 10, Wis 19/25, Cha 6
Base Atk +9; CMB +19 (+21 Tripping); CMD 39 (41 vs. Trip)
Feats Dodge, Improved Critical: Unarmed Strike, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Scorpion Style (DC 23), Stunning Fist (13/day) (DC 24), Toughness +13, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +22, Climb +13, Escape Artist +12, Fly -1, Perception +23, Stealth +13
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +10, Fast Movement (+40'), Greed, Hardy, Hatred, High Jump (+13) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 60' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken, Stagger) (Ex), Unarmed Strike (2d6), Wholeness of Body (13 HP/use) (Su)
Other Gear Amulet of Mighty Fists +3, Belt of Giant Strength, +4, Boots of Elvenkind, Bracers of Armor, +4, Cloak of Resistance, +3, Headband of Inspired Wisdom, +6, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/13
Stunning Fist (13/day) (DC 24) - 0/13
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+40') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +19/+19/+19/+14/+14/+9 BAB +4 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+13) (Ex) +13 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 23) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 60' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (23) You have Spell Resistance.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken, Stagger) (13/day) (DC 24) You can stun an opponent with an unarmed attack.
Wholeness of Body (13 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Enlarge: 2950 gold

DPR: 57.95

Target Numbers:
HP: 180
AC: 28
High Attack Bonus: 22
High Damage: 60
Primary Ability DC: 21
Good Save: 16
CMB: 26
CMD vs Trip: 31-42, Average 37
% Can’t be Tripped: 0%

Stunning fist works 40% to 55% of the time
Monk can take out opponent in 4 rounds.
Opponent can take out monk in 4+ rounds.
Trip: Best 55%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 65%

Male Dwarf Monk 14:

LN Large Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +24
--------------------
DEFENSE
--------------------
AC 34, touch 25, flat-footed 32. . (+5 armor, +1 Dex, -1 size, +4 natural, +4 deflection, +1 dodge)
hp 129 (14d8+42)
Fort +16, Ref +16, Will +21
Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune Diamond Body, disease, poison; SR 24
--------------------
OFFENSE
--------------------
Spd 60 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +20/+20/+20/+15/+15/+10 BAB +4, Ki Strike, Lawful, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/20, Dex 14/12, Con 14, Int 10, Wis 19/25, Cha 6
Base Atk +10; CMB +20 (+22 Tripping); CMD 42 (44 vs. Trip)
Feats Dodge, Improved Critical: Unarmed Strike, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Medusa's Wrath, Monk Weapon Proficiencies, Scorpion Style (DC 24), Stunning Fist (14/day) (DC 24), Toughness +14, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +23, Climb +13, Escape Artist +13, Fly -1, Perception +24, Stealth +14
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +10, Fast Movement (+40'), Greed, Hardy, Hatred, High Jump (+14) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 70' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken, Stagger) (Ex), Unarmed Strike (2d6), Wholeness of Body (14 HP/use) (Su)
Other Gear Amulet of Mighty Fists +3, Belt of Giant Strength, +4, Boots of Elvenkind, Bracers of Armor, +5, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Ring of Protection, +4
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/14
Stunning Fist (14/day) (DC 24) - 0/14
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+40') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +20/+20/+20/+15/+15/+10 BAB +4 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+14) (Ex) +14 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 24) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 70' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (24) You have Spell Resistance.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken, Stagger) (14/day) (DC 24) You can stun an opponent with an unarmed attack.
Wholeness of Body (14 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Enlarge: 2950 gold

DPR: 57.92

Target Numbers:
HP: 200
AC: 29
High Attack Bonus: 23
High Damage: 65
Primary Ability DC: 22
Good Save: 17
CMB: 24
CMD vs Trip: 32-45, Average 40
% Can’t be Tripped: 17%

Stunning fist works 40% to 55% of the time
Monk can take out opponent in 4 rounds.
Opponent can take out monk in 4+ rounds.
Trip: Best 55%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 70%

Male Dwarf Monk 15:

LN Large Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +25
--------------------
DEFENSE
--------------------
AC 36, touch 26, flat-footed 34. . (+5 armor, +1 Dex, -1 size, +5 natural, +5 deflection, +1 dodge)
hp 138 (15d8+45)
Fort +16, Ref +16, Will +21
Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune Diamond Body, disease, poison; SR 25
--------------------
OFFENSE
--------------------
Spd 70 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +22/+22/+22/+17/+17/+12/+12 BAB +4, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 24)
--------------------
STATISTICS
--------------------
Str 14/20, Dex 14/12, Con 14, Int 10, Wis 19/25, Cha 6
Base Atk +11; CMB +21 (+23 Tripping); CMD 44 (46 vs. Trip)
Feats Dodge, Improved Critical: Unarmed Strike, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Medusa's Wrath, Monk Weapon Proficiencies, Scorpion Style (DC 24), Stunning Fist (15/day) (DC 25), Toughness +15, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +24, Climb +13, Escape Artist +14, Fly -1, Perception +25, Stealth +15
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +10, Fast Movement (+50'), Greed, Hardy, Hatred, High Jump (+15) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 70' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken, Stagger) (Ex), Unarmed Strike (2d6), Wholeness of Body (15 HP/use) (Su)
Other Gear Amulet of Mighty Fists +4, Belt of Giant Strength, +4, Boots of Elvenkind, Bracers of Armor, +5, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Ring of Protection, +5
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/14
Quivering Palm (1/week) (DC 24) (Su) - 0/1
Stunning Fist (15/day) (DC 25) - 0/15
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+50') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +22/+22/+22/+17/+17/+12/+12 BAB +4 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+15) (Ex) +15 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 24) (Su) Once a week, make an attack that can kill with your thought.
Scorpion Style (DC 24) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 70' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (25) You have Spell Resistance.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken, Stagger) (15/day) (DC 25) You can stun an opponent with an unarmed attack.
Wholeness of Body (15 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Enlarge: 2950 gold

DPR: 67.65

Target Numbers:
HP: 220
AC: 30
High Attack Bonus: 24
High Damage: 70
Primary Ability DC: 23
Good Save: 18
CMB: 32
CMD vs Trip: 37-50, Average 45
% Can’t be Tripped: 25%

Stunning fist works 40% to 55% of the time
Monk can take out opponent in 4 rounds.
Opponent can take out monk in 4+ rounds.
Trip: Best 35%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 70%


Male Dwarf Monk 16:

LN Large Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +27
--------------------
DEFENSE
--------------------
AC 41, touch 28, flat-footed 39. . (+8 armor, +1 Dex, -1 size, +5 natural, +5 deflection, +1 dodge)
hp 179 (16d8+80)
Fort +19, Ref +17, Will +23
Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune Diamond Body, disease, poison; SR 26
--------------------
OFFENSE
--------------------
Spd 70 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +23/+23/+23/+18/+18/+13/+13/+8 BAB, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 26)
--------------------
STATISTICS
--------------------
Str 14/20, Dex 14/12, Con 14/18, Int 10, Wis 20/26, Cha 6
Base Atk +12; CMB +22 (+24 Tripping); CMD 47 (49 vs. Trip)
Feats Dodge, Improved Critical: Unarmed Strike, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Medusa's Wrath, Monk Weapon Proficiencies, Scorpion Style (DC 26), Stunning Fist (16/day) (DC 26), Toughness +16, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +25, Climb +13, Escape Artist +15, Fly -1, Perception +27, Stealth +16
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +12, Fast Movement (+50'), Greed, Hardy, Hatred, High Jump (+16) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 80' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (Ex), Unarmed Strike (2d8), Wholeness of Body (16 HP/use) (Su)
Other Gear Amulet of Mighty Fists +4, Belt of Physical Might, STR & CON +4, Boots of Elvenkind, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Ring of Protection, +5
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/16
Quivering Palm (1/week) (DC 26) (Su) - 0/1
Stunning Fist (16/day) (DC 26) - 0/16
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+50') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +23/+23/+23/+18/+18/+13/+13/+8 BAB +4 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+16) (Ex) +16 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 26) (Su) Once a week, make an attack that can kill with your thought.
Scorpion Style (DC 26) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 80' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (26) You have Spell Resistance.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (16/day) (DC 26) You can stun an opponent with an unarmed attack.
Wholeness of Body (16 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Enlarge: 2950 gold

DPR: 103.11

Target Numbers:
HP: 240
AC: 31
High Attack Bonus: 26
High Damage: 80
Primary Ability DC: 24
Good Save: 19
CMB: 31
CMD vs Trip: 40-49, Average 46
% Can’t be Tripped: 0%

Stunning fist works 35% to 50% of the time
Monk can take out opponent in 3 rounds.
Opponent can take out monk in 3+ rounds.
Trip: Best 25%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 70%

Male Dwarf Monk 17:

LN Large Humanoid (Dwarf)
Init +7; Senses Darkvision (60 feet); Perception +29
--------------------
DEFENSE
--------------------
AC 43, touch 29, flat-footed 41. . (+8 armor, +1 Dex, -1 size, +6 natural, +5 deflection, +1 dodge)
hp 190 (17d8+85)
Fort +19, Ref +17, Will +24
Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune Diamond Body, disease, poison; SR 27
--------------------
OFFENSE
--------------------
Spd 70 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +25/+25/+25/+20/+20/+15/+15/+10 BA, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 27)
--------------------
STATISTICS
--------------------
Str 14/20, Dex 14/12, Con 14/18, Int 10, Wis 22/28, Cha 6
Base Atk +12; CMB +23 (+25 Tripping); CMD 48 (50 vs. Trip)
Feats Dodge, Improved Critical: Unarmed Strike, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Medusa's Wrath, Monk Weapon Proficiencies, Scorpion Style (DC 27), Stunning Fist (17/day) (DC 28), Toughness +17, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +26, Climb +13, Escape Artist +16, Fly -1, Perception +29, Stealth +17
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +13, Fast Movement (+50'), Greed, Hardy, Hatred, High Jump (+17) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 80' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (Ex), Timeless Body (Ex), Tongue of the Sun and Moon (Ex), Unarmed Strike (2d8), Wholeness of Body (17 HP/use) (Su)
Other Gear Amulet of Mighty Fists +5, Belt of Physical Might, STR & CON +4, Boots of Elvenkind, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Ring of Protection, +5, Tome of Understanding, +2
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/17
Quivering Palm (1/week) (DC 27) (Su) - 0/1
Stunning Fist (17/day) (DC 28) - 0/17
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+50') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +25/+25/+25/+20/+20/+15/+15/+10 BAB +5 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+17) (Ex) +17 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 27) (Su) Once a week, make an attack that can kill with your thought.
Scorpion Style (DC 27) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 80' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (27) You have Spell Resistance.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (17/day) (DC 28) You can stun an opponent with an unarmed attack.
Timeless Body (Ex) At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when hi
Tongue of the Sun and Moon (Ex) A monk of 17th level or higher can speak with any living creature.
Wholeness of Body (17 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Enlarge: 2950 gold

DPR: 106.79

Target Numbers:
HP: 270
AC: 32
High Attack Bonus: 27
High Damage: 90
Primary Ability DC: 24
Good Save: 20
CMB: 38
CMD vs Trip: 42-56, Average 50
% Can’t be Tripped: 50%

Stunning fist works 45% to 60% of the time
Monk can take out opponent in 3 rounds.
Opponent can take out monk in 3+ rounds.
Trip: Best 20%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 70%

Male Dwarf Monk 18:

LN Large Humanoid (Dwarf)
Init +10; Senses Darkvision (60 feet); Perception +31
--------------------
DEFENSE
--------------------
AC 46, touch 32, flat-footed 41. . (+8 armor, +4 Dex, -1 size, +6 natural, +5 deflection, +1 dodge)
hp 219 (18d8+108)
Fort +22, Ref +22, Will +26
Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune Diamond Body, disease, poison; SR 28
--------------------
OFFENSE
--------------------
Spd 80 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +27/+27/+27/+22/+22/+17/+17/+12 BA, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 28)
--------------------
STATISTICS
--------------------
Str 14/22, Dex 14/18, Con 14/20, Int 10, Wis 22/28, Cha 6
Base Atk +13; CMB +25 (+27 Bull Rushing+27 Tripping); CMD 53 (55 vs. Bull Rush55 vs. Trip)
Feats Dodge, Improved Bull Rush, Improved Critical: Unarmed Strike, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Medusa's Wrath, Monk Weapon Proficiencies, Scorpion Style (DC 28), Stunning Fist (18/day) (DC 28), Toughness +18, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +31, Appraise +1, Bluff -1, Climb +15, Diplomacy -1, Disguise -1, Escape Artist +21, Fly +3, Heal +10, Intimidate -1, Perception +31, Ride +5, Sense Motive +10, Stealth +22, Survival +10, Swim +7
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +13, Fast Movement (+60'), Greed, Hardy, Hatred, High Jump (+18) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 90' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (Ex), Timeless Body (Ex), Tongue of the Sun and Moon (Ex), Unarmed Strike (2d8), Wholeness of Body (18 HP/use) (Su)
Other Gear Amulet of Mighty Fists +5, Belt of Physical Perfection, +6, Boots of Elvenkind, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Ring of Protection, +5, Stone of Good Luck (Luckstone), Tome of Understanding, +2
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/18
Quivering Palm (1/week) (DC 28) (Su) - 0/1
Stunning Fist (18/day) (DC 28) - 0/18
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +27/+27/+27/+22/+22/+17/+17/+12 BAB +5 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+18) (Ex) +18 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 28) (Su) Once a week, make an attack that can kill with your thought.
Scorpion Style (DC 28) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 90' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (28) You have Spell Resistance.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (18/day) (DC 28) You can stun an opponent with an unarmed attack.
Timeless Body (Ex) At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when hi
Tongue of the Sun and Moon (Ex) A monk of 17th level or higher can speak with any living creature.
Wholeness of Body (18 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Enlarge: 2950 gold

DPR: 133.65

Target Numbers:
HP: 300
AC: 33
High Attack Bonus: 28
High Damage: 100
Primary Ability DC: 25
Good Save: 20
CMB: 39
CMD vs Trip: 44-53, Average 50
% Can’t be Tripped: 33%

Stunning fist works 45% to 60% of the time
Monk can take out opponent in 3 rounds.
Opponent can take out monk in 3+ rounds.
Trip: Best 20%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 85%

Male Dwarf Monk 19:

LN Large Humanoid (Dwarf)
Init +10; Senses Darkvision (60 feet); Perception +33
--------------------
DEFENSE
--------------------
AC 47, touch 33, flat-footed 42. . (+8 armor, +4 Dex, -1 size, +6 natural, +5 deflection, +1 dodge)
hp 231 (19d8+114)
Fort +22, Ref +22, Will +27
Defensive Abilities Defensive Training, Evasion, Improved Evasion; Immune Diamond Body, disease, poison; SR 29
--------------------
OFFENSE
--------------------
Spd 80 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +29/+29/+29/+24/+24/+19/+19/+14 BA, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 29)
--------------------
STATISTICS
--------------------
Str 16/24, Dex 14/18, Con 14/20, Int 10, Wis 25/31, Cha 6
Base Atk +14; CMB +27 (+29 Bull Rushing+29 Tripping); CMD 56 (58 vs. Bull Rush58 vs. Trip)
Feats Dodge, Improved Bull Rush, Improved Critical: Unarmed Strike, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Medusa's Wrath, Monk Weapon Proficiencies, Scorpion Style (DC 29), Stunning Fist (19/day) (DC 30), Touch of Serenity (1r) (19/day) (DC 30), Toughness +19, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +32, Appraise +1, Bluff -1, Climb +16, Diplomacy -1, Disguise -1, Escape Artist +22, Fly +3, Heal +11, Intimidate -1, Perception +33, Ride +5, Sense Motive +11, Stealth +23, Survival +11, Swim +8
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +14, Empty Body (Su), Fast Movement (+60'), Greed, Hardy, Hatred, High Jump (+19) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow and Steady, Slow Fall 90' (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (Ex), Timeless Body (Ex), Tongue of the Sun and Moon (Ex), Unarmed Strike (2d8), Wholeness of Body (19 HP/use) (Su)
Other Gear Amulet of Mighty Fists +5, Belt of Physical Perfection, +6, Boots of Elvenkind, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Manual of Gainful Exercise, +2, Ring of Protection, +5, Stone of Good Luck (Luckstone), Tome of Understanding, +5
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/19
Quivering Palm (1/week) (DC 29) (Su) - 0/1
Stunning Fist (19/day) (DC 30) - 0/19
Touch of Serenity (1r) (19/day) (DC 30) - 0/19
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Empty Body (Su) You can assume an ethereal state for 1 minute.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +29/+29/+29/+24/+24/+19/+19/+14 BAB +5 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+19) (Ex) +19 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 29) (Su) Once a week, make an attack that can kill with your thought.
Scorpion Style (DC 29) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 90' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (29) You have Spell Resistance.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (19/day) (DC 30) You can stun an opponent with an unarmed attack.
Timeless Body (Ex) At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when hi
Tongue of the Sun and Moon (Ex) A monk of 17th level or higher can speak with any living creature.
Touch of Serenity (1r) (19/day) (DC 30) Target hit by your unarmed attack takes no damage, but may not attack for 1r.
Wholeness of Body (19 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Enlarge: 2950 gold

DPR: 150.04

Target Numbers:
HP: 330
AC: 34
High Attack Bonus: 29
High Damage: 110
Primary Ability DC: 26
Good Save: 21
CMB: 41
CMD vs Trip: 51-56, Average 54
% Can’t be Tripped: 33%

Stunning fist works 50% to 65% of the time
Monk can take out opponent in 3 rounds.
Opponent can take out monk in 3+ rounds.
Trip: Best 0%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 85%

Male Dwarf Monk 20:

LN Large Outsider (Augmented Humanoid, Dwarf)
Init +10; Senses Darkvision (60 feet); Perception +36
--------------------
DEFENSE
--------------------
AC 49, touch 35, flat-footed 44. . (+8 armor, +4 Dex, -1 size, +6 natural, +5 deflection, +1 dodge)
hp 283 (20d8+160)
Fort +26, Ref +24, Will +30
Defensive Abilities Defensive Training, Evasion, Improved Evasion; DR 10/chaotic; Immune Diamond Body, disease, poison; SR 30
--------------------
OFFENSE
--------------------
Spd 80 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +32/+32/+32/+27/+27/+22/+22/+17 BA, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 31)
--------------------
STATISTICS
--------------------
Str 18/26, Dex 14/18, Con 18/24, Int 10, Wis 26/32, Cha 6
Base Atk +15; CMB +30 (+32 Bull Rushing+32 Tripping); CMD 60 (62 vs. Bull Rush62 vs. Trip)
Feats Dodge, Improved Bull Rush, Improved Critical: Unarmed Strike, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Trip, Improved Unarmed Strike, Ironhide, Medusa's Wrath, Monk Weapon Proficiencies, Scorpion Style (DC 31), Stunning Fist (20/day) (DC 31), Touch of Serenity (1r) (20/day) (DC 31), Toughness +20, Weapon Focus: Unarmed Strike
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics +33, Appraise +2, Bluff +0, Climb +18, Diplomacy +0, Disguise +0, Escape Artist +24, Heal +13, Intimidate +0, Perception +36, Ride +6, Sense Motive +13, Stealth +25, Survival +13, Swim +10
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +16, Empty Body (Su), Fast Movement (+60'), Greed, Hardy, Hatred, High Jump (+20) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Perfect Self, Purity of Body (Ex), Slow and Steady, Slow Fall any distance (Ex), Stability, Still Mind (Ex), Stonecunning +2, Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen, Paralyze) (Ex), Timeless Body (Ex), Tongue of the Sun and Moon (Ex), Unarmed Strike (2d10), Wholeness of Body (20 HP/use) (Su)
Other Gear Amulet of Mighty Fists +5, Belt of Physical Perfection, +6, Boots of Elvenkind, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Ioun Stone, Pale Green Prism, Manual of Bodily Health, +4, Manual of Gainful Exercise, +4, Ring of Protection, +5, Stone of Good Luck (Luckstone), Tome of Understanding, +5
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/21
Quivering Palm (1/week) (DC 31) (Su) - 0/1
Stunning Fist (20/day) (DC 31) - 0/20
Touch of Serenity (1r) (20/day) (DC 31) - 0/20
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Empty Body (Su) You can assume an ethereal state for 1 minute.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +32/+32/+32/+27/+27/+22/+22/+17 BAB +5 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+20) (Ex) +20 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Perfect Self You gain damage reduction 10/chaotic.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 31) (Su) Once a week, make an attack that can kill with your thought.
Scorpion Style (DC 31) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall any distance (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (30) You have Spell Resistance.
Stability +4 to avoid being bull rushed or tripped while standing.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen, Paralyze) (20/day) (DC 31) You can stun an opponent with an unarmed attack.
Timeless Body (Ex) At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when hi
Tongue of the Sun and Moon (Ex) A monk of 17th level or higher can speak with any living creature.
Touch of Serenity (1r) (20/day) (DC 31) Target hit by your unarmed attack takes no damage, but may not attack for 1r.
Wholeness of Body (20 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Enlarge: 2950 gold

DPR: 163.68

Target Numbers:
HP: 370
AC: 36
High Attack Bonus: 30
High Damage: 120
Primary Ability DC: 27
Good Save: 22
CMB: 41
CMD vs Trip: 53-64, Average 57
% Can’t be Tripped: 25%

Stunning fist works 50% to 65% of the time
Monk can take out opponent in 3 rounds.
Opponent can take out monk in 4+ rounds.
Trip: Best 0%
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 90%

Scarab Sages

Starbuck_II wrote:


So your build is reliant on others playing certain classes?
Who says there will always be wizard/Sorc with Mage armor known?

Sorry, but this may be the funniest thing written in this entire ridiculous thread. What party in the history of gaming doesn't have a god (ie. wizard/sorceror) or at least a rouge/bard with UMD? You're totally correct. THis guy is going to wander around sticking out his wand and begging for a caster to help him for 20 levels.


Okay so first thing i noticed, aside from saves and ac (which we all expected) you are either falling behind or barely making your target numbers. Especially hp.

Next thing I notice is that your trip is the only maneuver you have and for most levels it doesnt even work half the time. Doesnt exactly fulfill requirements but you stated this wasnt a maneuver build so I can look past this.

Your damage is pretty laughable until the spike at level 10 but even after ten it drifts back to pretty terrible. I dont know if you were making a damage build but this definitely doesnt qualify.

I think last was the run up and stun build, again your only sometimes barely making the coin flip success rate which I cant call reliable. So this obviously isnt the go to move for this build.

So far I am not seeing what build you were going for and it doesnt qualify for any of the three I stated, so some insight to what you were going for and your intended tactics would be appreciated. I am impressed with the accuracy and detail in your character write ups though, very easy read.

Scarab Sages

Another thing is that I noticed none of these builds makes use of vital strike/improved vital strike, which are substantially better for a monk than a fighter.

A fighter with a greatsword would go from 2d6 to 4d6 with vital strike, and 6d6 with improved vital strike. Average damage goes from 7 to 14 or 21.

a monk gets vital strike at 9th level. At that level they are doing d10, or 2d6 with a monk robe for average damages of 5.5 or 7. Adding vital strike moves them to 11 or 14. No significant advantage over the fighter. However, since a monk's damage dice grows with his level, the effects of these feats does as well. By 16th level, a monk does 2d8 damage, or 2d10 with a monk robe for an average die roll of 9 or 11 - 2 to 4 points higher than a greatsword. Adding improved vital strike makes the monk 6d8 or 6d10 for average damages of 27 or 33.

a 16th level strength monk can move 80 and hit someone for an average damage in the 50s. you're then in place for flurry the next round, where your damage potential gets much better.


Shadow_of_death wrote:

Okay so first thing i noticed, aside from saves and ac (which we all expected) you are either falling behind or barely making your target numbers. Especially hp.

Next thing I notice is that your trip is the only maneuver you have and for most levels it doesnt even work half the time. Doesnt exactly fulfill requirements but you stated this wasnt a maneuver build so I can look past this.

Your damage is pretty laughable until the spike at level 10 but even after ten it drifts back to pretty terrible. I dont know if you were making a damage build but this definitely doesnt qualify.

I think last was the run up and stun build, again your only sometimes barely making the coin flip success rate which I cant call reliable. So this obviously isnt the go to move for this build.

So far I am not seeing what build you were going for and it doesnt qualify for any of the three I stated, so some insight to what you were going for and your intended tactics would be appreciated. I am impressed with the accuracy and detail in your character write ups though, very easy read.

The damage is enough for him to keep up with or surpass his opponents especially when his stunning fist does kick in. I was not going for a massive damage build. Keep in mind that the monk will probably go first in combat so the combats where there is a 50/50 chance of winning, the odds go to the monk since he goes first. Also, if the stunning fist works at all, the DPR goes up and the opponent loses an entire round of combat against the monk. Stunning fist should work by round 2 or 3. For example, Stunning Fist works at worst 45% of the time at level 9. Round 1: Fail, Round 2: probably succeed. Enemy loses 1 round of actions. The monk's DPR goes up to 20.95 for the remainder of the round and the next round. The opponent does not get to attack so the monk can do it all again. What looks like the monk needing 7 rounds to the enemy's 4 rounds becomes 7 rounds to 6 rounds. If the monk goes first, the first round's DPR is higher because the enemy is flat footed. Of course this assumes the monk can get a full attack that first round. I would consider letting the enemy come to me and fight defensively that first round.

As I was building him, I was going for defense and enough offense to keep the enemy worried. The enemy should be concerned when someone is dealing 20-50% of their health in a single round. While hit points don't reduce anyone's effectiveness until they reach 0 (and even then not always), a role played creature should react accordingly.

I also don't see an issue with his hit points. If he doesn't get hit, his hit points can be minimal and not be an issue. I used average hit points at each level. Remember that I still have money left over so I can find a way to deal with it if it is an actual problem in play.

I was going for someone who is more versatile than specialized. With classes like the monk, specialization can be a weakness if you specialize too much. Just looking at the CMDs against trips shows that.

One of the problems is that I don't know the campaign he's going to be in. If he's in a humanoid heavy campaign, his trips become much more useful since CMD drops.


What are the target DPRs for each level?

I think if I remember correctly 65 is around the correct DPR for level 10, which should down a monster in two rounds.

Is this the correct formula for target DPR?

If so the following would be CR, and target DPR

1: 7.5
2: 10
3: 15
4: 20
5: 27.5
6: 35
7: 42.5
8: 50
9: 57.5
10: 65
11: 72.5
12: 80
13: 90
14: 100
15: 110
16: 120
17: 135
18: 150
19: 165
20: 185

Given the above formula he hits DPR for lvl 1, is no where closs to it for the rest of his carrer, but he hits approriate CR for his level minus 1 starting at lvl 18.

Weird.

I <3 Math.


underling wrote:

Another thing is that I noticed none of these builds makes use of vital strike/improved vital strike, which are substantially better for a monk than a fighter.

A fighter with a greatsword would go from 2d6 to 4d6 with vital strike, and 6d6 with improved vital strike. Average damage goes from 7 to 14 or 21.

a monk gets vital strike at 9th level. At that level they are doing d10, or 2d6 with a monk robe for average damages of 5.5 or 7. Adding vital strike moves them to 11 or 14. No significant advantage over the fighter. However, since a monk's damage dice grows with his level, the effects of these feats does as well. By 16th level, a monk does 2d8 damage, or 2d10 with a monk robe for an average die roll of 9 or 11 - 2 to 4 points higher than a greatsword. Adding improved vital strike makes the monk 6d8 or 6d10 for average damages of 27 or 33.

a 16th level strength monk can move 80 and hit someone for an average damage in the 50s. you're then in place for flurry the next round, where your damage potential gets much better.

Using the build I posted, where would you put it? Vital Strike (no sooner than level 8), Improved Vital Strike (no sooner than level 15), Greater Vital Strike (never). I could consider dropping Improved Natural Armor.


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Jeranimus Rex wrote:

What are the target DPRs for each level?

I think if I remember correctly 65 is around the correct DPR for level 10, which should down a monster in two rounds.

Is this the correct formula for target DPR?

If so the following would be CR, and target DPR

1: 7.5
2: 10
3: 15
4: 20
5: 27.5
6: 35
7: 42.5
8: 50
9: 57.5
10: 65
11: 72.5
12: 80
13: 90
14: 100
15: 110
16: 120
17: 135
18: 150
19: 165
20: 185

Given the above formula he hits DPR for lvl 1, is no where closs to it for the rest of his carrer, but he hits approriate CR for his level minus 1 starting at lvl 18.

Weird.

I <3 Math.

There is no rule that states how fast you should be able to take out a creature. DPR needs to be enough to be useful. That's going to be campaign dependent. In my games, combat regularly runs more than 4 rounds with some getting up around 8 (those are rare but do happen).


Bob_Loblaw wrote:
Shadow_of_death wrote:

Okay so first thing i noticed, aside from saves and ac (which we all expected) you are either falling behind or barely making your target numbers. Especially hp.

Next thing I notice is that your trip is the only maneuver you have and for most levels it doesnt even work half the time. Doesnt exactly fulfill requirements but you stated this wasnt a maneuver build so I can look past this.

Your damage is pretty laughable until the spike at level 10 but even after ten it drifts back to pretty terrible. I dont know if you were making a damage build but this definitely doesnt qualify.

I think last was the run up and stun build, again your only sometimes barely making the coin flip success rate which I cant call reliable. So this obviously isnt the go to move for this build.

So far I am not seeing what build you were going for and it doesnt qualify for any of the three I stated, so some insight to what you were going for and your intended tactics would be appreciated. I am impressed with the accuracy and detail in your character write ups though, very easy read.

The damage is enough for him to keep up with or surpass his opponents especially when his stunning fist does kick in. I was not going for a massive damage build. Keep in mind that the monk will probably go first in combat so the combats where there is a 50/50 chance of winning, the odds go to the monk since he goes first. Also, if the stunning fist works at all, the DPR goes up and the opponent loses an entire round of combat against the monk. Stunning fist should work by round 2 or 3. For example, Stunning Fist works at worst 45% of the time at level 9. Round 1: Fail, Round 2: probably succeed. Enemy loses 1 round of actions. The monk's DPR goes up to 20.95 for the remainder of the round and the next round. The opponent does not get to attack so the monk can do it all again. What looks like the monk needing 7 rounds to the enemy's 4 rounds becomes 7 rounds to 6 rounds. If the monk goes first, the first round's DPR...

I am just not a fan of coin flip characters, if winning the coin flip meant epic results then yes it is something to count on, but when your hoping for a coin flip just to be average then it isnt worth it. This is where I believe the monk falls behind the other classes in usefulness, dependability is useful, if a wizard casts fly I know I can soar into the air with no ifs ands or buts, if a monk uses a maneuver or stunning fist I dont wait to take advantage because I dont trust it will work and if it does work it doesnt do much so I am not missing out on the opportunity that much.

Quick question, is the probability of you hitting on the stunning fist attack factored in to the probability of it working? If not that will lower your chances.

Liberty's Edge

Bob_Loblaw wrote:
Jeranimus Rex wrote:

What are the target DPRs for each level?

I think if I remember correctly 65 is around the correct DPR for level 10, which should down a monster in two rounds.

Is this the correct formula for target DPR?

If so the following would be CR, and target DPR

1: 7.5
2: 10
3: 15
4: 20
5: 27.5
6: 35
7: 42.5
8: 50
9: 57.5
10: 65
11: 72.5
12: 80
13: 90
14: 100
15: 110
16: 120
17: 135
18: 150
19: 165
20: 185

Given the above formula he hits DPR for lvl 1, is no where closs to it for the rest of his carrer, but he hits approriate CR for his level minus 1 starting at lvl 18.

Weird.

I <3 Math.

There is no rule that states how fast you should be able to take out a creature. DPR needs to be enough to be useful. That's going to be campaign dependent. In my games, combat regularly runs more than 4 rounds with some getting up around 8 (those are rare but do happen).

Not to mention the stun chance, the high saves, etc...

If this were a game that involved one variable, sure.


Bob_Loblaw wrote:


There is no rule that states how fast you should be able to take out a creature. DPR needs to be enough to be useful. That's going to be campaign dependent. In my games, combat regularly runs more than 4 rounds with some getting up around 8 (those are rare but do happen).

Think about it this way, if a character CAN take down a monster in two rounds and it ends up taking four then how many more rounds do you think it would take someone who could only do it in four rounds with perfect conditions?

Edit: I also noticed you imply you will be using stunning fist every round until it works (and probably try again) you only get ten uses per day at level ten, that might get you through two fights in a day, which makes it even less reliable. Earlier levels are even worse.


Shadow_of_death wrote:
I am just not a fan of coin flip characters, if winning the coin flip meant epic results then yes it is something to count on, but when your hoping for a coin flip just to be average then it isnt worth it. This is where I believe the monk falls behind the other classes in usefulness, dependability is useful, if a wizard casts fly I know I can soar into the air with no ifs ands or buts, if a monk uses a maneuver or stunning fist I dont wait to take advantage because I dont trust it will work and if it does work it doesnt do much so I am not missing out on the opportunity that much.

That's fair. I generally see it as compounding instead of being a single chance. I see Stunning Fist as an add-on instead of a primary ability. It's nice when it works but isn't necessary.

Quote:
Quick question, is the probability of you hitting on the stunning fist attack factored in to the probability of it working? If not that will lower your chances.

No. I didn't know how to calculate that. I used a DPR spreadsheet I found for the DPR but I'm not a math wizard so I just assumed that the first attack hit to give the monk the best chance available. Everything else was in the enemy's favor. Now that I think about it, Stunning Fist (and abilities like it) should be allowed to be declared after the attack is successful but that would be a house rule.


Shadow_of_death wrote:
Bob_Loblaw wrote:


There is no rule that states how fast you should be able to take out a creature. DPR needs to be enough to be useful. That's going to be campaign dependent. In my games, combat regularly runs more than 4 rounds with some getting up around 8 (those are rare but do happen).
Think about it this way, if a character CAN take down a monster in two rounds and it ends up taking four then how many more rounds do you think it would take someone who could only do it in four rounds with perfect conditions?

I was assuming that the monk was in a party of 4 or more. No one is expected to take out the enemy in 2 rounds, especially not one that isn't supposed to hit as hard as the fighter or barbarian.


Bob_Loblaw wrote:


That's fair. I generally see it as compounding instead of being a single chance. I see Stunning Fist as an add-on instead of a primary ability. It's nice when it works but isn't necessary.

I thought about that, but as my edit (that I totally understand if you missed) points out stunning fist isnt a free add on, you cant just throw it onto every attack you make. If you could I could see more apeal.

Quote:
No. I didn't know how to calculate that. I used a DPR spreadsheet I found for the DPR but I'm not a math wizard so I just assumed that the first attack hit to give the monk the best chance available. Everything else was in the enemy's favor. Now that I think about it, Stunning Fist (and abilities like it) should be allowed to be declared after the attack is successful but that would be a house rule.

That will make most of those worse then a coin flips chance then, ouch, i was never good with probability but I know it isnt helping.

I cant honestly agree on the usefulness with these numbers, if they work in your campaigns I can see why they sound useful, I play pretty straightforeward to how the book expects you too however and probability says this guy is dead weight.

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