
Lord Zeb |

My GM told us to have a back-up character ready, fluff wise someone that the group knows and is nearby for easy insertion into the game. I'm running a CG dwarf barbarian 1 / fighter 1 / rogue 3 that's been a hoot - some stereotypical dwarf mixed in with the irreverent chaotic part of the alignment.
So my backup I decided would be a more conservative older brother - either:
Middle Brother
LN level 5 dwarven monk (Hungry Ghost, Monk of the Sacred Mountain archetypes) - Str 16 (18 with belt) Dex 14 Con 17 Int 13 Wis 18 Cha 9. AC 21 (23 when standing still), HP 53, +1 Temple Sword, SQ: Monk stuff, Punishing Kick, Steal Ki, Iron Limb Defense, Bastion Stance, Iron Monk
Eldest Brother
LG level 5 dwarven monk (Zen archer, Qinggong Monk archetypes) - Str 14 Dex 16 Con 17 Int 11 Wis 18 (20 with headband) Cha 11, AC 21, HP 48, +1 (Str+2) Composite Longbow, SQ: Monk stuff, Zen archery, Point Blank Mastery, Perfect Strike, Barkskin, Scorching Ray
What am I missing? Any other monkly options I should try out? I might just play Middle if Youngest dies, and then Eldest if Middle dies too, to get the full range of monk archetypes. :)
We rolled 4d6: 11 13 14 15 15 16
I appreciate any advice & tips. Hopefully Youngest brother won't die anytime soon, but we'll see how deadly the next adventure will be (we lost an Elf Oracle this last time).
Thanks!

Jeranimus Rex |

Why Qinggong w/ Zen Archer?
It seems that having one with the other just wouldn't really give you much of anything other thann more ki-pool options.
And admitadly, higher AC is only relevent if the Archer is in melee a lot.
Otherwise you have more or less the two broad categories of monk covered:
Melee Focused Voltron Combo desinged to make you more effective in Combat (The various alternatives to Stunning Fist + may be one or two others that are either cool, or for survavibilty, or both)
And Zen Archer.
There is a third, which is Blasty Casty Quigongg Monk, but that's exceptionally rare, and I've not really seen folks explore it. In fact, I'm watining for Ultimate Combat to see if there's potentially more support going for it.
Other than make sure you have your feat selection properly vetted to make sure you actually qualify for the stuff you want (Greater Trip, I'm looking at you) your dudes seem fine.

Irulesmost |

People hate blasting anyway. Admittedly, if your main Qinggong abilities are Scorching Ray and Barkskin, that's pretty strange, since, as mentioned, the AC doesn't matter much unless you face a lot of melee or ranged attackers, and Scorching Ray means you attack at range vs. touch AC 1-3 times and deal damage for ki, as opposed to Flurrying with a bow, where you get more attacks for less ki, and end up with, on average (using proper feats/str/deadly aim, of course), the same or more damage than scorching ray (esp vs. all the fire resist enemies)
To be fair, while the middle brother looks plenty functional, unless you're in a lot of bottlenecks and have a party who can take advantage of shooting enemies from blocked passages or w/e, the Middle brother seems a bit weird (I see a bit of anti-synergy in Bastion Stance and Punishing Kick, and don't know what a Sacred Mountain/Ghost Monk plans to do with all those extra ki points from ki leeching. Think on that..)

Lord Zeb |

Thanks for the replies.
For the Eldest, what other Qinggong would fit better with an archer? I was looking at Wis as the super-stat here, powering mystical ki spell-like abilities on the one hand and zen archery on the other. Probably too much in one PC, but seemed interesting to explore. Looking at the list I picked Barkskin thinking being able to boost my own AC when needed would be good...and the image of a Scorching Ray was just cool (though true the bow would be more consistently good...). Hmm, something to ponder. Maybe a Cousin that is a Zen archer will show up in case the Qinggong eldest falls? lol
For the Hungry Mountain Middle, I imagined sliding into the Bastion Stance and Punishing Kick enemies across the room (eventually, 5' away for now) to let them "come and get me" on my terms. Other than that, additional attacks and bonus to AC both will come in handy, replenishing using the Ki Leech.
Ultimately, maybe better off keeping the Eldest "clean" and just test out Qinggong and leave the Archery for someone else.

Jeranimus Rex |

Well, Scorching Ray and Barkskin arent' the only thigns Quinggong get.
Hydraulic Push can act as a potential OH-S%!~ button if anyone happens to get close, and can potentially help other dudes get away from folks.
Augury is fun, and things like Acrobatic Steps makes you a little more mobile.
Thinking more about: How does this help me get away from/to a particular position, could help smooth out the Zen Archer Qinggong Combination.
Also, if you do a full on Qinggong Monk, try to figure out how you plan on maneging your ki-pool, because it's a very finite resource, and can easily be burned through exceptionally quickly.

Lord Zeb |

Go Dwarven Monk of the 4 Winds in the Sacred Mountain who is a Drunken Master and let the good times roll.
That sounds fun! How would you use this stat array to build a dwarven drunken wind monk of the mountain?
11 13 14 15 15 16
Hydraulic Push can act as a potential OH-S%*~ button if anyone happens to get close, and can potentially help other dudes get away from folks.
Augury is fun, and things like Acrobatic Steps makes you a little more mobile.
Thinking more about: How does this help me get away from/to a particular position, could help smooth out the Zen Archer Qinggong Combination.
Thanks! I'll take a look at those.

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bigkilla wrote:Go Dwarven Monk of the 4 Winds in the Sacred Mountain who is a Drunken Master and let the good times roll.That sounds fun! How would you use this stat array to build a dwarven drunken wind monk of the mountain?
11 13 14 15 15 16
Something like this.
Male Dwarf Monk (Drunken Master, Monk of the Four Winds, Monk of the Sacred Mountain) 1
LN Medium Humanoid (Dwarf)
Init +9; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 13. . (+3 Dex)
hp 11 (1d8+3)
Fort +5, Ref +5, Will +5
Defensive Abilities Defensive Training; SR 6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Kama +2 (1d6+2/20/x2) and
. . Kama +2 (1d6+2/20/x2) and
. . Unarmed Strike +2 (1d6+2/20/x2)
Special Attacks Flurry of Blows -1/-1
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 17, Int 13, Wis 17, Cha 9
Base Atk +0; CMB +2 (+4 Grappling); CMD 18 (20 vs. Grapple)
Feats Elemental Fist (1d6) (1/day), Improved Grapple, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies
Traits Iron Liver, Reactionary
Skills Acrobatics +7, Intimidate +3, Knowledge: Religion +5, Perception +7, Stealth +7, Swim +6
Languages Common, Dwarven, Giant
SQ AC Bonus +3, Greed, Hatred, Slow and Steady, Stability, Stonecunning +2, Unarmed Strike (1d6)
Combat Gear Kama, Kama; Other Gear Backpack (5 @ 7.5 lbs), Bag, Waterproof (1 @ 4 lbs), Bedroll, Blanket, Flint and steel, Mirror, small steel, Pouch, belt (1 @ 0 lbs), Pouch, belt (1 @ 0.5 lbs), Rope, silk (50 ft.), Sack (empty), Sack (empty), Torch (2), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
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.
Elemental Fist (1d6) (1/day) You can add 1d6 energy damage to an attack.
Flurry of Blows -1/-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.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (6) You have Spell Resistance.
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.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Lord Zeb |

Lord Zeb wrote:bigkilla wrote:Go Dwarven Monk of the 4 Winds in the Sacred Mountain who is a Drunken Master and let the good times roll.That sounds fun! How would you use this stat array to build a dwarven drunken wind monk of the mountain?
11 13 14 15 15 16
Something like this.
** spoiler omitted **...
Thanks! That does sound like a good mix!

Ishmell |

Ever since I saw it I wanted to try one out. Tetori Monk . Any thing that is able to grapple ghosts is cool with me.

*insert-name-here* |

Now I do like that specific hodge-podge. Keep enough booze on hand and you'll have tons of ki, and between the archetypes and vanilla monk, just...LOADS of ways to spend it.
That is true, and drunken master is also very fun to RP, but the rules and mechanics of drinking beer are very annoying.

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Irulesmost wrote:Now I do like that specific hodge-podge. Keep enough booze on hand and you'll have tons of ki, and between the archetypes and vanilla monk, just...LOADS of ways to spend it.That is true, and drunken master is also very fun to RP, but the rules and mechanics of drinking beer are very annoying.
Yeah but with a mere CON of 16 that is 7 Drinks before you have a chance to become sickened. That is a lot of Drunken Ki. And I wish it stated what time frame you had to drink those drinks in. But below is a good trait to use along with the drunken brute.
Iron Liver
Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs.
Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Source Adventurer's Armory 30