Supernewb Questions: Playing a Monk


Rules Questions


Hello All,

I've just started my first pen & paper campaign, and I'm having a blast. I'm playing a Human Monk, but I'll be honest, the "flurry of blows" confuses the heck out of me. I did read through a great number of threads before I posted, but some of this is just so basic that it isn't covered. I would ask my DM about this, but he's on vacation right now.

Currently, I'm at level 3.

STR: +4
BAB: 3

  • Do I add my BAB to my FoB Attack Bonus? So at Level 3 Unarmed, is it +2/+2 to hit or +5/+5?
  • Now here's my other question. I'd like to get a Temple Sword (My monk's god is Iomedae, who has a longsword as a symbol and I'm trying to play my monk as a very dedicated follower). But the temple sword's base attack is 1d8, same as the unarmed flurry at Level 4. So does that do anything other than flavor?
  • We picked up as loot a +1 weapon recently. Supernewb question:Does that mean that I can get the sword enchanted for bonuses? Where is that process/cost covered in the CRB?
  • Even then is a 1d8 + 1 better than a 1d10 (unarmed 8th level)? At what point does a higher hit dice become better than a higher base addition? It seems like after Level 8, a a monk is 1d10 & then 2d6 & then all the way up to 2d10 for unarmed. It looks like a weapon is just not worth it for higher level play. Which is fine, I like the idea of a monk like Batman who doesn't really use weapons to beat the tar out of bad guys.I just want to understand my options.

Since the Flurry is the primary attack method for a monk, I wanted to make sure I understood it well. Thank you.


1. It is 5/5

2. the sword does slashing damage, and if it has a better crit range.

3.You get to add the sword's bonuses to attack and damage. It is covered in the magic weapon rules

4. When dealing with damage the bonus is generally better(more useful) than base damage. The weapon is cheaper to enhance so assuming your GM plays by WBL I would use the weapon. It also frees up your neck slot for the amulet/necklace of natural armor which boost your AC.


Hey, welcome aboard, and I hope you're enjoying your monk. The monk can definitely be a trying first character to play.. one of the more complex classes to really figure out how to build and play.

All that being said, here's ma answers.

Epy wrote:
Do I add my BAB to my FoB Attack Bonus? So at Level 3 Unarmed, is it +2/+2 to hit or +5/+5?

No, fob entry on the table IS your bab when flurrying. So simply add those numbers to your strength mod (plus any other attack bonuses), and you're good to go. At level three (and without a masterwork weapon), it'll be a straight +6/+6 for your monk.

Epy wrote:
Now here's my other question. I'd like to get a Temple Sword (My monk's god is Iomedae, who has a longsword as a symbol and I'm trying to play my monk as a very dedicated follower). But the temple sword's base attack is 1d8, same as the unarmed flurry at Level 4. So does that do anything other than flavor?

The age-old question: unarmed versus a weapon-focus monk. At level 4, the damage output between unarmed and a temple sword is going to be the same - with the exception of the weapon's better threat range. Not to mention you can pick up a Masterwork temple sword, and already be +1 to hit over unarmed.

In the long-run, it's a more difficult question. Unarmed monks generally struggle to punch through some opponent's DR's (damage reduction). This can be really tricky against a lot of mid-to-high level baddies. In the short-term, a lot of undead will have some type of DR.

The flip side of that is that a monk's unarmed damage quickly surpasses that of most weapon's base damages.

Epy wrote:
We picked up as loot a +1 weapon recently. Supernewb question:Does that mean that I can get the sword enchanted for bonuses? Where is that process/cost covered in the CRB?

Yes, you can buy or upgrade weapons to be enchanted (well, I'm fairly certain weapons can - according to the Core book - be upgraded to magical. It does require the weapon be masterwork first.) Check out the Magic items section of the book. It should break it down, but the short of it is that you have to either buy it that way, know a caster who can Craft Arms and Armor (the feat), or a Master Craftsman (another feat).

Epy wrote:
Even then is a 1d8 + 1 better than a 1d10 (unarmed 8th level)? At what point does a higher hit dice become better than a higher base addition? It seems like after Level 8, a a monk is 1d10 & then 2d6 & then all the way up to 2d10 for unarmed. It looks like a weapon is just not worth it for higher level play. Which is fine, I like the idea of a monk like Batman who doesn't really use weapons to beat the tar out of bad guys.I just want to understand my options.

And Wraith is right, it's generally better to have static bonuses over a bigger hit die for damage. It's more dependable. It's far less swingy - and it sure can be fun to hit someone with a maxed out 2d6 or better - but the combination of a Temple Sword's expanded critical threat range and it's easier-to-attain enhancement bonuses generally means you're hitting more often and for more damage (when criticals are taken into account).


Epy wrote:
  • Now here's my other question. I'd like to get a Temple Sword (...) So does that do anything other than flavor?
  • Yep. It has a larger crit range (you crit on 19-20) and it's also a trip weapon, so bonuses to your sword attack will apply to a trip combat maneuver. As Wraith said, it's also cheaper to enhance, and deals slashing instead of bludgeoning.

    Epy wrote:
    Does that mean that I can get the sword enchanted for bonuses? Where is that process/cost covered in the CRB?

    First, it must be a masterwork weapon. Masterwork weapons are created as masterwork, the only way to upgrade them is the Masterwork Transformation spell. Then, read through Magic Item Creation but be warned, it's really complicated. Depending on your DM and campaign, you might be able to drop off your weapon in town and have it enchanted for a couple days, paying the normal price for enhancement. There's a table under Magic Weapons that gives you prices. Remember, you must have a regular +1 before you can add special abilities like Flaming or Keen.

    Epy wrote:
    Even then is a 1d8 + 1 better than a 1d10 (unarmed 8th level)? At what point does a higher hit dice become better than a higher base addition?

    Ehhhh... it depends. Most people seem to say that the static damage is more important than the weapon dice.

    Weapons are nice because you can use alternate materials (silver, cold-iron), and it's generally cheaper to enchant them.

    Your fists are free. Once you get an amulet of mighty fists, and a monk's robe, there's not much you can do with them.

    An alternative is Brass Knuckles: You get your monk unarmed damage with them, but you can enchant them like normal weapons.


    Grick wrote:


    Your fists are free. Once you get an amulet of mighty fists, and a monk's robe, there's not much you can do with them.

    An alternative is Brass Knuckles: You get your monk unarmed damage with them, but you can enchant them like normal weapons.

    That will probably be changing with the next errata. Sean said recently that was an error, and the latest errata to the adventure's armory did not change them to match the APG version.


    Thank you all for the responses. I feel like I have a much better understanding of the FoB with and without weapons. There's still a lot I need to learn (DR, Weapon materials, threat range, bludgeoning vs. slashing). I'm going to spend some time reading the rules book tonight. And understanding will all come with time, I'm only 5 sessions in after all.

    Edit: And where does one get these masterwork weapons anyway. Is it up to the DM? Like I have to find a temple that makes weapons? or could I pick up a Temple Sword at any weapons shop in town?

    Grick wrote:

    alternative is Brass Knuckles: You get your monk unarmed damage with them, but you can enchant them like normal weapons.

    Would the Cestus be another alternative? It says you're armed(?) but that your unarmed attacks deal normal damage? A base Cestus is 1d4, but it says an unarmed attack deals normal damage (which would 1d10 at level 8). So what would damage would I flurry with? And if I had it enhanced, would the enhancement matter at all?

    Also, a lot of this equipment costs a truckload of gold. Like an amulet of mighty fists is outrageous. Does that ever become reasonable? I only have 500 gp right now, the idea of spending 90,000 is just inconceivable.


    Epy wrote:

    Thank you all for the responses. I feel like I have a much better understanding of the FoB with and without weapons. There's still a lot I need to learn (DR, Weapon materials, threat range, bludgeoning vs. slashing). I'm going to spend some time reading the rules book tonight. And understanding will all come with time, I'm only 5 sessions in after all.

    Edit: And where does one get these masterwork weapons anyway. Is it up to the DM? Like I have to find a temple that makes weapons? or could I pick up a Temple Sword at any weapons shop in town?

    Grick wrote:

    alternative is Brass Knuckles: You get your monk unarmed damage with them, but you can enchant them like normal weapons.

    Would the Cestus be another alternative? It says you're armed(?) but that your unarmed attacks deal normal damage? A base Cestus is 1d4, but it says an unarmed attack deals normal damage (which would 1d10 at level 8). So what would damage would I flurry with? And if I had it enhanced, would the enhancement matter at all?

    Also, a lot of this equipment costs a truckload of gold. Like an amulet of mighty fists is outrageous. Does that ever become reasonable? I only have 500 gp right now, the idea of spending 90,000 is just inconceivable.

    Normal damage is not the same as monk damage.

    edit:To be more specific unarmed strikes normally do nonlethal damage. That normal damage statement means the cestus allows you to to do normal(lethal) damage.

    Dark Archive

    wraithstrike wrote:
    Grick wrote:


    Your fists are free. Once you get an amulet of mighty fists, and a monk's robe, there's not much you can do with them.

    An alternative is Brass Knuckles: You get your monk unarmed damage with them, but you can enchant them like normal weapons.

    That will probably be changing with the next errata. Sean said recently that was an error, and the latest errata to the adventure's armory did not change them to match the APG version.

    Wraith, can you point me to that? I would like to do some reading. If that is true, it may change a monk that I am currently playing. (or the GM may house rule it different).

    Edit to add: Never mind, I found it.


    Happler wrote:
    wraithstrike wrote:
    Grick wrote:


    Your fists are free. Once you get an amulet of mighty fists, and a monk's robe, there's not much you can do with them.

    An alternative is Brass Knuckles: You get your monk unarmed damage with them, but you can enchant them like normal weapons.

    That will probably be changing with the next errata. Sean said recently that was an error, and the latest errata to the adventure's armory did not change them to match the APG version.

    Wraith, can you point me to that? I would like to do some reading. If that is true, it may change a monk that I am currently playing. (or the GM may house rule it different).

    Edit to add: Never mind, I found it.

    So how does a 1d3/1d4 (brass knuckles/cestus) weapon give you unarmed monk damage (say, 1d8 at level 8). And can you link to that thread you found?

    Grand Lodge

    Epy wrote:
    And where does one get these masterwork weapons anyway. Is it up to the DM? Like I have to find a temple that makes weapons? or could I pick up a Temple Sword at any weapons shop in town?

    This is more of a setting than a rules question, so, yes, ask your DM. Any weaponsmith can make an exotic weapon, such as a temple sword, though it's a little more difficult, and if skilled enough can make it masterwork. Whether ordinary weaponsmiths would do so depends on how easily they could expect to sell them.

    I'd think a monastic order that favours the temple sword would definitely make masterwork examples, with some of the monks probably specialising in weaponsmithing as part of their devotions, so if your character is on good terms with his monastery he should find no problem obtaining one from them.


    Only brass knuckles do, and they are covered in the APG.


    PeteZero wrote:
    Only brass knuckles do, and they are covered in the APG.
    [url=http://paizo.com/store/games/roleplayingGames/p/pathfinderRPG/paizo/pathfinderCompanion/v5748btpy8dmf/discuss&page=12#550 wrote:
    SKR[/url]]
    Quote:
  • can be used to make flurry of blows attacks
  • Correct. It has the "monk" weapon feature.

    Quote:
  • can deal monk's unarmed damage instead of the default 1d3
  • Incorrect. It deals the listed damage

    Quote:
  • cannot be used to make a stunning fist attack
  • Correct. You are not unarmed when using them.

    Quote:
  • cannot benefit from an amulet of mighty fists
  • Correct. It is not an unarmed attack or a natural weapon.

    Note that this has not yet made it into the official errata or FAQ, so PFS is not bound by it and you're always free to ignore it in your home games.

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