Monks: What is their "role?"


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Well, I've been toying with a fun idea, just to spite a good friend/DM of mine. He HATES monks. Despises them, more than the good ol' 3.5 clerics. It's not even a rational hate. Too many LN jerks played monks in his past or something. Anyway, he needs a tank, and I'm his go-to guy for role fills. I tell him, I'm making a monk tank.

Here's how it's going: Level 10 / 60,000gp budget. Stats = 72 + 3d4 (got lucky and rolled 12, while DM was watching, so no funny business). The optimal "tank" build I've found took a good amount of consideration... The build had to be built one level at a time with careful feat selection.

In the end, I created Rikon the Bastard: Fighter 2/Monk 8. He has 30 AC that can be pumped on up a bit through circumstantial bonuses/ki point expenditures. He has 108 hp, and a total of 9 feats (that's only 1 less than a fighter of 10th level).

This is just the initial planning stages... I may be able to tweak the AC a tad bit higher, but we'll see. Due to the mobility of the Monk class and the awesome controlling aspects, I look forward to testing out this highly-tuned monk tank.

--Edit: I should note that this monk is being built solely with core PF rules, though the GM is allowing backwards compatible rules... I wanted to see what the best I could do out of just the one book--


Ashamel wrote:

Well, I've been toying with a fun idea, just to spite a good friend/DM of mine. He HATES monks. Despises them, more than the good ol' 3.5 clerics. It's not even a rational hate. Too many LN jerks played monks in his past or something. Anyway, he needs a tank, and I'm his go-to guy for role fills. I tell him, I'm making a monk tank.

Here's how it's going: Level 10 / 60,000gp budget. Stats = 72 + 3d4 (got lucky and rolled 12, while DM was watching, so no funny business). The optimal "tank" build I've found took a good amount of consideration... The build had to be built one level at a time with careful feat selection.

In the end, I created Rikon the Bastard: Fighter 2/Monk 8. He has 30 AC that can be pumped on up a bit through circumstantial bonuses/ki point expenditures. He has 108 hp, and a total of 9 feats (that's only 1 less than a fighter of 10th level).

This is just the initial planning stages... I may be able to tweak the AC a tad bit higher, but we'll see. Due to the mobility of the Monk class and the awesome controlling aspects, I look forward to testing out this highly-tuned monk tank.

--Edit: I should note that this monk is being built solely with core PF rules, though the GM is allowing backwards compatible rules... I wanted to see what the best I could do out of just the one book--

I had a monk in 3.5e that was built around defense. His stats were very close to what you have going, with a'course huge saves. He ended up dying, but that was because he had a 7 INT, and he did something that out of character I knew was an awful idea.

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In combat, monks hit people, and have some soft control effects on top of that. They're unusually resistant to effects with a save, and fair to middling defensively against other sorts of attacks.

Out of combat, they can solve problems that require someone who is sneaky, perceptive, and/or acrobatic.


A Man In Black wrote:

In combat, monks hit people, and have some soft control effects on top of that. They're unusually resistant to effects with a save, and fair to middling defensively against other sorts of attacks.

Out of combat, they can solve problems that require someone who is sneaky, perceptive, and/or acrobatic.

That is why I choose to play the monk as a tank, though their "role" fits a secondary melee utility class more. I'd rather roleplay a 'suboptimal' tank that has more than one dimension, than a cookie cutter super-tank.

I can't argue with a 34 in Acrobatics... as a monk, it's always fun just needing to roll a 5 or higher to flat-foot jump 10 feet in the air, lol.

Liberty's Edge

Monks are like wizards: useless at baby levels, bloody invincible at high level.

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Mike Schneider wrote:
Monks are like wizards: useless at baby levels, bloody invincible at high level.

How do you figure?

Grand Lodge

A Man In Black wrote:
Mike Schneider wrote:
Monks are like wizards: useless at baby levels, bloody invincible at high level.
How do you figure?

Lots of magic items, I bet.


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Jason Rice wrote:
In my opinion, monks function best as a 5th party member, after the basics have been covered by other characters. They can usually assist the rogue in sneaky stuff, and usually fight side-by-side with the fighter on the front lines.

I would see them best as a 8th or 10th character. After you have a Fighter, a Ranger, a Cleric, a Wizard, a Druid, a Bard, possibly a Paladin, another Wizard of a different specialization, maybe a Rogue, possibly an alchemist, summoner, witch, oracle, inquisitor, a psion, psychic warrior, barbarian, and Magus. The monk makes a really great guy if you have all those other classes covered, I'd say.

EDIT: Also, before anyone thinks I'm joking or putting down the monk, I'm not. I really do believe every last one of those classes come first. The main reason is because for frontliners, Fighter + Ranger + Barbarian do it better, and most of the hybrid casters do it very well as well (magus, cleric, druid, oracle, inquisitor, etc). Ranger or Bard can cover skillmonkery while covering additional roles. As far as support goes, the divine + arcane + bard has that covered. For fighting evil the paladin is your man. Furthermore, the majority of those classes can swap easily between melee and ranged and support in buffs, healing, damage, and often times tanking, and many of them are highly mobile.

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TriOmegaZero wrote:
Lots of magic items, I bet.

That goes without saying.

Ashiel wrote:
I would see them best as a 8th or 10th character.

That's mean.

And with APG and UC options, I'd probably take a monk before a fighter.


A Man In Black wrote:
TriOmegaZero wrote:
Lots of magic items, I bet.

That goes without saying.

Ashiel wrote:
I would see them best as a 8th or 10th character.

That's mean.

And with APG and UC options, I'd probably take a monk before a fighter.

I haven't got UC yet. However, there wasn't a whole lot in APG that I saw that would make me take a monk over a Fighter; especially if you have anything resembling spellcasters in the party (who can protect you from various mind-raping attacks). Without even dipping into archtypes they are better in melee, better at range, have better AC, and can eventually ignore most to all of their penalties for being in armor, and they're better at stuff like combat maneuvers pound for pound, etc.

I'd need to see something very impressive to sway my opinion - but it could indeed be swayed. I have what you might call a persuadable mind. I don't go into a conversation looking to be right, I go looking for truth, and should I find that truth is not as I perceived it before, I will accept it as my mistake. However, my scrutiny is great, and I will dissect and tear apart anything in my quest for truth, until I am sure it is as close to free of logical inconsistencies as possible.

EDIT: However, monk is a great dipping class for a lot of things. A fighter can dip monk to get a quick +2 to all saves, a few bonus feats, improved unarmed strike, and so forth. A druid can dip a level of monk and make with the kung-fu grizzly, enjoying a free improved grapple, unarmed strikes, wisdom to AC, +2 to all saves. Two levels of monk grabs another +1 to all saves and evasion.

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Ashiel wrote:
I haven't got UC yet. However, there wasn't a whole lot in APG that I saw that would make me take a monk over a Fighter; especially if you have anything resembling spellcasters in the party (who can protect you from various mind-raping attacks). Without even dipping into archtypes they are better in melee, better at range, have better AC, and can eventually ignore most to all of their penalties for being in armor, and they're better at stuff like combat maneuvers pound for pound, etc.

Temple Swords and the something-or-another of the Mountain archetype do a lot to bring monks up to par for raw damage and physical defense, if you just want to stab people. Hungry Ghost or Weapon Adept contribute a surprising amount of damage. This pretty much just fights like a fighter, wailing on people with a sword.

There's also an Enforcer > Shatter Defenses > Medusa's Wrath unarmed build that works kind of like a rogue, and puts up fighter-level numbers after a round of warmup (or an ally setting up any MW-eligible debuff condition). Thing is, it doesn't really come together until Medusa's Wrath. I've been meaning to look at UC and see if it has anything that works with this, especially if there's something to get it going before 10th level. This combo is still compatible with thingie of the Mountain.

I'm pretty sure Zen Archers can also keep up, although that's just from eyeballing things.

The target here is almost as good as the fighter at fighting (since obviously the monk can't do better on a single-attack turn). Once you have that, the fact that the monk can do things which aren't fighting (as the ranger, rogue, and paladin can) puts it above the fighter.


I think monks are a good class when you don't have a lot of players. If only one or two people are playing, teaming up a monk with someone can really be a nice way to go. They can talk, scout, sneak and fight. If there is a bad guy the wizard needs to cast sleep or hold person on a couple times to beat, the grappling can buy time for that.

In a big group that already has a good spread, his roll is to tie up the actions of the worst bad guy until the whole party can attack. His ability to get in their first, make those saving throws, prevent spell casting by grappling, and generally annoying other strong bad guys makes him perfect for divide and conquer.


see wrote:
His role is to take Zen Archer (APG) and arrow to death anything from range (flurry of blows with a bow!), while being impossible for the enemy's ranged attacks to deal with (since he's got awesome touch AC and saving throws).

I don't think that anyone doubted the effectiveness of the zen archer, it's the one kind of monk that the majority of the forum community agrees on being good.


Monks are great at scouting. They are great at support in a way that other support classes can't be (forex. crossing the battlefield in a hurry to get between the wizard and a bad guy or helping get the Rogue in a flank position without wasting a spell slot or helping the fighter take down the BBEG or stunning touch/touch of serenity-ing the BBEG before anybody else gets a chance to move or disrupting the enemy's defensive line, etc.). The monk is able to regularly be anywhere on the board that he needs to be and be there very, very quickly - this is an ability that is difficult to theorycraft, but difficult to overestimate once you get in the habit of thinking that way.

One thing that needs emphasizing is that PF monks are far better than 3X monks.

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LilithsThrall wrote:
support classes

Support is generally code for "class that does lots of things". It's used two ways: to diminish how much the very broad classes (cleric, druid, sorc/wiz) overshadow the narrower classes, and to obfuscate the fact that nobody can make heads nor tails of some of the badly designed classes (monk).

The monk doesn't "support" anyone any more than the barbarian does: his single combat ability is to run up to things and beat their face in with attacks and combat maneuvers.


A Man In Black wrote:
LilithsThrall wrote:
support classes

Support is generally code for "class that does lots of things". It's used two ways: to diminish how much the very broad classes (cleric, druid, sorc/wiz) overshadow the narrower classes, and to obfuscate the fact that nobody can make heads nor tails of some of the badly designed classes (monk).

The monk doesn't "support" anyone any more than the barbarian does: his single combat ability is to run up to things and beat their face in with attacks and combat maneuvers.

Where do I start?

First, cleric, druid, sorc, and wiz are more powerful than melee classes only in games which have a 15-minute adventuring day. Games where the adventuring party are on the run for days on end until the mission is completed have the spellcasters become a lot less powerful as their spell completion items just can't keep up.

Second, the monk can run faster than the barbarian and do a lot more once he gets to where he's going. It's silly to even argue, for example, that a character who helps a rogue get flank isn't supporting the rogue or that a character who touch of serenity's an enemy fighter about to smack the party wizard isn't supporting the wizard.

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LilithsThrall wrote:
First, cleric, druid, sorc, and wiz are more powerful than melee classes only in games which...

Don't start that thread again.

Quote:
Second, the monk can run faster than the barbarian and do a lot more once he gets to where he's going. It's silly to even argue, for example, that a character who helps a rogue get flank isn't supporting the rogue or that a character who touch of serenity's an enemy fighter about to smack the party wizard isn't supporting the wizard.

That logic makes every melee class in the game a "support" class, since moving around to set up flanks and hitting people are things they all do.


A Man In Black wrote:
LilithsThrall wrote:
First, cleric, druid, sorc, and wiz are more powerful than melee classes only in games which...
Don't start that thread again.

You went there first.

A Man In Black wrote:


Quote:
Second, the monk can run faster than the barbarian and do a lot more once he gets to where he's going. It's silly to even argue, for example, that a character who helps a rogue get flank isn't supporting the rogue or that a character who touch of serenity's an enemy fighter about to smack the party wizard isn't supporting the wizard.
That logic makes every melee class in the game a "support" class, since moving around to set up flanks and hitting people are things they all do.

Not every melee class has the move speed to do it like the monk.

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LilithsThrall wrote:
Not every melee class has the move speed to do it like the monk.

True, but they just do it different ways. Fighters (and everyone else, but fighters are best-able) can use reach weapons. Rangers have Longstrider and can be in two places at once with their pet (or get an awesome mount, whichever). Barbarians have better move speed and some charge-based shenanigans. Paladins get awesome mounts and also get charging shenanigans. Also, all of those classes are more effective than the monk when moving and attacking.

Setting up flanks or hitting dudes is part of the usual melee toolset.


UC really give monks a boost to edge in on the fighter.

For Example:

The second feat in the dragon style chain (Dragon Ferocity) grants you bonus damage to all unarmed attacks equal to half your strength bonus. BAM

The third feat in the tiger style chain (Tiger Pounce) allows you to penalize AC rather than attack rolls when power attacking and lets you move half your speed each round as a swift action.

-Mind you, you can't be in multiple styles at once, so you can't combine those two abilities (unless you are a master of many styles, which gives up flurry.)

Then there is the martial artist, who gives up ki for so, so much more. for example they can take fighter feats, just as long as they apply to monk weapons or unarmed strike. BAM


A Man In Black wrote:
LilithsThrall wrote:
Not every melee class has the move speed to do it like the monk.

True, but they just do it different ways. Fighters (and everyone else, but fighters are best-able) can use reach weapons. Rangers have Longstrider and can be in two places at once with their pet (or get an awesome mount, whichever). Barbarians have better move speed and some charge-based shenanigans. Paladins get awesome mounts and also get charging shenanigans. Also, all of those classes are more effective than the monk when moving and attacking.

Setting up flanks or hitting dudes is part of the usual melee toolset.

Reach weapons aren't comparable to being anywhere on the battle mat in less than a round of time. Paladin mounts and Barbarians can't match monk move speed except at low levels.


Play one if you want to be really, really busy in combat

from the off you get two attacks, and rapidly get 3 and 4

as your attacks often have some CMB to them, that adds more time

.....then the 5th level paladin wades in, rolls a 3, and its your turn to have 3 or 4 attacks again!


MinstrelintheGallery wrote:

UC really give monks a boost to edge in on the fighter.

For Example:

The second feat in the dragon style chain (Dragon Ferocity) grants you bonus damage to all unarmed attacks equal to half your strength bonus. BAM

The third feat in the tiger style chain (Tiger Pounce) allows you to penalize AC rather than attack rolls when power attacking and lets you move half your speed each round as a swift action.

-Mind you, you can't be in multiple styles at once, so you can't combine those two abilities (unless you are a master of many styles, which gives up flurry.)

Then there is the martial artist, who gives up ki for so, so much more. for example they can take fighter feats, just as long as they apply to monk weapons or unarmed strike. BAM

That sounds pretty nice actually.

LillithsThrall wrote:
Reach weapons aren't comparable to being anywhere on the battle mat in less than a round of time. Paladin mounts and Barbarians can't match monk move speed except at low levels.

You're right. They're way, way better. They're defensive as well as offensive and can be used to dominate with combat maneuvers. Likewise, by the time that the monk is much more mobile than other warriors, the warriors have their methods of moving about relatively unhindered as well. Monks still cannot fly, and they still have the normal issues of having to deal with moving past people. Reach weapons make that worse. Movement also removes a lot of their martial capability.

That being said!

I do believe that staff-monks can be quite amazing in the same way that staff-fighters can be amazing. The caveat is that monks don't need Dex as much, don't need double slice, and automatically get all the benefits of the TWF feats without the requirement (though the lack of two weapon rend hurts). That makes monks with staffs pretty darn scary in terms of raw damage potential at low levels, and by dipping 5 levels of fighter and wearing some gloves they can get another +3 to hit and damage on every attack.


Ashiel wrote:
You're right. They're way, way better. They're defensive as well as offensive and can be used to dominate with combat maneuvers. Likewise, by the time that the monk is much more mobile than other warriors, the warriors have their methods of moving about relatively unhindered as well. Monks still cannot fly, and they still have the normal issues of having to deal with moving past people. Reach weapons make that worse. Movement also removes a lot of their martial capability.

Fly is nice, but very limited with regards to where it can be used. I never said that reach weapons aren't useful, but they don't match the usefulnesss of monk movement any more than a hammer matches a screwdriver's usefulness (or a screwdriver matches a hammer's usefulness).


The biggest issue I see with the argument versus flight is that in places where fly cannot be easily used, such as inside dungeons, neither does having a lot of movement typically help you. In such instances it is very easy for enemies to "run interference" as it were and play defense.

Likewise, I just don't easily see a time where I'd rather have a few more spaces of land-based movement speed versus actually being a good combatant. Likewise, with the exception of the zen-archery monk, a melee built Fighter can still competently engage in battle with a longbow with only a minor feat investment (point blank, precise, rapid, deadly aim, manyshot, leaves you plenty of room for virtually every melee feat you're going to need, especially since 90% of melee feats needed begin and end with the words Power and Attack).

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Ashiel wrote:
Likewise, I just don't easily see a time where I'd rather have a few more spaces of land-based movement speed versus actually being a good combatant. Likewise, with the exception of the zen-archery monk, a melee built Fighter can still competently engage in battle with a longbow with only a minor feat investment (point blank, precise, rapid, deadly aim, manyshot, leaves you plenty of room for virtually every melee feat you're going to need, especially since 90% of melee feats needed begin and end with the words Power and Attack).

Five feats is only a minor feat investment?


Ashiel wrote:

The biggest issue I see with the argument versus flight is that in places where fly cannot be easily used, such as inside dungeons, neither does having a lot of movement typically help you. In such instances it is very easy for enemies to "run interference" as it were and play defense.

Likewise, I just don't easily see a time where I'd rather have a few more spaces of land-based movement speed versus actually being a good combatant. Likewise, with the exception of the zen-archery monk, a melee built Fighter can still competently engage in battle with a longbow with only a minor feat investment (point blank, precise, rapid, deadly aim, manyshot, leaves you plenty of room for virtually every melee feat you're going to need, especially since 90% of melee feats needed begin and end with the words Power and Attack).

Take a forest as one example where large land movement is better than fly (unless you're flying -above- the tree line which takes you out of combat - unable to both see or attack the enemy on the ground). The fighter may be great and awesome and all that, but if an enemy Rogue or the like drops out of the trees next to the party Wizard, the fighter may not have the move to get to the wizard immediately whereas the monk will.


A Man In Black wrote:
Ashiel wrote:
Likewise, I just don't easily see a time where I'd rather have a few more spaces of land-based movement speed versus actually being a good combatant. Likewise, with the exception of the zen-archery monk, a melee built Fighter can still competently engage in battle with a longbow with only a minor feat investment (point blank, precise, rapid, deadly aim, manyshot, leaves you plenty of room for virtually every melee feat you're going to need, especially since 90% of melee feats needed begin and end with the words Power and Attack).
Five feats is only a minor feat investment?

Yep. For a Fighter it is. Even without any of them, a good composite bow and your high base attack can make up the difference most of the time. Especially when you get those amazing gloves. :3

Quote:
Take a forest as one example where large land movement is better than fly (unless you're flying -above- the tree line which takes you out of combat - unable to both see or attack the enemy on the ground). The fighter may be great and awesome and all that, but if an enemy Rogue or the like drops out of the trees next to the party Wizard, the fighter may not have the move to get to the wizard immediately whereas the monk will.

The DCs for flying aren't particularly harsh or anything, but ok, let's go with a forest. So the monk basically is going to run across the ground, around trees and such, and get to this wizard who is supposedly standing out in the open and ready to get grabbed. Is there something preventing the Fighter from just grabbing his +1 bow and filling the stupid-wizard full of arrows before taking a 5ft step behind cover to block LoS?


A monk can be whatever the player wants it to be. A lot of people haven't seen the damage a properly designed combat monk can do, so they assume that a monk can't deal damage comparable to a fighter. Newsflash - higher level monks can. I designed a monk that outdamaged a two handed falchion fighter.

That monk also had better saves, evasion, and better armor class than the fighter. The fighter had a flying carpet; my monk had a cohort who cast air walk on him.

As someone else said - it's not the class - it's the player.

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Jon Otaguro 428 wrote:
A monk can be whatever the player wants it to be. A lot of people haven't seen the damage a properly designed combat monk can do, so they assume that a monk can't deal damage comparable to a fighter. Newsflash - higher level monks can. I designed a monk that outdamaged a two handed falchion fighter.

I'd be interested in seeing what the spine of that build is.

Grand Lodge

Monks essentially take mostly the same role as the Rogue, they're strikers, but instead of building on heaps of d6's they're essentially striker/disablers. About the only things they lack for the role usually taken by the rogue is trapfinding and social skill mongering. They also have the rogue's role of scouting. If the party has a ranger in the party who's going the trapper route then the lack of those skills from the monk is a nonissue. Otherwise the monk is pretty good at surviving traps that require reflex saves.


Ashiel wrote:
The DCs for flying aren't particularly harsh or anything, but ok, let's go with a forest. So the monk basically is going to run across the ground, around trees and such, and get to this wizard who is supposedly standing out in the open and ready to get grabbed. Is there something preventing the Fighter from just grabbing his +1 bow and filling the stupid-wizard full of arrows before taking a 5ft step behind cover to block LoS?

Is a Fighter with a +1 bow (assuming he's even got a clear line of sight what with the actual -trees- in the forest) going to stop a Rogue before the Rogue who is standing next to the Wizard finishes what he's doing? How much damage do you think a fighter with a +1 bow is going to do against a Rogue who is getting significant covering?


I dunno. I guess we'd need to run some scenarios and see how it goes. I'm just basing my stuff off a lot of different scenarios I've seen play out over the years of 3E's existence.

I never said monks were bad. Just that I'd rather have virtually any other class on the team instead. Virtually every secondary fighting class such as cleric, druid, magus, bard, inquisitor, and so forth is more useful in more situations, and has an easier time with adapting to different situations than a monk because most can fight adequately while also bringing skills and/or spellcasting abilities along with them. Meanwhile I find Fighter, Barbarian, Paladin, Cavalier, and Ranger to be better non-magical combatants. In a larger party, I'd probably want an extra spellcaster or two as well, to pass out buffs or do additional crowd control.


Ashiel wrote:

I dunno. I guess we'd need to run some scenarios and see how it goes. I'm just basing my stuff off a lot of different scenarios I've seen play out over the years of 3E's existence.

I never said monks were bad. Just that I'd rather have virtually any other class on the team instead. Virtually every secondary fighting class such as cleric, druid, magus, bard, inquisitor, and so forth is more useful in more situations, and has an easier time with adapting to different situations than a monk because most can fight adequately while also bringing skills and/or spellcasting abilities along with them. Meanwhile I find Fighter, Barbarian, Paladin, Cavalier, and Ranger to be better non-magical combatants. In a larger party, I'd probably want an extra spellcaster or two as well, to pass out buffs or do additional crowd control.

Well, a lot of it (as always) is going to come down to the GM. For example, your GM may not consider the problem of trees affecting ranged weapons in the forest.


LilithsThrall wrote:
Well, a lot of it (as always) is going to come down to the GM. For example, your GM may not consider the problem of trees affecting ranged weapons in the forest.

The vast majority of the games I participate in, I'm participating as a GM. I love forest encounters because I find them exciting and I love trees and such as cover and obstacles. It makes it more tactical to use them for LoS and LoE, and so forth. I play it strait, and that is STILL what I'm basing my posts on.


Ashiel wrote:
LilithsThrall wrote:
Well, a lot of it (as always) is going to come down to the GM. For example, your GM may not consider the problem of trees affecting ranged weapons in the forest.
The vast majority of the games I participate in, I'm participating as a GM. I love forest encounters because I find them exciting and I love trees and such as cover and obstacles. It makes it more tactical to use them for LoS and LoE, and so forth. I play it strait, and that is STILL what I'm basing my posts on.

And it's STILL going to be a matter of GM to a certain degree. I don't know all about how you GM, so I can just guess beyond that.


Ok, so assuming that the enemies will take cover as often as possible (and hopefully the party will do the same), are prone to using ranged weapons (including splash weapons) when possible, and work semi-tactically, exactly what would change the scenario so much?

What I'm asking is, in what way does following the rules for cover and such somehow invalidate the use of ranged weapons or tactical movement, other than "run up to them an hit them!"?


Ashiel wrote:

Ok, so assuming that the enemies will take cover as often as possible (and hopefully the party will do the same), are prone to using ranged weapons (including splash weapons) when possible, and work semi-tactically, exactly what would change the scenario so much?

What I'm asking is, in what way does following the rules for cover and such somehow invalidate the use of ranged weapons or tactical movement, other than "run up to them an hit them!"?

It sounds to me like you're asking in what way does having trees in the way between the archer and his target affect the ability of the archer to use his bow?

If the enemy is getting 100% cover from the trees, then the fighter can't hit him.
On average, though, we're probably looking at +4 to +8 to the enemy's AC.
Now, the question is, what's the relative worth of a monk who is physically interposing himself between an enemy and the party wizard - a monk who may well have improved grapple and a crazy initiative - what is the relative worth of this monk vs. a fighter who is taking a -8 or -4 to hit with his secondary weapon (secondary meaning that he's not focused his feats or his wealth into maximizing this weapon) and who is not physically interposing himself between the enemy and the wizard and the relative worth is in relation to providing bodyguard duties to that wizard?


Trees work both ways. If the archer can't shoot them, then they can't shoot the archer. If they come out of cover to attack, the archer can do the same or shoot them, or while he has them pinned down, the party's melee can safely approach to put down the threat. The archer might move about and get to a better position where he can get LoS/E more efficiently (tactical movement), or might look for a fallen tree, stump, or log to get cover without giving cover.

Likewise, running into combat willy nilly can get you hurt bad. Especially if you're dealing with the threat of traps. You see an enemy and you run 300 feet in one round to get to them and happen to trigger random doomsday trap #7, now you're in trouble and your party has to try and catch up.

To grab a phrase from the KotoR guide, "Force Jump" is really cool for Jedi Guardians to leap into the fray. The problem is now the rest of your party is playing catch up while you're all alone. :P


Ashiel wrote:
Trees work both ways. If the archer can't shoot them, then they can't shoot the archer.

So? The enemy isn't trying to shoot the fighter. That's not his goal.

Nor is the monk in the example running out away from the party.


LilithsThrall wrote:
Ashiel wrote:
Trees work both ways. If the archer can't shoot them, then they can't shoot the archer.
So? The enemy isn't trying to shoot the fighter. That's not his goal.

So what is the enemy trying to do if not kill party members? If the Fighter has cover, the rest of the party can more than likely find a nice juicy tree to hide behind. Could even be hiding behind the Fighter and his nice fat armor class, soaking up that wonderful +4 AC for soft cover, while they move forward or whatever. If the enemy isn't shooting, then the party can move up while the archer can fire at anyone who comes out to attack them.

I mean, it sounds like there would have to be something really, really, reeeeeaaaaally specific to make a problem for every class 'cept monk.

EDIT: Likewise if they're not trying to kill the party members by shooting, or even if they are, the Fighter can lead the assault, moving up 30-40 ft per round in heavy armor while carrying a shield and taking a Total Defense to get a +4 to AC vs incoming attacks, while everyone behind him does whatever everyone behind him does. Or they could all move up 30 ft every round and ready an action to move full speed if someone lobs a fireball or similar.


Ashiel wrote:
LilithsThrall wrote:
Ashiel wrote:
Trees work both ways. If the archer can't shoot them, then they can't shoot the archer.
So? The enemy isn't trying to shoot the fighter. That's not his goal.
So what is the enemy trying to do if not kill party members?
I described the scenario earlier in this thread. I won't go through the trouble of typing it all over again when you can just scroll back.


A monk is a different flavor of rogue. It is a combat scout, it's job is to get to the vulnerable hard-to-reach target before the plodding tanks get there. It's MUCH more dangerous in a frontal assault than a Rogue is.

This is one I'm playing in Serpent's Skull: Rameej Theggar

The party consists of a Witch (Parrot familiar), Summoner with cat-like Eidolon, and a Druid with a Panther magical companion.

There's always someone to cast Mage Armor on me. This may be the only Pathfinder party in the world with more uses for multiple Amulets of Mighty Fists than it has for magical weapons.

So far - I have clambered up cliffs, dropped several mooks, and played "Wrestle The Guy In Robes".

As a Hungry Ghost Monk, I spend ki like water. I love the Punishing Kick ability because it's "damage + shove" - it lets me run up, kick a bad guy and shove him 5 feet into some nasty terrain effect, or into close combat range with the two cats. I liken this to kicking the bad guy into the wood chipper.

I am so getting the druid a wand of feather step so I can ignore difficult terrain. I'm probably taking Deflect Arrows at 6th and Step Up at 7th.


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LilithsThrall wrote:
Ashiel wrote:
LilithsThrall wrote:
Ashiel wrote:
Trees work both ways. If the archer can't shoot them, then they can't shoot the archer.
So? The enemy isn't trying to shoot the fighter. That's not his goal.
So what is the enemy trying to do if not kill party members?
I described the scenario earlier in this thread. I won't go through the trouble of typing it all over again when you can just scroll back.

Fair enough. I don't really care enough to go find it, so I'll bow out of this sub-discussion here. As noted previously, I believe monks can be played effectively (I've seen my 13yo brother play a very effective Expert when he was 12). I just believe that the party would more often than not be better off with virtually any other support class.


The monk has many many different types. unlike fighters who usally are either 2 weapon, sword and board or 2handed weapon the monk has many more options. IE

DMG Monk: focusing on dealing most dmg he can a round this monk will forgo his maneuverabilty to deal dmg.

Brawler: either relieing on grapple, trip or other maneuvers this monks job is to keep the battlefield under control elimnating certain mobs.

Skirmisher: able to hit and move at amazing speed, this guy can use the monks speed to move accross entire battle fields hitting and moving keeping monsters guessing.

Archer: yes even the archer is a role that can be done and with suprising results. A zen archer is even better than a ranger archer (especially in pathfinder)

There are more but these are typically the ones I play.

I was told by a GM that a monk cant deal the dmg that fighter can do. So I decided to be an arse and created a 3.5 monk that realied on FEET only. I used feats that increased jump/dmg with legs/kicks and charge and created a monk who at level 6 was doing minimim 50dmg per hit with no magical items. The fighter in group could barely deal 30dmg a hit and he was lucky to get that.

Monks are great, to a point. I still have issues with alignment and tend to not play them as often because I inheritnly do not play lawful (im more of a CN/NE fan) but they are ok.


There were some feats in the Oriental Adventures handbook that were very monk friendly. Most of them were martial arts feats. One was choke hold, which allowed you to force a DC 10 + 1/2 HD + strength (IIRC) modifier or your pinned foe falls unconscious. Another was Flying Kick (or maybe it was Jump Kick, I forget) but essentially it allowed you to deal double damage on a charging unarmed strike. Another was roundabout kick, which allowed you another unarmed strike at your highest attack bonus whenever you confirmed a critical hit with an unarmed strike.

Those were at least fun and good.


Ashiel wrote:

Trees work both ways. If the archer can't shoot them, then they can't shoot the archer. If they come out of cover to attack, the archer can do the same or shoot them, or while he has them pinned down, the party's melee can safely approach to put down the threat. The archer might move about and get to a better position where he can get LoS/E more efficiently (tactical movement), or might look for a fallen tree, stump, or log to get cover without giving cover.

Likewise, running into combat willy nilly can get you hurt bad. Especially if you're dealing with the threat of traps. You see an enemy and you run 300 feet in one round to get to them and happen to trigger random doomsday trap #7, now you're in trouble and your party has to try and catch up.

To grab a phrase from the KotoR guide, "Force Jump" is really cool for Jedi Guardians to leap into the fray. The problem is now the rest of your party is playing catch up while you're all alone. :P

Well, part of the trick with Monk's speed is that he can close the distance on an archer or someone rather fast. The other part is that in combat he can tumble/climb/stealth/crawl/move through difficult terrain/whatever at speeds that normal enemy must achive through magic. It makes him a good reaction force against an enemy who gets a jump on you from a presumably safe place. Rogue spider-climbing with a crossbow? Monk can occupy him before the party buffs up. Enemy at the other side of the moat? He can get there and likely get back as needed (since lvl 5 he doesn't need maneuvering space for jumping). Assuming the enemy is already somewhat prepared and has the mobility spells running already the monk can engage in battle before his party caster(s) need to cast the same on him and thus frees them to do something else.


A Man In Black wrote:
Jon Otaguro 428 wrote:
A monk can be whatever the player wants it to be. A lot of people haven't seen the damage a properly designed combat monk can do, so they assume that a monk can't deal damage comparable to a fighter. Newsflash - higher level monks can. I designed a monk that outdamaged a two handed falchion fighter.
I'd be interested in seeing what the spine of that build is.

Monk damage depends on maximizing strength, monk's belt, enlarge person to get large monk damage, power attack, buffs to increase to hit, haste for extra attacks, and the extra attack you get by using ki (I was a hungry ghost monk so I had the ability to use ki virtually every round).

At the end of the second darkness AP I was playing, I was a level 16 Monk with an attack line of +30/30/30/30/25/25/20/20/15 with damage of 4-32+28 (+12 from str, +10 power attack, +5 enhancement, +1 trait) holy with haste/heroism/ki/enlarge person buffs active.


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Ashiel wrote:


I would see them best as a 8th or 10th character. Other stuff

Wow, that's harsh.

Don't get me wrong, I don't think the monk is all that great. I've put my nerd-glasses on and have done the math to show that a fighter can out-monk a monk in unarmed combat. I used monks of several different levels compared to fighters of equal levels and ability scores, and then generated a spreadsheet simulating 200 attacks (a 10-AC spread against every possible outcome on a D20). The fighter's AVERAGE damage was always higher. The secret to the fighter's unarmed combat success is the fighter-only feats, Weapon Training, and eventually Weapon Mastery. So I'm under no illusion that the monk makes a good primary melee combatant.

HOWEVER, I still don't believe that the monk is that bad that it should only be played in the unlikely event that you have a 10-player group. The last time I was a player (admitedly it was pre-Pathfinder), our monk's increased movement saved the party's collective hiney on many occasions. Our DM had the annoying habit of having 1 or 2 badguys run for help, usually around a corner, so the monk was the only one that was quick enough to chase them down. Also, a monk can be defensive in ways the fighter can't (immunity to disease and poison, etc.), so they make a decent wall for the spellcasters to hide behind.

Once the primary roles are filled (tank, healer, trapfinder, artillery), the party's survival is not in question (at least not more than normal), there is no reason not to have fun with a support class like a monk or bard (yes, I know bards can heal, I still think of them as support). Not everyone needs to be a specialist. Also, if I'm playing a non-standard race, I actually prefer monks, becuase I don't care if the town marshall wants to disarm me before letting me into the city.


Vendis wrote:

OP: Hopefully you've gotten the point: monks are support melee with high mobility.

That being said, the class is actually quite good, given one condition: you know what you are building. Being able to avoid trap feats, going down the right feat chains, buying the right magic items, knowing the direction you are taking your monk is very important, as while they can do many things, trying to be good at all of them leads to having an "underpowered" character.

Maybe it would be helpful to discuss these in more detail.

As someone with limited monk experience, it seems to me that these aren't that self-evident or intuitive. For instance, one would think maneuver feats would be great for a monk, but they seem like a trap.

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