My first monk ever


Advice


So ive finally decided to try a monk out for a campaign im playing in with some friends. If anyone can offer any advice on feat selection and builds for a hungry ghost monk or a master of many forms id be appreciative. Dont need to be optimized, but fun is important. Thanks in advance :)

3rd lvl with 25 point buy as a dwarf is the plan.


I don't really care for the various monk archetypes, so I just did a straight monk. He is human, but you can easily change him to Dwarf (-2 to Str, -2 to Cha, +2 to Con, +2 to Wis). I plan for this build to be a balanced build, focusing on Strength, but not neglecting his other attributes. He is not optimized (by far!) but he can be fun to play. Note the sheer number of skill points this build allows for him; quite a difference from 7 and 8 Int monks, right?

This build is a human monk built on a 25-point buy. The human ability score bonus will be placed in Strength after buying points. I will be selected +1 skill rank for favored class each level. Initial stats are as follows:

Strength 14 (5 points) +2 (human racial modifier) for a total of 16
Dexterity 14 (5 points)
Constitution 14 (5 points)
Intelligence 14 (5 points)
Wisdom 14 (5 points)
Charisma 10 (0 points)

Magic items listed are just those that affect the combat statistics. I will also list funds remaining for potions, misc magic, and the like.

1st-Level

Spoiler:

Ability Scores: Str 16; Dex 14; Con 14; Int 14; Wis 14; Cha 10
Hit Dice (HP) : 1d8+2 (8)
Speed: 30’
Initiative: +2
BAB: +0
CMB: +3 (+4 unarmed)
CMD: 18
Attack: +4 melee unarmed strike (1d6+3; 20/x2)
Flurry: +3/+3 melee unarmed strike (1d6+3; 20/x2)
AC: 15 (+2 Dex; +2 Wis; +1 Dodge); touch 15; flat-footed 12
Saves: Fort +4; Reflex +4; Will +4
Initial Feats: Combat Reflexes (B), Dodge, Improved Unarmed Strike (B), Stunning Fist (B), Weapon Focus (Unarmed Strike)
Skills: Acrobatics +6 (1 rank), Craft (wood-working) +5 (1 rank), Climb +7 (1 rank), Knowledge (history) +5 (1 rank), Perception +6 (1 rank), Sense Motive +6 (1 rank), Stealth +6 (1 rank), Swim +7 (1 rank)
Special Abilities: Flurry of Bows, Stunning Fist, Unarmed Strike
Magic Items: None

2nd-Level

Spoiler:

Ability Scores: Str 16; Dex 14; Con 14; Int 12; Wis 14; Cha 8
Hit Dice (HP) : 2d8+4 (16)
Speed: 30’
Initiative: +2
BAB: +1
CMB: +4 (+5 unarmed); +2 on grapples
CMD: 19; +2 on grapples
Attack: +5 melee unarmed strike (1d6+3; 20/x2)
Flurry: +4/+4 melee unarmed strike (1d6+3; 20/x2)
AC: 16 (+2 Dex; +2 Wis; +1 Dodge; +1 Armor); touch 15; flat-footed 13
Saves: Fort +5; Reflex +5; Will +5
Additional Feats: Improved Grapple (B)
Skills: Acrobatics +7 (2 ranks), Craft (wood-working) +6 (2 ranks), Climb +8 (2 ranks), Knowledge (history) +6 (2 ranks), Perception +7 (2 ranks), Sense Motive +7 (2 ranks), Stealth +7 (2 ranks), Swim +8 (2 ranks)
Special Abilities: Evasion
Magic Items: Bracers of Armor +1 (0 gp remaining)

3rd-Level

Spoiler:

Ability Scores: Str 16; Dex 14; Con 14; Int 12; Wis 14; Cha 8
Hit Dice (HP) : 3d8+6 (24)
Speed: 40’
Initiative: +2
BAB: +2
CMB: +6 (+7 on unarmed); +2 on grapple
CMD: 21; +2 on grapple
Attack: +6 melee unarmed strike (1d6+3; 20/x2)
Flurry: +5/+5 melee unarmed strike (1d6+3; 20/x2)
AC: 17 (+2 Dex; +2 Wis; +1 Dodge; +1 Armor; +1 Deflection); touch 16; flat-footed 14; +4 dodge vs. AoO
Saves: Fort +5; Reflex +5; Will +5
Additional Feats: Mobility
Skills: Acrobatics +8 (3 ranks), Craft (wood-working) +7 (3 ranks), Climb +9 (3 ranks), Knowledge (history) +7 (3 ranks), Perception +8 (3 ranks), Sense Motive +8 (3 ranks), Stealth +8 (3 ranks), Swim +9 (3 ranks)
Special Abilities: Fast Movement; Maneuver Training
Magic Items: Bracers of Armor +1; Ring of Protection +1 (0 gp remaining)


can we get a little more information on what you want to do with the character?

I mean, with no concept or build guidelines, the best we can do it min-max the guy to the hilt for you... which will leave you with one unlovable, dumb, but combat-effective dwarf.

Sczarni

TheLichthatLies wrote:

So ive finally decided to try a monk out for a campaign im playing in with some friends. If anyone can offer any advice on feat selection and builds for a hungry ghost monk or a master of many forms id be appreciative. Dont need to be optimized, but fun is important. Thanks in advance :)

3rd lvl with 25 point buy as a dwarf is the plan.

Just remember the Bracers of Armor are your friend. Anything you can put on a piece of armor (magic wise) can be put on the Bracers the same way.


Well im kind going for a dwarven take on monk who can take some damage and dish it out thing master of many forms using dragon and boar style with the sacred mountain archtype as well maybe


selfless little cry for help lol


TheLichthatLies wrote:
selfless little cry for help lol

I've posted a similar thread, with a similar lack of responses. I guess people aren't all that interested in monk builds. :(


What is good about master of many styles?

One has the same number of feats and loses flurry of blows, but can use several styles.In game mechanic this means:

disadvantages:
-1 attack per 4 levels, -1 feat per ~5 levels (flurry of blows comes with free two weapon fighting, worth 4 feats in the end)

advantage:
use several styles instead of 1, but feats must be spent for styles

A style is simply a more effective feat use. Normally a feat gives equivalent of +1 attack, +1 AC, +1-2 dam, +1 to +2 to an important part of ability use (e.g. toughness gives +1 HP per level), +3 to 6 to one skill.

Some styles beat that, e.g. dragon style gives for 3 feats half strength bonus on attacks, half strength bonus on first attack and charging over difficult terrain and something i cant remember now. Assuming str 26, thats +4 or +8 dam for 3 feats plus some other stuff. Thats a nice deal, as good as about 6 feats for price of 3.

But the many styles monk has an uphill battle. He has to offset till level 20 the equivalent loss of 9 feats(4 two weapon fighting, 5 for -5 attack). So its only a deal if at least 3 styles more than normal monk are learned and put to good use.

That means a master of many styles has to spend in the long run at least 12 feats on styles and these styles should be good ones, otherwise master of many styles is a bad choice. Since he has only 18 feats (19 as human) total, it seems to me that normal monk or other archetypes are better. While they can use only 1 style, they have far better chance to hit and to hit is a monk problem, so many styles looks even worse.

Liberty's Edge

Flurry of Blows is the big loss with MoM. On the other hand, you are able to get the styles far earlier than normal due to prerequisites being ignored.
So by lvl 2 a Monk could have the entire Crane style line meaning nless the monster has multiple attacks he is unhittable unless ganged up on.

It's definintely an interesting archtype but I agree it is hard to swallow losing FoB - on the other hand it means the monk is far less reliant on full attacks and is far more effective than standard monk when moving and attacking.

Though personally, I like the idea of standard monk with Dragon style for bigger unarmed hits.


Asteldian Caliskan wrote:

Flurry of Blows is the big loss with MoM. On the other hand, you are able to get the styles far earlier than normal due to prerequisites being ignored.

So by lvl 2 a Monk could have the entire Crane style line meaning nless the monster has multiple attacks he is unhittable unless ganged up on.

Normal monk can get crane wing at lev 5.

And its not free, the normal monk spend the 3 feats on something else, e.g. toughness, dodge and weapon focus.

Asteldian Caliskan wrote:


It's definintely an interesting archtype but I agree it is hard to swallow losing FoB - on the other hand it means the monk is far less reliant on full attacks and is far more effective than standard monk when moving and attacking.

But the styles do not realy support a maneuver oriented approach. Many deal with attacks and bonus damage/damage types. I can only think of tutrle style, which gives free grapple attempts.


i think it all depends on your outlook and perspective on what you want your monk to be, i personally like the styles and they seem like a good way to add flavor and some more tricks to a monk.

But as someone who has very little experience with monks other than the nightmare of Vow of Poverty monks from 3.5 so i don't know how to work them into a character and make them effective cause i usually play casters so im kinda out of my element here.


I've played a monk, and have enjoyed the experience for the most part. Of course if I did it again, I would have not played a gnome.

Here is a build which might be a lot of fun for a Hungry Ghost Monk.

Str 10
Dex 14
Con 15
Int 14
Wis 20
Cha 5

Level 1 Cleric of Irori

Domains
Knowledge (touch a creature to gain information on it)
Law (inevitble subdomain, lets you command creatures 7 times a day, really useful at early levels.

Feat Channel Smite (negative energy) (not going to be used)

Level 2 Hungry Ghost Monk

Bonus Feat Combat Reflexes

Level 3 Hungry Ghost Monk

Feat Guided Hand (uses wisdom instead of str to hit)
Bonus Feat

The basic idea here is to hit often and have plenty of uses of your Punishing Kick with a High DC to knock people down, and hit them again when they get up. You will have a pretty high AC as well (about 19 without buffs). Later you can go with the Kirin Style for extra to hit and damage, and you will have plenty of skill points to be useful outside of combat not to mention being a beast at perception and sense motive.

I will post a build for master of many forms later.


Thanks a bunch looking forward to it, i seems to have a issue balancing deata for MoMS


Going with the master of many styles and losing Flurry of blows, I would suggest the following build

Spoiler:

Str 16
Dex 14
Con 16
Wis 14
Int 13
Cha 8

Feats
1 Combat Expertise
1 bonus Panther Style
2 bonus Panther Claws
3 Improved Trip

Trait (if allowed. Kama's are considered exotic weapons but really aren't better than most simple weapons)
Heirloom Weapon Kama +2 bonus to trip.

At level 3, assuming your trait is allowed, you will be able to provoke attacks of opportunity by running by all your enemies, and instead of just attacking, put them all on the floor. Your bonus to trip will be somewhere around +12 and after they are down, you get a +4 to melee against them.

Kirin and Dragon styles have good synergy for this build, possibly Earth Child if you are going to be fighting Giants.


Alternatively, Try this:
Spoiler:

Str 16
Dex 14
Con 14
Int 16
Wis 14
Cha 5

Feats
1 Exotic weapon Proficiency Fauchard (for crits and reach you aren't flurrying, so no big deal there)
1 bonus Kirin Style
2 bonus Kirin Strike
3 Combat Reflexes

In the future, you would want maybe breadth of experience, because as a dwarf, you could get a bonus to your knowledge checks, and middle age for dwarves doesnt start until 125

Equipment
Wand of Enlarge person, give to buddy who can use it.

When enlarged you have 20' reach, and if you are able to identify the creature, you do 2d8+12 damage to it with a 15% chance to crit. Get a keen weapon as soon as you can.

You also might look into crossing this build with a Sohei for extra to hit and damage capability that will help you in the long run. Although you might have to get permission from your GM to make it work.


Do monk weapons count as unarmed attacks by chance?


TheLichthatLies wrote:
Do monk weapons count as unarmed attacks by chance?

No, they do not increase in damage, and they cannot be used for stunning fist or similar things like that. Does that answer your question?


Ok so you cant use kama for panther style correct, cause it says they are made as unarmed.


shameful bump..... so are monk weapons useable with style feats?


again no, but I believe you can use a style if you have one hand free. Ive been considering the implications of a duelist with crane style.


Oterisk wrote:

I've played a monk, and have enjoyed the experience for the most part. Of course if I did it again, I would have not played a gnome.

Here is a build which might be a lot of fun for a Hungry Ghost Monk.

Str 10
Dex 14
Con 15
Int 14
Wis 20
Cha 5

Level 1 Cleric of Irori

Domains
Knowledge (touch a creature to gain information on it)
Law (inevitble subdomain, lets you command creatures 7 times a day, really useful at early levels.

Feat Channel Smite (negative energy) (not going to be used)

Level 2 Hungry Ghost Monk

Bonus Feat Combat Reflexes

Level 3 Hungry Ghost Monk

Feat Guided Hand (uses wisdom instead of str to hit)
Bonus Feat

The basic idea here is to hit often and have plenty of uses of your Punishing Kick with a High DC to knock people down, and hit them again when they get up. You will have a pretty high AC as well (about 19 without buffs). Later you can go with the Kirin Style for extra to hit and damage, and you will have plenty of skill points to be useful outside of combat not to mention being a beast at perception and sense motive.

I will post a build for master of many forms later.

How in the 9 hells did you get a 5 Cha with a Gnome? That would mean you had a 3 to put in there.


Darigaaz the Igniter wrote:
How in the 9 hells did you get a 5 Cha with a Gnome? That would mean you had a 3 to put in there.

This is a Dwarf Build for the original poster. I played a gnome monk, but this is not that build. I hope that clears it up for you.


Brambleman wrote:
again no, but I believe you can use a style if you have one hand free. Ive been considering the implications of a duelist with crane style.

You should consider Kirin style as well. I just can't get over a double Int bonus to damage...


Decided on a panther style/snake MoMS with a 2 lvl dip into lore warden for 3rd lvl and 4th lvl which will give me combat expertis and imp trip wish me luck and anymore advice would be welcomed thanks again

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