Are monks really that bad?


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Scarab Sages

Excellent. Now that you've read my title and the vast majority of you are ready to prove me wrong, here's what I need help with.
I honestly can't see why monks are always pounded on as being so bad. In the group I play with (PFS)I'm easily the second best character we have (Granted, there is only one other seventh level; but the other people I'm comparing to are level five or six. It isn't that much a difference). Assuming the rest of you are not wrong abut monks there are two possible explanations:
1) The other characters have all been built poorly.
2) I have a skewed perception on what is actually 'good.'

Either way, if someone could spend the time to point out all the things I've done wrong with my character and some of the things I could improve on in the future, it would be quite appreciated.

Half-orc monk 7
Init +6; Senses darkvision 60 ft.; Perception +22
AC 20, touch 20, flat-footed 17 (+2 Dex, +1 dodge, +4 Wis, +3 monk)
hp 54
Fort +7, Ref +8, Will +9
Defensive Abilities evasion; Immune disease
Speed 50 ft.
Melee unarmed strike +8 (2d6+3) or unarmed strike flurry of blows +8/+8/+3 (2d6+3)
Special Attacks flurry of blows, stunning fist (8/day, DC 17, fatigued)
Str 16, Dex 15, Con 15, Int 8, Wis 18, Cha 7
Base Atk +5; CMB +10 (+12 to trip); CMD 26
Feats Catch-Off Guard, Throw Anything, Dodge, Improved unarmed Strike, Skill Focus (Perception), Improved initiative, Improved Trip, Stunning Fist, Combat Reflexes
Skills Acrobatics +12 (+27 jump), Climb +8, Escape Artist +6, Knowledge (History) +3, Knowledge (Religion) +3, Perception +22, Sense Motive +10, Stealth +6, Survival +10, Swim +6
Languages Common, Orc, Celestial
SQ (normal monk stuff), ki pool (8 points ((Vow of Truth)))
Combat Gear Eyes of the Eagle, Monk's Robe, Headband of Wisdom (+2), (various potions, oils, and flasks)

Sorry if that's overly dense, I tried to keep it as close to the stat blocks in the Bestiary as possible.
And again, thanks for any help! :)

Shadow Lodge

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Depends on the DM.


Query: Are you interested in any of the Monk archetypes? If there si a certain feel to combat you would like, (maneuvers focus, styles, grappling, e.t.c.) they are the way to go.

Also, I notice that you don't have any style feats, which can really add to the power of monks.

prototype00

The Exchange

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I'll just say, the reason people are down on Monks, is that compared to other classes that are in similar roles in the party, they under perform.

And lets be more clear, they have low AC (without party buffs), low HP, their itemization in the game is a joke, require more stat investment and tended to do far less damage.

Considering the archetypes and feats now available, I don't feel they are so bad off as say Monk was with only the core book available.

As far as your monk goes, I am finding it hard to see what you are really going for. If you are having fun, who gives a crap what anyone on a forum thinks?

If you are looking for ways at improving your damage, or defenses or skills or something, ask away!


TOZ wrote:
Depends on the DM.

TOZ nailed this one.

For instance, in my campaigns I've had numerous successful monk characters. The only one that fell short of completing the campaign found herself in one of those situations that none of the rest of the party would have made it through either - that being the 6th level party, while "good enough," on HP came across a quartet of trolls and decided to fight them, and one got a critical claw for max damage, a claw hit for max damage, a bite hit for 1 short of max damage, and average rend damage... putting her just past her constitution score in negative hit points.

Interesting note: the only Monk character I have ever seen die while I was GM, the one mentioned above, is also the only one that had more than 15 point point-buy for ability scores.


Without knowing anything about the campaign, GM style, your concept, or the other characters, there is no way to tell you where you went wrong or right. Your character could be over-, under-, or perfectly-powered depending on the campaign.


What do you think is especially good about this? I'm not being mean or anything, but I just don't see anything great. Your damage output seems kind of low, for example, and your feat choice is vastly less than optimal.

Monks are not really bad, but they are laden with trap choices that the vast majority of Monk players seem to fall into.


I have a house-rule on monks: They get 10 higher point buy to mitigate the MAD, and cannot multi-class. Dipping monk grants you nothing.

They still pale compared to actual combatants, but at least they don't suck QUITE so bad.

I mean, taking a comparison off the top of my head; at lv7, my paladin had AC24, +13/+6 to hit, did 1d10+12 damage or so. Give your example monk a little more strength or wis, and he is still nowhere close.

And then compare it to the optimized fighter in my kingmaker campaign, who could take on a dozen of your monks at the same level, and... yeah.


mplindustries wrote:

What do you think is especially good about this? I'm not being mean or anything, but I just don't see anything great. Your damage output seems kind of low, for example, and your feat choice is vastly less than optimal.

Monks are not really bad, but they are laden with trap choices that the vast majority of Monk players seem to fall into.

Care to explain what and why they are "vastly less than optimal?" and what better choices are?

Sovereign Court

You haven't seemed to have purchased a few of the fine monk weapons that exist in the game! I definitely recommend checking out a few of them as they can be a lot of fun, especially if your working on combat maneuvers.

RPG Superstar Season 9 Top 16

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Monks need to be strong in mind and body. Unfortunately, most point buys only get you so far, and you have to dump Cha and Int.

Magic shop owners overcharge them on their magic weapons (The Amulet of Mighty Fists), claiming that since the Unarmed Strike can be done with any part of the body, it takes extra magic to enchant for that. With low Int and Cha, the Monk is too stupid to know better, or too bad at bargaining to get a fair price.

There is a legend that Monk tears can be substituted for diamonds in resurrection spells, so everyone is constantly saying bad things about the Monk.

Liberty's Edge

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Kamelguru wrote:
I have a house-rule on monks: They get 10 higher point buy to mitigate the MAD, and cannot multi-class. Dipping monk grants you nothing.
Why? I mean, if they allegedly suck so bad, let the PCs multiclass away.
Quote:

They still pale compared to actual combatants, but at least they don't suck QUITE so bad.

I mean, taking a comparison off the top of my head; at lv7, my paladin had AC24, +13/+6 to hit, did 1d10+12 damage or so. Give your example monk a little more strength or wis, and he is still nowhere close.

Monks are myeh until they get Ki pool; then they accelerate.
Quote:
And then compare it to the optimized fighter in my kingmaker campaign, who could take on a dozen of your monks at the same level, and... yeah.

<cracking knucklers>

20pt PFS dwarf monk

STR:10
DEX:16
CON+16
INT:12
WIS+17
CHA-05

00 saves Ba Ft Rf Wi (*includes dwarf +2 vs magic)
01 monk1 00 07 07 07 [Dodge], (5 skills/Lvl), Weapon Finesse
02 monk2 01 08 08 08 [Mobility]

...without a single piece of equipment, all saves are +8 versus magic at 2nd level, and AC is 17 Touch or 21 while moving through threat.

Everything is core rulebook so far; now let's splash around a little:

03 monk3 02 10 10 10 [move+10], Steel Soul
04 monk4 03 11 12 12 [Ki Pool][AC+1], [WIS>18

Between 4th and 5th, we're buying both a dexterity belt and an Agile Amulet of Mighty Fists. We also have a ring-pro; and AC is 21 at 4th, or +25 with Ki bump. Attacks: unarmed strikes 2x 1d8+4, or 3x w/Ki.

05 monk5 03 11 12 13 Scorpion Style
06 monk6 04 12 13 14 [Move+20][Gorgon's Fist]
07 monk7 05 13 14 16 WF:Unarmed Strike

By 7th or shortly thereafter, we've picked up all of a +1 cloak, +1 bracers, a wisdom headband, and Monk's Robes. AC is 25, or 29/Ki, and a full-attack w/Ki is +10/+10/+10/+5 for 2d6+4

Fight M.O.: Rnd 1: charge foe, Ki to AC (27, or 31 versus AoOs), +14 Scorpion Strike. DC 18 fort-save or foe is slowed. (Foe attacks on its turn or withdraws.) Next turn, we either Flurry for four attacks (seven Stunning Fists per day available), or move-and-attack to Gorgon's Fist and stagger him.

= = = = =

So, summation: monks are bloody awesome.


Put anything with DR against that Dwarf Monk of yours. I dare you. Also, with what cash do you intend to get that Amulet of Mighty Fists? Monks are as good as the DM is generous. Then again, I think that applies to all classes (though it applies much more to melee classes than to casters, seriously), since my party was able to beat an Adult Blue Dragon (CR 10, was it?) while they were level 8 and stacked to the brim with magic items since I made a mistake with the Wealth By Level charts and the Paladin smote the s*** out of it.


I've seen monks played excellently time and time again but for me their true wealth is their concept. Who didn't watch a Kung Fu movie when they were little and wished they could do all and thats what the monk is about, you get to go all out Asian on your enemies with nothing but your fists then leap through the air, forward-flip and land perfectly on the corpses of fallen foes. You can be Bruce Lee, its awesome


I still claim that giving the monk pounce (alternatively 1 level Synthesist dip for that) is the best and quickest fix.

Also question: can you jump through the air on a charge?


I don't think they are under powered. I think they are more difficult.
I haven't seen that many and only played until mid levels.

The only one that did poorly was the one where the player wanted to be everything; the scout, the melee machine, the skill monkey, the maneuver master, the etc...

If they were built to be good at one thing and maybe backup for one other they did very well.

Silver Crusade

The whole "monks got no AC" is becoming really old. An optimized monk may reach 45 AC at level 12 and still have a correct offense or a perfectly good support role.


The trap I think with monks is that so many of their cool abilities key of wisdom but their offense basically depends on strength. By RAW (no enchanting handwraps/knuckles) their to hit lags behind other martial classes and neglecting strength just widens the gap.

For an optimised offensively minded monk have a look at the following character from my PBM game: LINK . Bear in mind this uses the older brass knuckles rules.

Liberty's Edge

Yes, they're really that bad.

...there, I said it.


eh my sensei monk is awesome. party buffer extrodianire
the game im running i have seen the monk character save the day he has a good ac and does good enough damage. took out the bbg after everyone else fell unconscious. managed to stun him once to buy time and finish him off because of his high saves.


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Maxximilius wrote:
The whole "monks got no AC" is becoming really old. An optimized monk may reach 45 AC at level 12 and still have a correct offense or a perfectly good support role.

Seriously this.

My group just wrapped up a Savage Tide game, and my monk had the highest AC in the party by a good margin (63 at its highest). I was pretty well out-damaged by the fighter and alchemist, but I was basically untouchable, immovable, never provoked, and quite easily made every save. Defense only gets so far in this game, but if you have the correct idea for your role (supporting offense, moving anywhere in the battlefield and knocking on noggins when you have to show why you're up there), people will be impressed by your resilience in the most dangerous of circumstances (as in, right in front of the BBEG stopping him from stomping all over the party).

I just played a monk for the majority of a 1-20, and I had fun doing it. I think that means I win. a.k.a. monks are not bad.


Eragar wrote:

Excellent. Now that you've read my title and the vast majority of you are ready to prove me wrong, here's what I need help with.

I honestly can't see why monks are always pounded on as being so bad. In the group I play with (PFS)I'm easily the second best character we have (Granted, there is only one other seventh level; but the other people I'm comparing to are level five or six. It isn't that much a difference). Assuming the rest of you are not wrong abut monks there are two possible explanations:
1) The other characters have all been built poorly.
2) I have a skewed perception on what is actually 'good.'

Either way, if someone could spend the time to point out all the things I've done wrong with my character and some of the things I could improve on in the future, it would be quite appreciated.

Half-orc monk 7
Init +6; Senses darkvision 60 ft.; Perception +22
AC 20, touch 20, flat-footed 17 (+2 Dex, +1 dodge, +4 Wis, +3 monk)
hp 54
Fort +7, Ref +8, Will +9
Defensive Abilities evasion; Immune disease
Speed 50 ft.
Melee unarmed strike +8 (2d6+3) or unarmed strike flurry of blows +8/+8/+3 (2d6+3)
Special Attacks flurry of blows, stunning fist (8/day, DC 17, fatigued)
Str 16, Dex 15, Con 15, Int 8, Wis 18, Cha 7
Base Atk +5; CMB +10 (+12 to trip); CMD 26
Feats Catch-Off Guard, Throw Anything, Dodge, Improved unarmed Strike, Skill Focus (Perception), Improved initiative, Improved Trip, Stunning Fist, Combat Reflexes
Skills Acrobatics +12 (+27 jump), Climb +8, Escape Artist +6, Knowledge (History) +3, Knowledge (Religion) +3, Perception +22, Sense Motive +10, Stealth +6, Survival +10, Swim +6
Languages Common, Orc, Celestial
SQ (normal monk stuff), ki pool (8 points ((Vow of Truth)))
Combat Gear Eyes of the Eagle, Monk's Robe, Headband of Wisdom (+2), (various potions, oils, and flasks)

Sorry if that's overly...

1) I would move some points from wisdom to strength (after the level 4 stat bump, 20 strength is good). If you haven't read Treatmonk's monk guide, it's pretty great, but it's a little out of date (no archetypes or styles)

2) Take qinggong monk, and take barkskin. 10xLevel mins of natural armor bonus.
-> 3) Crane style + fighting defensively + barkskin + extra strength means your armor would improve and your offense would improve.

4) Carry cold iron shuriken, and get silver weapon blanches to treat them. Flurry of shuriken with +5 strength bonus behind them hits HARD and cold iron + silver gets through a lot of resistances.
5) A masterwork nexavaran steel or silversheen temple sword is great for when you are stuck doing only 1 attack; it lets you two-hand for extra bonus. You can even be holding it in both hands and still flurry since your unarmed attacks don't have to use your hands.
6) Power attack is good. Your 'offhand' attacks when flurrying aren't offhand. Remember that you get your FULL strength bonus and non-light power attack bonus on all flurry attacks.
7) A crossbow is a handy thing to have to do a little damage before you close to flurry of shuriken and melee flurry range.

Monks need to be good at doing damage, and surviving long enough to do it. I like the combo of maximizing damage bonuses via strength / power attack / intelligent choice of when to use weapons, and defense via crane tree / deflect arrows.


Lightbulb wrote:
mplindustries wrote:

What do you think is especially good about this? I'm not being mean or anything, but I just don't see anything great. Your damage output seems kind of low, for example, and your feat choice is vastly less than optimal.

Monks are not really bad, but they are laden with trap choices that the vast majority of Monk players seem to fall into.

Care to explain what and why they are "vastly less than optimal?" and what better choices are?

A monk's primary attribute is Strength. It doesn't matter how many cool things you can do with Wisdom, Strength is #1, Wisdom is #2 and Dex/Con are tied for #3.

A monk's top priority is taking advantage of the times when they have full BAB (i.e. when they are using a Maneuver or a Flurry of Blows). To this end, you want every round to be spent making a full attack (potentially with Shurikens if you have to) or moving into a position that you can make a full attack next round and using a maneuver with your standard action.

Catch Off Guard and Throw Anything are terrible. Improvised weapons can't be used with a flurry, making them suboptimal.

Skill Focus (anything ever) is pointless, especially compared to what you could have taken--at least you put it in the most important skill in the game, so it's forgivable.

Improved Trip is pretty good, as Trip is a fantastic maneuver, but you can't get Greater Trip with your dumped Int, so I wouldn't have bothered.

Power Attack is the most important feat for a monk. Seriously. It lets you deal extra damage on all your attacks, and there's no such thing as an off-hand monk unarmed strike, so none of them deal half Strength or half power attack or anything.

Deadly Aim is probably the next most important to use with your Shurikens when you can't make a full attack in melee, but at a certain point, you'll stop throwing Shurikens and this will be vastly less important.

Then you want Maneuvers you can use when you have to move and are thus limited to a standard action--but most importantly, you want maneuvers you can eventually qualify for the Greater version of. That means specifically you're probably looking for Grapple and Bullrush.

Other feats, well, you want ones that let you keep enemies close to you, so you can keep full attacking. The Step Up line, for example.

Oh, and you want weapons. Trust me. You want, at the very least, a silver weapon, a cold iron weapon, and an adamantine weapon, and you definitely want at least one slashing and one piercing one to complement your unarmed strike (and make sure all of these are Monk weapons that you can flurry with!).

Like I said, Monks are not actually bad, they're just easy to mess up.

Mike Schneider wrote:
Kamelguru wrote:
I have a house-rule on monks: They get 10 higher point buy to mitigate the MAD, and cannot multi-class. Dipping monk grants you nothing.
Why? I mean, if they allegedly suck so bad, let the PCs multiclass away.

Because people would play a Monk 1/Whatever they really want 19 to get the +10 point buy.

Mike Schneider wrote:

STR:10

DEX:16
CON+16
INT:12
WIS+17
CHA-05

This means you can't get power attack, so your damage will always suffer, whether or not you have Agile on your Amulet.

"Mike Schneider wrote:
Fight M.O.: Rnd 1: charge foe, Ki to AC (27, or 31 versus AoOs), +14 Scorpion Strike. DC 18 fort-save or foe is slowed.

You can't Scorpion Strike on a charge--a charge is a full round action and you need to attack as a standard action to use Scorpion Style. Scorpion Style is easily one of the worst feats any monk could ever take because it wastes your turn. Medusa's Wrath is amazing, but Monks can take that while ignoring pre-reqs, so, seriously, never take Scorpion Style. The same goes for Gorgon's whatever. Just skip them and get Medusa's Wrath.

So, summation: you fell into all the traps that give monks a bad repuation, but I'm glad you're still having fun and are evidently in a non-optimized party that can still make you feel awesome.


mplindustries wrote:
...

This!


Pathfinder Rulebook Subscriber

As of Ultimate Combat, I'd say that anyone that says monks are bad is willfully ignoring the incredible breadth of powerful options now available to them, and the possible potency of those options.

A lot of the primary concerns for the class have been addressed, and they get powerful, early access to otherwise precious feats and abilities.

Martial Artist (DR? Whats DR?), Maneuver Master (Full Attack + Bonus Maneuvers + Non-Stat Dependant Maneuver Feat Access? Woo!), Master of Many Styles (Styles. Are. Awesome.) and Qingong Monk (Dont like an ability? Replace it with something awesome like Barkskin. Archetype lose an ability you wanted to get? Pick it up next time you'd get one you dont want!). Sohei gets armor, Initiative control, and Weapon Training (and Flurry with trained weapons!).

And the multiclassing opportunities are better than ever too... Master of Many Styles and Maneuver Master are both great for anyone looking to pick up some cool combat tricks.

Monks have never been better, and they totally rock at this point IMO.


mplindustries wrote:
...

You've definitely got some good points regarding damage focused monks. How do you feel about the maneuver master or flowing monk archetypes? Neither seems to be specifically damage focused.

Someone on these forums talked about a Flowing Monk of the Sacred Mountain. I'm trying to build one of those right now and it seems like it'd be a fun (and potentially annoying to the DM) class to play.

Last question.. Boar Style? I never see it mentioned. Is the bleed damage just not worth it?


Christopher Fannin wrote:
mplindustries wrote:
...

You've definitely got some good points regarding damage focused monks. How do you feel about the maneuver master or flowing monk archetypes? Neither seems to be specifically damage focused.

Someone on these forums talked about a Flowing Monk of the Sacred Mountain. I'm trying to build one of those right now and it seems like it'd be a fun (and potentially annoying to the DM) class to play.

It seems fun, but I really don't feel comfortable giving advice on a non-damage dealing monk like that as I have no special expertise in the area.

I thought the Flowing Monk looked awesome in theory, but the damage is going to really suffer, and I'm not sure the repositioning they allow for is really worth the loss of potential damage.

The same goes for the Maneuver Master. I'm not sure there are any Maneuvers that are especially worth focusing on over damage, except maybe the Grapple shenanigans a Tetori can pull off. I thought the Maneuver Master was more often used as a dip for Fighters or Barbarians, though.

Christopher Fannin wrote:
Last question.. Boar Style? I never see it mentioned. Is the bleed damage just not worth it?

I don't know, I don't think it's "not worth it." I bet it's more an issue that so many other Styles are better.


mplindustries wrote:


I thought the Flowing Monk looked awesome in theory, but the damage is going to really suffer, and I'm not sure the repositioning they allow for is really worth the loss of potential damage.

Maybe in a few months, I'll let you know.

:)


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Well, what role does a Monk fill? Not a arcane spellcaster, not a healbot, not a real skill-monkey (although they can fill that role in PF, with a little mutliclassing). So, that leaves tank. As a tank they have two problems- ¾ BAB and MAD. They also have lower AC than a armored tank, unless they get scads of magic items to fix this, or have a friendly spellcaster to cast Mage armor. They have three advantages over a armored tank: great saves, more skillpoints, and better mobility. The mobility is offset by the need to do a Full Attack.

So, in some campaigns, where skill points or mobility are important, they can do just fine. But a dedicated FTR, Bbn, Pally or Ranger will do better, and the ranger has as many skillpoints, the Bbn similar mobility and the Pally even better saves.


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Pathfinder Rulebook Subscriber
DrDeth wrote:

Well, what role does a Monk fill? Not a arcane spellcaster, not a healbot, not a real skill-monkey (although they can fill that role in PF, with a little mutliclassing). So, that leaves tank. As a tank they have two problems- ¾ BAB and MAD. They also have lower AC than a armored tank, unless they get scads of magic items to fix this, or have a friendly spellcaster to cast Mage armor. They have three advantages over a armored tank: great saves, more skillpoints, and better mobility. The mobility is offset by the need to do a Full Attack.

So, in some campaigns, where skill points or mobility are important, they can do just fine. But a dedicated FTR, Bbn, Pally or Ranger will do better, and the ranger has as many skillpoints, the Bbn similar mobility and the Pally even better saves.

If you want a Monk Tank, take a look at a Crane/Snake Master of Many Styles. You can effectively negate two attacks a round (three if they mix melee/ranged and you can fit in deflect arrows), and the deeper parts of the styles allow you to convert those misses right back into offense against the people foolish enough to swing at you. All of that is AC independant, but Crane Style allows you to bring that up to pretty ridiculous heights easily as well.

I've also seen offensive monk-frontliners do very well in actual play.


Be a Qinggong, replace High Jump for Barkskin. Helps a lot.


The most success I have had with monks is when my samurai-flavored paladin of Irori dipped Zen Archer to become a better switch-hitter. His wis was crap, but he was using armor, so no sweat. Got even better saves, an unarmed strike so I could use the bow and still threaten in melee when I wanted to focus my attacks on a flyer or a distant target, and at the same time let the party rogue flank with me when stuff came close. Also got lots of flavor-correct skills as trained.

Sovereign Court

DM Dan E wrote:


For an optimised offensively minded monk have a look at the following character from my PBM game: LINK . Bear in mind this uses the older brass knuckles rules.

Heh, his AC isn't bad either and his CMD is through the roof- but i've long since stopped plugging my monk on these threads Dan. He either gets ignored or attacked for not having power attack (he's picking it up at level 7, just in time for -3/+6 damage tradeoff on a flurry).

Hes also been effective in pretty much every encounter in LoF up to his level, frequently more so than the rest of the party.

I also agree with Maximilius, monks can easily have incredible AC and boost it with ki.


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DrDeth wrote:
Well, what role does a Monk fill? Not a arcane spellcaster, not a healbot, not a real skill-monkey (although they can fill that role in PF, with a little mutliclassing). So, that leaves tank...

There are other options for a monk than tank. Scout, live capture, spy, assassin, flanker, shutting down spell casters, tying down the opposing assassin, etc...


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DrDeth wrote:

Well, what role does a Monk fill? Not a arcane spellcaster, not a healbot, not a real skill-monkey (although they can fill that role in PF, with a little mutliclassing). So, that leaves tank. As a tank they have two problems- ¾ BAB and MAD. They also have lower AC than a armored tank, unless they get scads of magic items to fix this, or have a friendly spellcaster to cast Mage armor. They have three advantages over a armored tank: great saves, more skillpoints, and better mobility. The mobility is offset by the need to do a Full Attack.

So, in some campaigns, where skill points or mobility are important, they can do just fine. But a dedicated FTR, Bbn, Pally or Ranger will do better, and the ranger has as many skillpoints, the Bbn similar mobility and the Pally even better saves.

What role does the fighter fill? Tank? Mobile warrior? Archer?

What about the rogue? Is it a scout? Trap and device specialist? Archaeologist (not the bard archetype)?

What about the cleric? Is he for battle? Healing? Knowledge?

When you pigeon-hole a class you miss out on lots of opportunities. The monk fills the role you build him to fill within the capabilities of the class. If you build him as a front-line fighter, he probably won't be a scout. If you build him as a maneuver master, he probably won't be mastering ki.

This is one of the biggest problems I see on the boards. Play the character you want to play. It doesn't have to be the best at anything. It needs to be playable and fun. I've played and enjoyed high level wizards with 13 Intelligence. I've had a blast playing fighters with tons of knowledge.


Pathfinder Rulebook Subscriber
Bob_Loblaw wrote:

What role does the fighter fill? Tank? Mobile warrior? Archer?

What about the rogue? Is it a scout? Trap and device specialist? Archaeologist (not the bard archetype)?

What about the cleric? Is he for battle? Healing? Knowledge?

When you pigeon-hole a class you miss out on lots of opportunities. The monk fills the role you build him to fill within the capabilities of the class. If you build him as a front-line fighter, he probably won't be a scout. If you build him as a maneuver master, he probably won't be mastering ki.

This is one of the biggest problems I see on the boards. Play the character you want to play. It doesn't have to be the best at anything. It needs to be playable and fun. I've played and enjoyed high level wizards with 13 Intelligence. I've had a blast playing fighters with tons of knowledge.

Whats more, Monks can fill some surprising roles these days. Support and healing? Sensei can do a significant bit of that, along with giving the party access to other unique tricks, such as no reagent Restoration.

Or the ability to have every ally within 30ft shoot lasers from their eyes and mouth.


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They so MAD that not even Zon-Kuthon wants them.


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Black_Lantern wrote:
They so MAD that not even Zon-Kuthon wants them.

They are so MAD that Lamasthu is loving them soooo much.


I know it's not completely monk,but I love this build:
Halfling Paladin 2/Monk 2(Sacred Mountain)/Ninja 2 (Keep going monk afterwards)
Stats:Strength 8,Dexterity 16,Constitution 12,Intelligence 7,Wisdom 10,Charisma 20.

DefensesArmor Class 30=10 Base+6 Armor+3 Dex+1 Size+1 Amulet+1 Ring+2 Shield+2 Armor+1 Iron Monk+1 Dodge+1 Shield Focus+2

Saves:
*Fortitude +13:6 Base+1 Con+5 Divine Grace+1 Cloak
*Reflex +14:5 Base+3 Dex+5 Divine Grace+1 Cloak
*Will +13:6 Base+1 Trait+5 Divine Grace+1 Cloak.

Equipment:Mithral Breastplate +2,Ring of Prot. +1,Amulet of Nat. Armor +1,Heavy Shield +1,+1 Bich'Wa,3000 GP,assorted equipment.

Feats:Weapon Finesse,Dodge(Monk Bonus Feat),Piranha Strike,Combat Reflexes(Monk Bonus Feat),Toughness(Monk Archetype Bonus Feat),Weapon Focus(Bich'Wa),Shield Focus(Ninja Talent:Combat Training)

Yeah,it's gonna suck offense-wise,but it's awesome seeing the DM's face when he can't kill the lowly monk.The reason for taking ninja is to have your Ki pool based off of Charisma;you also get Evasion(you will almost never fail a save) and a bonus feat from a talent.If you want,instead of using a weapon,you can go unarmed in your main hand and take the Snapping Turtle Style(whether through the monk archetype or just as a normal feat) and replace Combat Reflexes with Deflect Arrows.However,since shield bonuses don't stack,this would lower your AC a bit.

In addition,if you want to multiclass even more,you can go Oracle of Metal 1 and get the revelation that gives you +10 movement speed.


I can tell you look into feats that may assist your dodge feat. And look into styles that make you harder to hit without losing on your attack bonuses. In a game I ran one of my players ran a monk and used this combo and was equally matched with the fighters in the group.Granted it was 3.5 edtion and I'm not familiar with 4th edtion. Hope this helps.

Dark Archive

So then at ninth, tenth, and eleventh what feats would you all suggest taking? Assuming that my main goal is defense and my secondary purpose in offense?

EDIt: This is Eragar asking this question. I din't realize this comp was still set to my cousins account.


Adrie wrote:
So then at ninth, tenth, and eleventh what feats would you all suggest taking? Assuming that my main goal is defense and my secondary purpose in offense?

Combat Expertise allows you to lower your attack to AC. toughness to give you a little extra on hit points. improved toughness if possible

improved disarm a weaponless foe is a dead one

Im a 3.5 d&d DM so if you plat 4th anything equal too

Sczarni

Jen the GM wrote:

I still claim that giving the monk pounce (alternatively 1 level Synthesist dip for that) is the best and quickest fix.

Also question: can you jump through the air on a charge?

3.5 had a feat in some splatbook somewhere called Flying Kick that let you do just that. If you charged and ended with an unarmed strike, you did an additional 1d12 damage. Pathfinder doesn't seem to have any such ability... yet.


Adrie wrote:

So then at ninth, tenth, and eleventh what feats would you all suggest taking? Assuming that my main goal is defense and my secondary purpose in offense?

EDIt: This is Eragar asking this question. I din't realize this comp was still set to my cousins account.

Power attack A.S.A.P., so I suppose 9th.

At 10th, you can ignore pre-reqs on the feat, so you almost certainly want Medusa's Wrath.

At 11th, I don't know, there's a lot of stuff, including Styles that you should check out.

One thing you might want to consider is buying a Wand of Mage Armor for the Arcane caster in your party to use on you. It costs 750gp, but it will give you +4AC for a total of 50 hours. Well worth it, in all likelihood.

You'll also want to keep an eye out for purchasing a Permanent Greater Magic Fang when you get a lot of spare cash, so you can focus on giving your Amulet of Mighty Fists special abilities rather than pure pluses.


Adrie wrote:

So then at ninth, tenth, and eleventh what feats would you all suggest taking? Assuming that my main goal is defense and my secondary purpose in offense?

EDIt: This is Eragar asking this question. I din't realize this comp was still set to my cousins account.

Do you want the whole build? I can find it and post it up tomorrow.Otherwise I could just give you some basic advice right now...

Feats:Defensive Combat Training(Your CMD sucks),perhaps Lunge.


mplindustries wrote:
Adrie wrote:

So then at ninth, tenth, and eleventh what feats would you all suggest taking? Assuming that my main goal is defense and my secondary purpose in offense?

EDIt: This is Eragar asking this question. I din't realize this comp was still set to my cousins account.

Power attack A.S.A.P., so I suppose 9th.

At 10th, you can ignore pre-reqs on the feat, so you almost certainly want Medusa's Wrath.

At 11th, I don't know, there's a lot of stuff, including Styles that you should check out.

One thing you might want to consider is buying a Wand of Mage Armor for the Arcane caster in your party to use on you. It costs 750gp, but it will give you +4AC for a total of 50 hours. Well worth it, in all likelihood.

You'll also want to keep an eye out for purchasing a Permanent Greater Magic Fang when you get a lot of spare cash, so you can focus on giving your Amulet of Mighty Fists special abilities rather than pure pluses.

If he was asking about my build(I thought he was),Power Attack is not possible.Piranha Strike is taken instead.

Liberty's Edge

Icyshadow wrote:
Put anything with DR against that Dwarf Monk of yours. I dare you.

OK; it's Stunned.

Where do you want it?

"Cargo Bay 12, please!"

Liberty's Edge

mplindustries wrote:

Power Attack is the most important feat for a monk. Seriously. It lets you deal extra damage on all your attacks, and there's no such thing as an off-hand monk unarmed strike, so none of them deal half Strength or half power attack or anything.

Deadly Aim is probably the next most important to use with your Shurikens when you can't make a full attack in melee, but at a certain point, you'll stop throwing Shurikens and this will be vastly less important.

Then you want Maneuvers you can use when you have to move and are thus...

This is about the worst advice I can imagine for a class which specializes in making lots of attacks at lowered attack bonuses -- chisel those bonuses even more by taking "feats than make you miss", and you make yourself useless.

What a monk should be taking are feat-chains which increase the number of attacks, or make the ones he has more destructive without compromising attack bonus. E.g., the Panther Style chain in conjunction with Ki>AC and Mobility and Combat Reflexes and high movement lets you run through an entire enemy formation and dare each of them to take a swing at you.

-- Say you're a 10th level monk with that going, and in the first round you just double-move through the enemy's ranks letting them all take futile swipes against your stoopid high AC while Panther Parrying Stunning Fists. You can literally end combats before they even really begin. -- And if they don't end, Medusa's Wrath totally Fs anything which failed a save last turn.

Liberty's Edge

KrispyXIV wrote:
As of Ultimate Combat, I'd say that anyone that says monks are bad is willfully ignoring the incredible breadth of powerful options now available to them, and the possible potency of those options.

Sohei is the most powerful melee class in the game. Multiclassed right, you could have Weapon Training in dozens of weapons and be able to Flurry with all of them while wearing Gloves of Dueling. Let him ride your summoned or bonded critter, and the cheese-meter has an orangasm.


The MAD thing can be a pain in the butt, but monks can be pretty awesome even at lower levels. I just started playing my first monk for a friend's Serpent's Skull campaign and I'm having a lot of fun. And my dude's a Weapons Adept which does mean I lose the ability to grant status effects with my punches but on the OTHER HAND I get Perfect Strike as a bonus feet at FIRST LEVEL and I can use it as many times a day as I have monk levels. And I still get flurry of blows. And you keep your WIS bonus for AC even when you're flat footed, so I have the highest flat footed AC in my party.

And there are ways of working around the MAD thing. Make your monk a dwarf for one, because you'll get bonuses on CON and WIS, both of which you'll want, and minuses on CHA which is one of the stats you don't actually need! Make sure you have a decent amount of STR for your damage rolls, CON for everything that gets through your AC, and WIS to keep that AC up. DEX is good too, but monks are often melee so it's not as important. Dump the hell out of CHA and to a lesser extent INT.

Sure, you'll end up an uncharismatic, short, beardy meathead, but that can be lots of run to roleplay as!

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