
Fenrisnorth |
Jumping into a Level 13 game, haven't heard what everyone else is playing, but I was told no "roles" needed to be filled. So, I chose me a monk. I was going for a pure beatdown monkey, in the style of (God help me) Ranma Saotome. Strong, rather naive, grating personality though he tries to be nice.
Human Monk 13, Martial Artist(Allows fighter feats for monk weapons, including unarmed)
STR 26
DEX 16
CON 11
INT 8
WIS 20
CHA 8
Feats:
Lv1: Defensive Combat Training
Human: Improved Initiative
Monk1: Improved Grapple
Monk2: Combat Reflexes
Lv3: Weapon Focus (Unarmed)
Lv5: Weapon Specialization (Unarmed)
Monk6: Dodge
Lv7: Jawbreaker
Lv9: Greater Focus (Unarmed)
Monk10: Improved Crit
Lv11: Greater Grapple
Lv13: Greater Weapon Specialization (Unarmed)
Skills:
Acrobatics +19
Perception +21
Stealth +19
Items:
Permanancy (Magic Fang, Greater, CL20)9,100 gp
+4 Headband of Wisdom 16,000 gp
Monk's Robe 13,000 gp
+1 Ioun Stone (AC) 5,000 gp
+2 Ioun Stone (Dex) 8,000 gp
+4 Belt of Strength 16,000 gp
Amulet of Might Fists (Merciful, Throwing, Distance) 45,000 gp
Ring of Sustainance 2,500 gp
+6 Bracers of Armor 32,000 gp
Total Spent: 139,600/140,000
AC: 10(base)+ 3(dex)+ 5(wis)+ 4(monk)+ 6(armor)+ 1(ioun) = 29 (30v single opponent)
Hit: Flurry: +11+8(str)+2(Focus)+5(GMF)=+26,+26,+21,+21,+16
Hit: CMB: 13+8+2+5= +28
Dmg: 2d8+1d6(Merciful)+8(str)+4(Spec)+5(GMF)
Init: +7
Fort: +8
Ref: +11
Wil: +13
HP: 88 (Favored class Included)
Tactica: Is there a caster? if so, charge them and do a diving tackle. otherwise delay to flurry on whoever gets near. If someone stays outside of 5' and flurry range, surprise them with 20' ranged flurry.
Is there anything I can do to make this build more effective? Or anything I've missed? As he levels up, I'll be getting Bonebreaker and Neckbreaker, Mobility, Cartwheel Dodge, and Pinning Knockout.

Squawk Featherbeak |

are you allowed to do that? throwing and distance on the amulet? As a DM, I might not allow it, just because it's part of your body and it can't be thrown naturally, unlike how you can throw a greatsword (over a really short distance). If the player was really boggling about it, I'd have him ad Returning to the amulet, otherwise he gains 4 "ammo" for his unarmed strikes, and for every shot, he loses a limb and suffers bleed damage unless coterized by a flame spell.

Sleet Storm |

are you allowed to do that? throwing and distance on the amulet? As a DM, I might not allow it, just because it's part of your body and it can't be thrown naturally, unlike how you can throw a greatsword (over a really short distance). If the player was really boggling about it, I'd have him ad Returning to the amulet, otherwise he gains 4 "ammo" for his unarmed strikes, and for every shot, he loses a limb and suffers bleed damage unless coterized by a flame spell.
That would be hilarious:)
But seriously I don´t think you can do that.Returning wouldn´t even workas you need a "free hand" to catch it.
EDIT:Imagine the enemy had Snatch Arrows:)

meabolex |

I really wish that this: "Permanancy (Magic Fang, Greater, CL20)9,100 gp " was legel for PFS play... That would help any monk immensely. It is a huuuge bonus for very little money. I'm actually quite surprised it's legal in regular play as well.
It's legal assuming there's a level 20 wizard NPC who just happens to decide to accept a fee and cast this on you. But the reality is that most campaigns don't have easy access to such a high-level spellcaster who is willing to cast permanency for essentially market price. How many level 20 casters are there to provide this service?

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Any DM worth his salt is going to laugh at your amulet. +1 and Holy would work well instead. Carry potions of Fly for the occasions where you really can't find anything to melee that isn't flying.
Your hit points (and CON) are extremely low for a melee combatant. You may think you AC is good, but its not. You're going to get hit a lot (and probably dropped) if the BBEG decides to full round attack you.
Pick up Toughness. Raise that CON to at least 12. Then take the Ioun Stone you were going to use for DEX and put it into CON instead.
Drop the +6 Bracers of Armor and pickup a +4 Ring of Protection -- and a 750 GP wand of Mage Armor. If you don't have a caster in the party to use the wand, pickup UMD (via a trait) and do it yourself.
Your Flurry attack bonuses are off. Base Flurry at 13 is +11/+11/+6/+6/+1. If you add your STR (+8), Greater Weapon Focus (+2) and the Greater Magic Fang (if the DM allows it... +5), you get:
+24/+24/+19/+19/+14
Switching your Amulet to a flat +3 Magic may be a good idea, especially if you decide that you want to go with Power Attack, as some have suggested.
Dragon Ferocity, as others have mentioned, is a key to your success, especially with such a high STR.
I like the high WIS: stunning Fist if your friend.

Fenrisnorth |
No, your math is off, Argus. 8+2+5 is 15. 15+11 is 26. And a +1 amulet wouldn't stack with GMF
@ meabolex With that ruling (additional costs) then a simple raise dead is not available. I've never been in a leve 5+ game where you couldn't find a cleric with a little searching.
I'll grant shenanigans on the Amulet, There was an enchant in 3.5 that let you make short ranged attacks with a melee weapon, I was hoping this would work.
To pick up a style and toughness I'll need to drop some stuff, what did you all suggest? (and why aren't style feats able to be taken as monk bonus feats? seiously guys, seriously...)
As to the holy enchant it's iffy to me for all those times you fight Neutral stuff.

Fenrisnorth |
@Darkwing
So It's realistic to have hands covered in a mixture of fire, ice, acid, and lightning, but a little old force projection is suddenly munchkinning too far?
I mean, It's already been established that it wouldn't work, but namecalling is just uncalled for.
In other news, Dragon Ferocity does look awesome. I guess It's bye bye neckbreaker line.

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No, your math is off, Argus. 8+2+5 is 15. 15+11 is 26.
LOL...duhp! It's not often that I get pummeled by simple math!
As far as feats to dump in order to pickup two Dragon Style feats and PA:
You don't need Defensive Combat Training: Maneuver training (Monk ability, level 3) gives you that for free.
Going first isn't a huge deal for you, since you aren't going to want to charge in and get full attacked by the bad guy anyway: I'd drop Improved Init, too.
I'd probably drop Jawbreaker, to: it is a nice ability, but any caster that you are grappling probably isn't going to be able to cast anyway. I guess it would prevent an enemy form D-Dooring, but I would say the extra damage from Dragon Ferocity is a better investment.

Fenrisnorth |
Maneuver training is CMB only, I grabbed Devensive combat training for CMD; don't want to get out-grappled.
I'll drop II, Jawbreaker, and.... probably combat Reflexes, unless you can do Maneuvers as part of an AoO... Then probably drop Improved Crit, and change the Mighty fists to Defending, Ghost touch, and Vicious. That's right, I put ghosts in headlocks, noogie them, then give them swirlies.

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Your HP are to low to use Vicious, IMO. But maybe your party healer won't mind...
You can't drop any of the Monk Bonus feats to pickup the styles or PA, since the feats you want to add aren't on the Monk bonus feat list.
With regards to being grappled, I'd say don't stress it: you can Flurry against anything that grapples you. My guess is they won't want to hold on for you for too long, but no need to worry about grapple defense, IMO. Your CMB Vs disarm doesn't really matter either, since you aren't wielding a weapon. Trip could be a problem, but I don't think it is worth spending a feat on defending against it.

Mysterious Stranger |

I would ditch the Improved Initiative, and Defensive Combat Training. Toughness and Power Attack are going to be more useful. Also use the monk feats for things you do not qualify for or have a lot of prerequisites. Other than Grapple you have no combat maneuvers. Improved Trip would allow you to trip without provoking an Attack of Opportunity. This would also be at full BAB instead of 3/4.
For ranged attacks use shuriken the base damage is not much but they can be flurried and add STR damage. Take deadly aim if you really want to do ranged damage.