Advice for a PFS Strength Monk


Advice

Lantern Lodge RPG Superstar 2015 Top 16

Hello,

I've been mulling around the idea of it, but I'm really getting into the idea of a Strength based Monk going into the Dragon Style feats, especially when combined with Power Attack. Eventually, I'll dip into Elemental Fist for nice little bursts of damage.

My crazy idea for another boost and to speed up when I get Power Attack is to have my first level in Barbarian, then the rest in Monk. To have this make sense alignment-wise, I'll use the Martial Artist archetype.

For race, I'm going to be either human or half-human; while the extra skill point and feat is tasty, half-orc will make a better fit for the savage, dragon-inspired pugilist, and the half-elf would support skill choices better and have a few other useful boosts.

Here's what I'm planning thus far.

Human/Half-Orc/Half-elf Barbarian (eventually to Martial Artist monk)
Str: 16+2
Dex: 13
Con: 14
Int: 7
Wis: 16
Cha: 7

Skills: Acrobatics, Perception (alternating with Intimidate just for fun)
Feats: Power Attack (and Weapon Focus unarmed if Human)

Further feats for future levels in Martial Artist:
2: Dodge
3: Dragon Style and Improved Grapple
5: Dragon Ferocity
7: Elemental Fist and either Improved Bull Rush, Imp Trip, or Mobility
9: Dragon Roar
11: Medusa's Wrath and either Greater Bull Rush, Punishing Kick, Extra Rage or (if Human) Weapon Specialization unarmed

At level 5 with Power Attack, I'll be dealing 1d8+10 with each strike, or 1d8+13 if I rage. I also like how well the Martial Artist will ignore the fatigue from raging at level 5. Downside of course will still be how easy I will be to hit, but I'll have to do my part and buy a wand of mage armor for someone to use on me :P

My advice question, then, is what should I do with my monk level 2 and 6 bonus feats and my level 11 other feat. I'm not sure what will optimize his brute strength and urge to smash things with the fury of a dragon.

Sincerely,
BPC


The main important job of the monk in my opinion is to get to and choke out any enemy glass cannons he can get his hands on, and there is usually someone in the way. If you aren't going to have the dex for acrobatics or stealth, maybe you could take Improved Overrun? You have power attack anyway.

Lantern Lodge RPG Superstar 2015 Top 16

I'm not too worried about Acrobatics; I'll still be putting skill points into it due to the requirement for the Dragon Style feats. Plus having the Dragon Style feat allows me to charge through ally squares. It's still something to consider.

The Exchange

I would suggest Extra Rage for some... well... extra rage.

If you go Half orc, you can get a racial ability that fits the character concept quite nicely. Sacred Tattoos. +1 to all of your already insane saves.

I have honestly thought of the raging Monk many-a-time before, but never got around to actually making one. Nice build by the way.


I always liked the idea of a drunken master monk for 4 levels, then 16 levels of drunken brute/savage barbarian. Plenty of ki, lots of rage, and the RP practically writes itself.


galahad2112 wrote:
I always liked the idea of a drunken master monk for 4 levels, then 16 levels of drunken brute/savage barbarian. Plenty of ki, lots of rage, and the RP practically writes itself.

Doesn't work due to alignment restrictions. Although I can imagine a lot of DM's not being against it since it is pretty flavorful.

Liberty's Edge

You can flurry with a temple sword two handed to get the real power attack damage. Take improved trip with a Dueling temple sword and you will have people on their bums all day long. Making it all the easier to hit with your flurry of two handed power attacks.

I'm not sure if a barbarian dip is more powerful than a straight monk with maybe hungry ghost, but it sounds like you like the flavor.

-shrug-

Lantern Lodge RPG Superstar 2015 Top 16

Tirq wrote:

I would suggest Extra Rage for some... well... extra rage.

If you go Half orc, you can get a racial ability that fits the character concept quite nicely. Sacred Tattoos. +1 to all of your already insane saves.

I have honestly thought of the raging Monk many-a-time before, but never got around to actually making one. Nice build by the way.

I forgot about the Half-Orc alternate racials; that is tempting, along with Rock Climber for the lil boost to Acrobatics.

Jelani wrote:

You can flurry with a temple sword two handed to get the real power attack damage. Take improved trip with a Dueling temple sword and you will have people on their bums all day long. Making it all the easier to hit with your flurry of two handed power attacks.

I'm not sure if a barbarian dip is more powerful than a straight monk with maybe hungry ghost, but it sounds like you like the flavor.

-shrug-

I plan on keeping a slashing and piercing 2-hander for necessary foes, but with Dragon Style (and Dragon Ferocity) I add an additional 1/2 Str Mod to my unarmed damage, thus making it about equal with using a 2H weapon.

Besides the flavor, the reason for the level 1 Barbarian dip is to start off with the +1 BAB so I can get Power Attack right out of the box. If I went monk first or straight monk, I wouldn't be able to qualify for it until level 3, delaying all of my style feats by 2 levels (or making me wait until level 7 or 9 to get Power Attack). The immediate speed boost is icing on the cake.

The other thing I was thinking was going Barbarian for 2 levels, then go Monk (Marial Artist) to pick up a rage power (thinking Animal Fury just to get another attack off while Flurrying and pairs well with Improved Grapple) and Uncanny Dodge. From the monk side, I actually lose nothing other than delaying Medusa's Wrath and the timing of the Elemental Fist increases.

Glad to see this idea is somewhat feasible, even if I'll be a glass cannon of many heavy strikes :P

BPC


I like the build. IMO either Human (for the feat) or Half-Orc (if you prefer the flavor and racials) would be best.

This is actually quite similar to the Monk I've just begun playing. The stats and feat progressions are very similar to what I came up with, and I really enjoy the character so far. Power Attack, Dragon Style, and Dragon Ferocity on a STR build does pretty awesome things for your damage, as you've seen.

My guy is actually a Human Maneuver Master monk dipping into Fighter (brawler) rather than Barbarian, but the nuts and bolts of it are pretty close. Being a MM Monk, I gave up flurry in order to tack grapples and dirty tricks onto my full attack routine. As such, I've also planned on taking many of the grappling feats. Combined with the high unarmed damage (you're right, its equivalent to 2H damage with that feat combo, which is...sweet), grappling should end up a pretty nice way to deal with dangerous targets in that you can lock them down AND deal good damage to them.

Due to my archetype, I just grabbed Greater Grapple at 6 and I believe Dodge at 2. Greater Trip would have been very tempting, except we've already got a trip monkey in the party, so I just got GG to accelerate the line of feats requiring it. You'll need to do something else of course, any of the feats you propose taking as bonus feats would be fine IMO.

The crux of my build was to be able to do very good damage WHILE grappling, rather than simply flurry OR grapple; I get to do both. Of course, if max number of attacks and max damage is your focus (rather than good damage and lots of control/debuffing), the way you've done it is preferable. Getting WF/WS from martial artist, keeping flurry, and adding Rage is going to be sick damage wise.

Nice job.

EDIT: As for defenses, I'd recommend trading something for Barkskin via the Qinggong Monk archetype. That'll help a great deal, and also frees up your neck slot for AoMF or something else. Between Mage Armor (if you can get it), Barkskin, good WIS, and Dodge, your AC should be plenty good enough. As with any Monk, your touch and flat-footed AC will be very good. Plus you've always got the option of tacking on +4 AC via Ki Pool and/or fighting defensively if you get in a tough spot. Or...you know, just using the great mobility inherent in the class to GTFO of dodge.


Dragon ferocity requires 5 ranks of acrobatics before you can take it, so won't work for your 5th level feat.

However, if you combine fighter(unarmed fighter) and monk (master of many styles) you may get what you're looking for.

Unarmed fighter gives you IUC and a style feat without prereq's at first level.
Master of many styles, though it gives up flurry, lets you ignore prereq's on the followup feats after the style feat as well as combine the effects of more than one style.


Cornielius wrote:

Dragon ferocity requires 5 ranks of acrobatics before you can take it, so won't work for your 5th level feat.

Disagree. You can take things at the same level you first meet their prerequisite, or everything with a +1 BAB requirement, for instance, you'd have to take at the level AFTER you get +1 BAB. Prestige classes with a skill rank requirement couldn't be taken until the next level, etc. I've never played with anyone who interpreted it that way.


Oops.
You are correct, my mistake.

Though, I seem to remember prestige classes being handled that way in either 3 or 3.5.


You can't take a prestige class til you meet the requirements:

Prestige Classes wrote:
Unlike the core classes, characters must meet specific requirements before they can take their first level of a prestige class.

Lantern Lodge RPG Superstar 2015 Top 16

MTCityHunter wrote:

I like the build. IMO either Human (for the feat) or Half-Orc (if you prefer the flavor and racials) would be best.

This is actually quite similar to the Monk I've just begun playing. The stats and feat progressions are very similar to what I came up with, and I really enjoy the character so far. Power Attack, Dragon Style, and Dragon Ferocity on a STR build does pretty awesome things for your damage, as you've seen.

My guy is actually a Human Maneuver Master monk dipping into Fighter (brawler) rather than Barbarian, but the nuts and bolts of it are pretty close. Being a MM Monk, I gave up flurry in order to tack grapples and dirty tricks onto my full attack routine. As such, I've also planned on taking many of the grappling feats. Combined with the high unarmed damage (you're right, its equivalent to 2H damage with that feat combo, which is...sweet), grappling should end up a pretty nice way to deal with dangerous targets in that you can lock them down AND deal good damage to them.

Due to my archetype, I just grabbed Greater Grapple at 6 and I believe Dodge at 2. Greater Trip would have been very tempting, except we've already got a trip monkey in the party, so I just got GG to accelerate the line of feats requiring it. You'll need to do something else of course, any of the feats you propose taking as bonus feats would be fine IMO.

The crux of my build was to be able to do very good damage WHILE grappling, rather than simply flurry OR grapple; I get to do both. Of course, if max number of attacks and max damage is your focus (rather than good damage and lots of control/debuffing), the way you've done it is preferable. Getting WF/WS from martial artist, keeping flurry, and adding Rage is going to be sick damage wise.

Nice job.

EDIT: As for defenses, I'd recommend trading something for Barkskin via the Qinggong Monk archetype. That'll help a great deal, and also frees up your neck slot for AoMF or something else. Between Mage Armor (if you can get it),...

I have to admit, that sounds sorta fun, too! I was thinking if necessary the Grappling could work well for some control, using Elemental Fist to boost my grapple unarmed damage while holding an opponent down (and if I go with the Animal Fury Rage Power, it gets even better). I may have to consider Greater Grapple for my Level 11 feat thanks to you!

I can't go Quingong Monk (or should say, it's pointless to do so) because the Martial Artist loses Ki abilities; I went with that for alignment as well as the Exploit Weakness ability to boost my offense (ignore DR and +2 to hit) or boost my AC and Reflex saves. His AC will never be the best nor will he have the awesome tanking HP, but I expect this guy to not go down in a single shot.

Lantern Lodge RPG Superstar 2015 Top 16

MTCityHunter wrote:

I like the build. IMO either Human (for the feat) or Half-Orc (if you prefer the flavor and racials) would be best.

This is actually quite similar to the Monk I've just begun playing. The stats and feat progressions are very similar to what I came up with, and I really enjoy the character so far. Power Attack, Dragon Style, and Dragon Ferocity on a STR build does pretty awesome things for your damage, as you've seen.

My guy is actually a Human Maneuver Master monk dipping into Fighter (brawler) rather than Barbarian, but the nuts and bolts of it are pretty close. Being a MM Monk, I gave up flurry in order to tack grapples and dirty tricks onto my full attack routine. As such, I've also planned on taking many of the grappling feats. Combined with the high unarmed damage (you're right, its equivalent to 2H damage with that feat combo, which is...sweet), grappling should end up a pretty nice way to deal with dangerous targets in that you can lock them down AND deal good damage to them.

Due to my archetype, I just grabbed Greater Grapple at 6 and I believe Dodge at 2. Greater Trip would have been very tempting, except we've already got a trip monkey in the party, so I just got GG to accelerate the line of feats requiring it. You'll need to do something else of course, any of the feats you propose taking as bonus feats would be fine IMO.

EDIT: As for defenses, I'd recommend trading something for Barkskin via the Qinggong Monk archetype. That'll help a great deal, and also frees up your neck slot for AoMF or something else. Between Mage Armor (if you can get it),...

I have to admit, what you're doing sounds fun, too! I was on the line about Imp Grapple, but you're right I should have other combat options other than Stun -> Flurry Pwn. I may have to consider my Level 11 feat to be Greater Grapple now :P

As far as defenses, I can't (or it is pointless to) go Quingong Monk because the Martial Artist Archetype loses Ki abilities. However, Exploit Weakness is pretty awesome for giving me an accuracy boost and ignoring Hardness/DR, or boosting my AC/Reflex saves. Only weakness I see in that is that although I cannot use Wisdom skills while Raging, I could see it argued that I cannot use Exploit Weakness (which is a Wisdom check) so I couldn't stack both. I think that I could use Exploit Weakness in a rage (since an ability check is not the same as a skill check, although they operate fundamentally the same).

Thanks for the feedback! Same to the others who have provided input.

BPC


Black Powder Chocobo wrote:


As far as defenses, I can't (or it is pointless to) go Quingong Monk because the Martial Artist Archetype loses Ki abilities.

'Doh!

Totally forgot about that. At any rate, as much as I dislike over-reliance on buffs via a 3rd party, getting your friendly neighborhood druid/cleric to cast Barkskin on you (or investing in another wand and/or pearls of power for them to use on you) could accomplish the same thing. If you're already going to be doing that with a mage armor wand, there's no harm in adding another to the mix.

EDIT: The Exploit Weakness issue is somewhat sticky. To quote the PFSRD (emphasis mine):

"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."

So while WIS based skills (and checks, which I agree are not the same thing) are certainly fair game, I also think its pretty safe to assume that Exploit Weakness requires some degree of patience or concentration. If your DM agrees, they're not going to be particularly compatible unfortunately, which is a shame.

FWIW, I'd allow it (because nowhere in the description of the ability does it actually say it requires either patience or concentration; I could see it being an "intuitive sense" of where to strike...YMMV), but many DM's would likely not. If that's the case, I'd recommend simply ditching the barbarian level and going straight monk or dipping fighter 1-4 levels instead.

Lantern Lodge RPG Superstar 2015 Top 16

MTCityHunter wrote:
Black Powder Chocobo wrote:


As far as defenses, I can't (or it is pointless to) go Quingong Monk because the Martial Artist Archetype loses Ki abilities.

'Doh!

Totally forgot about that. At any rate, as much as I dislike over-reliance on buffs via a 3rd party, getting your friendly neighborhood druid/cleric to cast Barkskin on you (or investing in another wand and/or pearls of power for them to use on you) could accomplish the same thing. If you're already going to be doing that with a mage armor wand, there's no harm in adding another to the mix.

EDIT: The Exploit Weakness issue is somewhat sticky. To quote the PFSRD (emphasis mine):

"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."

So while WIS based skills (and checks, which I agree are not the same thing) are certainly fair game, I also think its pretty safe to assume that Exploit Weakness requires some degree of patience or concentration. If your DM agrees, they're not going to be particularly compatible unfortunately, which is a shame.

FWIW, I'd allow it (because nowhere in the description of the ability does it actually say it requires either patience or concentration; I could see it being an "intuitive sense" of where to strike...YMMV), but many DM's would likely not. If that's the case, I'd recommend simply ditching the barbarian level and going straight monk or dipping fighter 1-4 levels instead.

If need be, that will only affect me for a level (between MA levels 4 and 5). When I hit level 5 and gain immunity to fatigue, I can use Exploit Weakness (swift) -> Rage (free) -> pwn (full attack), then turn off rage before my next turn (free), then rinse and repeat. Sounds cheesy to do it like that (and makes me far more susceptible to unconsciousness due to HP loss if I'm not careful), but it could be seen as focusing quickly to find the opening before going all out at the weak spot. /shrug

Liberty's Edge

Your INT is too low, as you'll belatedly learn that the hard way when you need to start making DC25 skill checks in PFS to succeed in faction missions at Tier 6+.

2 skills/level just doesn't cut it unless you know your GM is a real cream-puff when handing out the rewards (or, alternatively, you are the GM, and the character gets his prestige awards without effort most of the time).

Lantern Lodge RPG Superstar 2015 Top 16

Mike Schneider wrote:

Your INT is too low, as you'll belatedly learn that the hard way when you need to start making DC25 skill checks in PFS to succeed in faction missions at Tier 6+.

2 skills/level just doesn't cut it unless you know your GM is a real cream-puff when handing out the rewards (or, alternatively, you are the GM, and the character gets his prestige awards without effort most of the time).

Yea, I prefer at least 3/level (and that's the biggest draw for going Human instead of half-orc), but that could be partially offset by using my level 4 stat boost to Int and getting some skill points back. On that note, I see his skills being Acrobatics, and bouncing between Intimidation and Perception.

Otherwise, I do DM a lot and when I do play, maybe I can convince a fellow player to help me out with a particular activity (not a guarantee a player or DM's will allow it, even if the faction mission task could be assisted with another).

Thanks for the heads up on that; I haven't played anything higher than 1-2 right now since I'm still pretty new to PFS.

Dark Archive

I would suggest going with a 18 STR, 12 DEX, 14 CON, 12 INT, 14 WIS and 7 CHA. You are going to want to pump your STR if you want to maximize damage -- and your AC is going to suck anyway: the 1 point of AC you lose form having a 16 WIS isn't really that big of a deal, IMO. As Mike mentioned, those faction missions will be a heck of a lot easier with three extra skill points per level.

As somebody already mentioned, picking up a level of Unarmed Fighter has more synergy with your Monk levels than Barbarian levels. With Unarmed Fighter at first level you can pickup Dragon Style right off the bat, then pick up Power Attack at level 3 and Dragon Ferocity at level 5.

I would suggest Weapon Focus and/or Weapon Specialization (Unarmed Strike) at levels 7 and 9: Elemental Fist and Dragon Roar just doesn't offer a lot of bang for the buck when compared to a +1 to attack and +2 to damage on every one of your flurry attacks.

Liberty's Edge

IMO this character, as built now, will not survive to Tier 7. Hitpoints are too low, AC is dumped into the grave by barbarian (but without barbarian hitpoints past 1st), and melee emphasis means you take damage insanely fast. The half-orc ferocity trait just means you're most likely to try something that tempts further damage rather than going unconscious.

If you don't take Raging Vitality at 1st, there's fair odds you won't even make it to 3rd or 4th.

You're also relatively -4 to attack combining Flurry with Power Attack.

= = = = =

Hmm.....

STR:15 (half-orc)
DEX:14
CON:14
INT:12
WIS+16 (bump 8th,12th)
CHA:07

Traits: Accelerated Drinker, (any non-combat)

01 cava1 [Gendarme][Power Attack], EWP:Fauchard
02 monk1 [Maneuver Master][Improved Trip]
03 monk2 [Improved Reposition], Shield of Swings
04 monk3 STR>16 (and buy belt)
04 monk4 Monkey Style

* a Maneuver Master is not restricted from wearing armor while performing a Flurry of Maneuvers (although his monk Evasion won't work unless he wears no or light armor). He is also only -2 on Maneuver attacks, not weapon attacks (which are stuck subject to 3/4BAB, but don't become "worse" than normal monk flurry until monk12, which this build will not reach in PFS).

Dark Archive

Mike: why the high (and pumped) WIS, if the "monk" is going to wear armor?

Lantern Lodge RPG Superstar 2015 Top 16

Argus The Slayer wrote:

I would suggest going with a 18 STR, 12 DEX, 14 CON, 12 INT, 14 WIS and 7 CHA. You are going to want to pump your STR if you want to maximize damage -- and your AC is going to suck anyway: the 1 point of AC you lose form having a 16 WIS isn't really that big of a deal, IMO. As Mike mentioned, those faction missions will be a heck of a lot easier with three extra skill points per level.

As somebody already mentioned, picking up a level of Unarmed Fighter has more synergy with your Monk levels than Barbarian levels. With Unarmed Fighter at first level you can pickup Dragon Style right off the bat, then pick up Power Attack at level 3 and Dragon Ferocity at level 5.

I would suggest Weapon Focus and/or Weapon Specialization (Unarmed Strike) at levels 7 and 9: Elemental Fist and Dragon Roar just doesn't offer a lot of bang for the buck when compared to a +1 to attack and +2 to damage on every one of your flurry attacks.

Ya know, the Unarmed Fighter archetype is a valid idea... a very tempting idea, especially to get the other Monk weapons as part of my potential arsenal. While in my head, I love picturing him raging right before pummeling things violently, that is some food for thought.

The stats are a bit more tempting, too; instead of the slow-witted barbarian, more of an intelligent street fighter who enjoy losing himself to reckless bouts of strength and energy.

As far as Elemental Fist/Dragon Roar goes... I blame Skyrim for that, but for me that's something I want to keep, even if it does hurt optomization. But I probably will put Dragon Roar at 9 and Wpn Spec Unarmed at 7 for the quicker boost.

As noted above, I haven't played any high tier scenarios and, from what I'm hearing, it's going to be a challenge. I know this character is not optomized much other than punching things hard, but dang it, I plan on having fun with him while he lasts :P

Thanks for the suggestions!
BPC

Dark Archive

I play a very low-AC fighter/monk that is focused on tripping (with a Fauchard) - low enough AC that i KNOW the character is really easy to drop if I take too many (ANY?) full round attacks from a BBEG. I enjoy the challenge of figuring out when I can jump in and finish off the enemy -- and when it makes more sense for me to trip the bad guy and back the heck out...hrrrrm...I mean practice my tumbling skills while making a strategic withdrawal.
;)

Liberty's Edge

Argus The Slayer wrote:
Mike: why the high (and pumped) WIS, if the "monk" is going to wear armor?

Higher wisdom = extra attacks (Ki), higher AC in selective instances (Ki), higher will-saves, better Perception and Sense Motive, etc.

Using Shield of Swings and Ki, AC is +8 on demand -- very useful if you take a crit and are suddenly hovering at 2hp and another measly 15 will kill you outright. Monkey Style, of course, means you're not screwed when prone.

The fauchard build provides a ridiculous number of maneuver attempts per full-attack while using a reach weapon with both the disarm and trip properties (meaning the weapon's enhancement bonus applies to CMB). Not employing unarmed strikes as your attack model frees up your neck slot for an Amulet of Natural Armor.

Around 6th, your AC would look something like: 10 +8(+2 mithral breastplate, four-mirror or elven chain) +2(DEX) +1(ring) +1(amulet) = 22. Tepid at that level, but now add +4 to +8, and you're rocking upwards of AC33 fighting defensively in those emergency situations.

Liberty's Edge

In my experience the most effective monks are those that do 'monk stuff' and not go toe to toe with everything.

That said, pretty much anything can fly in PFS so do whatever you think is fun. Just be prepared to take a lot of beatings. Grappling is often a losing proposition even if you can out-muscle your target, especially in light of the recent grappling clarifications/nerfs.

Lantern Lodge RPG Superstar 2015 Top 16

After considering all things, I decided to go with the stats suggested by Argus as so (showing eventual progress)

Half-orc Barbarian 1 / Martial Artist 11

Str 16 + 2
Dex 12
Con 14
Int 12
Wis 14
Cha 7

Feat Progression
1 Power Attack
2 Dodge
3 Dragon Style, Imp Grapple
5 Dragon Ferocity
7 Elemental Fist, Either Imp Trip or Imp Disarm (which can be used in a Flurry, not sure which is more effective but leaning towards Imp Trip)
9 Dragon Roar
11 Medusa Wrath, Extra Rage

Skills: Acrobatics, Intimidate, Knowledge Nature, Perception; any suggestions for a good 5th skill (leaning towards Sense Motive or Sleight of Hand via a trait)?

Oddly, since it appears that I can use most of my monk abilities while in light armor (only losing the weaker AC boost and fast movement), I'll stick to a chain shirt for armor (and hopefully finding some mithril chain/breastplate later), which will help my AC somewhat.

Again, thanks everyone for your input on this!

BPC

The Exchange

For the fifth skill, go with Sense Motive and use the Trait on something better, like dirty fighting.

I wouldn't suggest going for the Armor, since you lose your bonus to movement and Flurry as well as the lower AC. You can spend Ki for +4 AC, so I wouldn't worry to much about AC. Seriously, You have a move of +40 at first, and by 5th, you have a +50, more than anyone else should have at your level.

Lantern Lodge RPG Superstar 2015 Top 16

Tirq wrote:

For the fifth skill, go with Sense Motive and use the Trait on something better, like dirty fighting.

I wouldn't suggest going for the Armor, since you lose your bonus to movement and Flurry as well as the lower AC. You can spend Ki for +4 AC, so I wouldn't worry to much about AC. Seriously, You have a move of +40 at first, and by 5th, you have a +50, more than anyone else should have at your level.

Bah, I read the Flurry of Blows ability several times just to make sure Armor didn't affect it, but I didn't check the proficiency section. Well armor for the first level anyway :P Thanks for the correction.

Liberty's Edge

Quote:

Str 16 + 2

Dex 12
Con 14
Int 12
Wis 14
Cha 7
Under the generally theory that you will be attacked more often than you get to hit back -- especially in those encounters which go badly against you, I recommend starting with a 15 STR (19 raging) and a 14 DEX. Result is lower attack bonus 1st-4th and 8th-12th, but permanent AC+1 and +1 attack with ranged weapons.
Quote:

Feat Progression

1 Power Attack
2 Dodge
3 Dragon Style, Imp Grapple
5 Dragon Ferocity
7 Elemental Fist

No Raging Vitality = insta-dead barbarian the split-second he goes neg by mid-level. No Extra Rage means "barbarian"/monk who doesn't get to rage for very long. And, as stated previously, Power Attack + Flurry = -4 = you miss and you suck and you get hit and repeat until you die.

You'll be wanting Extra Ki as your 5th-level general feat slot...oh, that's right: Martial Artists forfeit Ki, which pretty much makes them a self-nerfing archetype, given that Ki is the most powerful monk ability of them all. You'll be banging your head around 6th when you meet another PFS monk who's better than you at just about everything aside from raw attack bonus. In module play, you'll discover that additional barbarian hitpoints melt away like butter in a blast-furnace when your AC is behind the curve.

Black Powder Chocobo wrote:
Tirq wrote:

For the fifth skill, go with Sense Motive and use the Trait on something better, like dirty fighting.

I wouldn't suggest going for the Armor, since you lose your bonus to movement and Flurry as well as the lower AC. You can spend Ki for +4 AC, so I wouldn't worry to much about AC. Seriously, You have a move of +40 at first, and by 5th, you have a +50, more than anyone else should have at your level.

Bah, I read the Flurry of Blows ability several times just to make sure Armor didn't affect it, but I didn't check the proficiency section. Well armor for the first level anyway :P Thanks for the correction.

Movement isn't that important in PFS since most encounters are in rooms, corridors, ships or dungeons. (Avoiding difficult terrain is more important, IMO; ergo Dragon Style is an awesome feat.)

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