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c873788 |
![Fleshcrafted Drow](http://cdn.paizo.com/image/avatar/D1-Mutation-Laboratory2.jpg)
Blinding Serpent: A monk build that focuses on massive CMB for tripping and blinding as well as evading one attack per round with Snake Style.
Highlights:
CMB trip check average by 12th level is about 48.
CMB dirty trick (blind) check average by 12th level is about 44.
AC using Snake Style at 12th level: about 39
Race: Half Elf
Starting Stats: STR 14/16 (+2 race bonus)
DEX 14
CON 12
INT 12
WIS 16
CHR 7
Alternate Racial Trait: Ancestral Arms (exotic monk, reach, trip weapon kama double chained) Note: this weapon allows you attack with reach and at close quarters without having to drop your weapon when the enemy closes).
Skills: Max out Sense Motive, Stealth, Perception, Acrobatics and spare point for whatever
Traits: Reactionary (+2 initiative), Cynic (+1 Sense Motive)
Hit Points at 12th level: 90 (Favored Bonus +1 hit point/level)
AC using Snake Style at 12th level: about 39
Saves at 12th level: Fort 13; Ref 13; Will 14
Get yourself a +3 dueling weapon found in the Pathfinder Society Field Guide. This will give you a massive +9 to your CMB attempts.
CMB trip check average by 12th level is about 48.
CMB dirty trick (blind) check average by 12th level is about 44.
I will give a level by level breakdown to show how this build progresses.
1st: Monk Maneuver Master and Weapon Adept.
Feats: Combat Reflexes
Bonus Feats: Improved Trip, Perfect Strike
Flurry of Maneuvers replaces Flurry of Blows allowing bonus CMB attack after normal attacks and no restrictions to use only Monk weapons by RAW. The maneuver master also uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers. From 1st level we can attempt to trip anyone who tries to get too close. Use perfect strike to hopefully guarantee trip when really needed.
2nd Monk Maneuver Master and Weapon Adept.
Bonus Feats: Improved Dirty Trick, Weapon Focus: Kama, Double Chained
We can now trip and blind in the same turn.
3rd Monk Maneuver Master and Weapon Adept.
Feat: Snake Style
Now we can tank better. We can spend an immediate action to make our AC based on our sense motive skill check which on average is around 22 at 3rd level against a ranged or melee attack.
4th Monk Maneuver Master and Weapon Adept.
Attribute Increase: Intelligence increase to 13. Required to pick up Greater Trip at later levels
We have a Ki Pool now and the Monk ability Reliable Maneuver which allows us to spend 1 Ki point to have 2 rolls for CMB attempts.
5th Monk Maneuver Master and Weapon Adept.
Feat: Skill Focus-Sense Motive (our Snake Style AC is now around 27)
Monk Ability Meditative Maneuver allows us to add WIS bonus to CMB attempts
6th Monk Maneuver Master and Weapon Adept
Bonus Feats: Greater Dirty Trick (to removed blind condition now requires a standard action); Weapon Specialization-Kama, Double Chained
7th Fighter Lore Warden
Bonus Feats: Fury's Fall (add DEX bonus to trip attempts)
Feat: Power Attack
8th Fighter Lore Warden
Bonus Feats: Combat Expertise; Greater Trip
Attribute Point into STR
9th Fighter Lore Warden
Maneuver Mastery Lore Warden ability gives +2 CMB bonus
Feat: Lunge (now we have 15 feet reach for AoO)
10th Monk Maneuver Master and Weapon Adept
11th Monk Maneuver Master and Weapon Adept
Flurry of Maneuver grants extra free attack
Feat: Tripping Strike
12th Monk Maneuver Master and Weapon Adept
Attribute Point into STR
Bonus Feats: Evasion
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Darth Grall |
![Seltyiel](http://cdn.paizo.com/image/avatar/PZO9269-Seltyiel_90.jpeg)
The Fighter might have a slightly better To-Hit, but damage will be mostly evened out do to damage dice.
After all the most one can get from a single Weapon is a +5. 2D6 vs. 2d10. Ok the Fighter might get a +1 damage over the Monk.
This is dead wrong. Fighters dmg is just plain stupid by comparison cause their weapon training ability and access to fighter feats.
Just to demonstrate this, lets assume both the monk and the fighter are rocking 18 STR, +4 to hit & dmg. This is at level 9 without magic weapons, just cause I don't wanna scale everything out. By then the fighter has access to +2 weapon training to his main group(both attack and dmg), weapon specialization (+2 dmg) and 6 from his Two Handing a greatsword. Meaning he does a base 2d6(avg 6.5) + 10 dmg to his hits. That's ~17 dmg a hit with a plus +16 to hit(9bab+4str+2wt+1wf) without a magic/mwk item. And this is a guy who just picked a handful of core feats.
The monk has no such boost to dmg, so they just rely on their powerful unarmed attacks. At 9 they do have their dmg die, 1d10(5.5 avg). And to dmg they get... a +4. That's it. They don't get fighter feats, so no specialization, no training, and no 1.5 str. ~10 dmg a hit. And their to hit, assuming they are flurrying is only +12(9bab-2twf+4str+1wf). When you factor in magical items and everything else, and how it's much easier for a fighter to get it, it's hard to see a monk keep up with a fighter. Monks just aren't on par with fighters. In PF, they are the kings of melee dmg.
However, to get somewhat back on topic and stop beating up my beloved monk, I'd too recommend a Master of Many Styles monk. They gives up Flurry of Blows, but he does get access to a lot of cool(and useful) styles they can get(without meeting reqs) and can blend together.
My personal preference being a combination of Crane, Dragon, and Panther. You can move through a crowd, chaining panther retalitory strikes, doing 1.5 str, and keeping your ac high with crane while mitigating dmg and giving yourself an actual counter attack on your turn. If you do it right, you get as many attacks as if flurrying and at a slightly higher bonus and deal more dmg.
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Dabbler |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
Dabbler wrote:Effective at what, though? A fighter with a decent weapon should beat the monk hands down at combat in DPR or maneuvers. I'd love to see these character sheets.The Fighter might have a slightly better To-Hit, but damage will be mostly evened out do to damage dice.
After all the most one can get from a single Weapon is a +5. 2D6 vs. 2d10. Ok the Fighter might get a +1 damage over the Monk.
Adding Energy damage can boost the Fighter's damage a little bit as well. But will be a situational bonus.
Now I know why your monks look so good - your group do not know how to play fighters!
Let's take a 10th level build for an example, and for argument's sake, assume the fighter is gimping himself by using a scimitar and not a falchion. He should then take: Weapon Focus (scimitar) +1 to hit, Weapon Specialisation (scimitar) +2 damage, Weapon Training (blades) +2 to hit and damage, Greater Weapon Focus (scimitar) another +1 to hit, Improved Critical (scimitar).
That puts him at +4 to hit and +4 damage with a 15-20 threat range. At 10th level he should have a +2 weapon at least, so that puts him a total of +6 to hit and +6 damage. At 10th level the monk should have a +1 AoMF, and be doing 1d10 damage.
So we are comparing 1d6+6+str damage (9.5+str average) at +16+str attack bonus at threat range 15-20/x2 with 1d10+1+str damage (6.5+str average) at 10+str attack bonus (assuming Weapon Focus (unarmed4))at threat range (assuming Improved Critical (unarmed)) 19-20/x2.
Typical high AC of a CR10 target is 24, so if we (generously) assume both have 18 str (the monk should have less, the fighter more, but let's be even here) then the fighter should get:
85% + 60% = 145% hits at average 13.5 damage x 130% for criticals = 25.4475 damage.
The monk will get:
55% + 55% + 30% + 30% = 170% hits at average 10.5 damage x 110% for criticals = 19.635 damage.
On individual blows and on total damage output the fighter is kicking the monk's butt fighting with just a one-handed weapon. If he uses a greatsword or falchion, or goes sword & board, he'll dish out even more damage.
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Lune |
![Vedavrex Misraria](http://cdn.paizo.com/image/avatar/PZO9041-Vedavrex.jpg)
So your Fighter who is specing for damage output is using Weapon Specialization but your Monk who is specing for unarmed damage is not using Dragon Style? Yeah... thats a fair comparison. /sarcasm
I'm just saying it is starting to look like the "monks suck" crowd are purposefully trying to compare sub-optimal Monk choices to prove their point.
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Tels |
![Swordpriest](http://cdn.paizo.com/image/avatar/RainofBlades_final.jpg)
Yeah, I stopped commenting when the Monk was outfighting the full BAB classes. Usually that means there is a lot more going on than what is made apparent. Usually houserules that greatly favor the Monk, or players who don't know how to play melee classes while the Monk knows how to optimize.
Keep in mind, Dabbler's Fighter above isn't even all that optimized. It's pretty generic and uses only Core Rules options I believe. A lot of people will tell you that the Falchion is hands down one of, if not the, best weapons for a Fighter to use. That and there are tons of other things he could of done, the Fighter above, for example, isn't even using Power Attack or any of the other sweet, sweet, damage feats like Furious Focus or items that further bump the Fighter like Gloves of Dueling.
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Tels |
![Swordpriest](http://cdn.paizo.com/image/avatar/RainofBlades_final.jpg)
So your Fighter who is specing for damage output is using Weapon Specialization but your Monk who is specing for unarmed damage is not using Dragon Style? Yeah... thats a fair comparison. /sarcasm
I'm just saying it is starting to look like the "monks suck" crowd are purposefully trying to compare sub-optimal Monk choices to prove their point.
That wasn't even a pure damage build. He's using a Scimitar one handed with no shield and out damaging the Monk. He's not Power Attacking, he's not using Furious Focus, he's not using Gloves of Dueling, he's not using any Critical Feats. Nothing. It's Weapon Training, Improved Critical and the Weapon Focus/Specialization feats.
Notice, everything Dabbler chose was CORE RULES and while Dragon Style isn't. This isn't a 'damage spec' it's a pretty generic fighter.
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Tels |
![Swordpriest](http://cdn.paizo.com/image/avatar/RainofBlades_final.jpg)
Also, I'd like to keep this thread focused on tactics that Monks can use in game to help give themselves an edge. What feats work? Why do they work? How do you use them? What about interesting items that Monks can take advantage of? I'd like to see a thread focused on these kinds of things so people who want to play a Monk can search the thread for "Monk Tactics" and find a list available here to be used.
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Lune |
![Vedavrex Misraria](http://cdn.paizo.com/image/avatar/PZO9041-Vedavrex.jpg)
Tels: So it isn't core rules. Why does that matter?
Sure, it didn't use Gloves of Dueling. Those aren't core though, or does that not matter now? The Monk also wasn't using Monk's Robes which are core.
My point is that the "monks suck" crowd aren't comparing apples to apples here. I will admit that many of the stronger monk options are non-core. But I really do not know that this matters. If you are looking for good monk tactics then I think your going to need to be open minded about where those tactics come from.
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Coriat |
![Crow](http://cdn.paizo.com/image/avatar/corbin.jpg)
On his turn, he will probably attempt to stand up, which provokes an Attack of Opportunity, which you will use to Disarm him.
[snip]
Unless he has another weapon, he will probably try and retrieve his Disarmed weapon, which provokes an AoO...
[snip]
Now on his turn, he will try to break free of the Grapple
[snip]
On his turn, he will attempt to break free
I must say that while plain monks are indeed semi-decent at combat maneuvers (and I am sure some archetypes are better), this tactic seems to rely quite a bit on the enemy doing his best to help the monk out, between spending his actions to give the monk AoOs instead of to attack the monk, or wasting them throwing himself against the monk's CMD instead of attacking the monk... Being prone does not prevent one from launching melee attacks, and being grappled does not even hamper your melee attacks unless you are a two hander (otherwise, the -2 is nicely balanced out by your grappler's -4 Dex).
I might suggest that if the enemy actually spends his time trying to harm the monk instead of trying to aid him, then what has been accomplished is to trade a possible -4 penalty to the foe's attack rolls for the monk eating two to three full attacks (more if any maneuvers fail on the first try) without causing damage in return.
As the current player of a high level fighter I can say that I have a go-to response when an enemy runs up and places himself in my full attack range, and that response is to full attack that enemy. If I am grappled, I am likely to still full attack him (and not even suffer any less chance to hit), and the same if I am prone.
I might suggest that if your strategy is to impose penalties, you need help to take advantage of them. This remains a party game. So instead of relying on your foe to give you the actions you need to throw every combat maneuver in the book at him, while taking no actions to harm you, you buddy up with party members and use one or at most two combat maneuvers per foe, with your party member being the ones to take advantage of it. For example, reposition/bull rush followed by battlefield control spells.
Monk isn't really a class that lends itself well to trying to accomplish the whole combat with its own resources, and combat maneuvers don't lend themselves well to that sort of strategy either, unless you are REALLY good at them (think barbarian good, not monk good). Rely on your party to take advantage of what you can do; trying to take advantage yourself you are relatively likely to overreach yourself.
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Dabbler |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
So your Fighter who is specing for damage output is using Weapon Specialization but your Monk who is specing for unarmed damage is not using Dragon Style? Yeah... thats a fair comparison. /sarcasm
Fair enough, so let's not gimp either character and compare the full TWF fighter with a pair of kukris with the monk using Dragon Style. Fighter's base damage drops to 1d4+6+str in this example that's 12.5 average damage at -2 to hit. We'll be generous and give him just ONE extra attack. The monk has +2 damage from this configuration, the fighter we will assume gets just one extra hit (see, I am STILL giving the monk the edge).
Again we will assume both have 18 str then the fighter using TWF with a pair of kukris should get:
75% + 75% + 50% = 200% hits at average 12.5 damage x 130% for criticals = 32.5 damage.
Or the fighter could sword & board with the scimitar and a light spiked shield. So his scimitar would be:
75% + 50% = 125% hits at average 13.5 damage x 130% for criticals = 21.9375 damage.
The shield will only get the benefit of one level of weapon training for an attack bonus of +15 and 1d4+1+str damage so one hit at 50%:
50% x 7.5 x 105% = 3.9375 for a total of 25.875.
The monk with Dragon Style will get:
55% + 55% + 30% + 30% = 170% hits at average 12.5 damage x 110% for criticals = 23.375 damage (note, still LESS than the fighter attacking with just a scimitar).
Which gives the fighter better damage output than the monk WITHOUT as many attacks and probably a better AC to cap it off.
But let's go further, let's try another comparison - a two-handed fighter using a falchion, furious Focus and Power Attack would attack like this:
Attack is +20 total, for 2d4 +6 (bonuses) +6 (str) + 9 (PA) = 2d4+21 = 26 average.
85% + 45% = 130% x 26 x 130% (criticals) = 43.94
But the monk using Dragon Style can Power Attack you say? Sure he can, but he eats the penalty on all his attacks and only gains +6 to damage for it for 18.5 damage:
40% + 40% + 15% + 15% = 110% hits, so 110% x 18.5 x 110% = 22.385 DPR. Yes, Power Attack means the monk does LESS average damage because he isn't hitting as often. The two-handed fighter, meanwhile, dishes more damage in far less attacks.
I'm just saying it is starting to look like the "monks suck" crowd are purposefully trying to compare sub-optimal Monk choices to prove their point.
Quite the opposite - I am giving the monk more attacks than the fighter TWFing, and I am assuming the same primary stat. MAD usually means the fighter should be well ahead of the monk in this department, but for this I have called them equal.
Whichever way you look at it, the fighter scores more hits out of his attempts and delivers more damage per hit (except, I will concede, with the shield - but at level 11 he gets Shield Master and suddenly that shield kicks butt). I mean sure, you can gimp a fighter to do less against a really well optimised monk, but it's actually hard to do, and what are you comparing at the end of the day?
Bottom line, the monk's escalating damage dice are no match for the fighter's elevating static bonuses to damage. The monk's number of attacks are no match for the fighter's bonuses to hit. The monk has other advantages over the fighter, of course, and matching the fighter's DPR is NOT what the "fix the monk" crowd want, for the most part. However, the monk needs to be able to attack successfully and score some damage in order to be effective as a combat class, because that is what combat is all about.
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Dabbler |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
{stuff}
I understand what you are saying, but in this we are not asserting the monk should be the equal of the fighter, we are dispelling Azaelas Fayth's assertion that monks match fighters for damage output. Clearly, they don't even come close.
The problkem is, we love the monk, we just are not blind to the fact that it doesn't cut it. There are encounters where the monk can contribute virtually nothing to the party, and that's a right pain. They are too MAD, and enhancement for unarmed strike lags too far behind other combat classes to allow them to hit effectively, and damage is too light to bypass the DR their lower enhancement cannot get through.
What we contend is that the monk needs some kind of power-up in order to function as a combat class. For myself I favour giving ki-strike a scaling enhancement bonus to hit only to compensate for 2nd rate enhancement. The point of this is to avoid racking up damage but enable them to score hits. Then I would add a ki-based ability to allow the monk to bypass any DR, not just a select few. This allows the principal of more hits for less damage to actually work in the Pathfinder environment. Third off, I would give the monk an ability to use Wisdom bonus to hit instead of strength or dexterity with monk weapons, unarmed strikes, and maneuvers - this helps reduce MAD without a crippling feat tax.
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Coriat |
![Crow](http://cdn.paizo.com/image/avatar/corbin.jpg)
Coriat wrote:{stuff}I understand what you are saying, but in this we are not asserting the monk should be the equal of the fighter, we are dispelling Azaelas Fayth's assertion that monks match fighters for damage output. Clearly, they don't even come close.
Yup. I get it. Think of this as a critique/suggestion for the tactic of the first post rather than as a rejection of the idea that monks should get a buff. My current GM gives them Wisdom to hit and damage, which helps a fair bit, last time we had a monk he was not overshadowing anyone and not overshadowed in turn.
As a monk facing off against real meleers in melee combat maneuvers will be hard to land, and those classes may be able to power through minor penalties and still be deadlier than the monk can easily handle. And you definitely won't be able to count on landing four combat maneuvers in a row with no response as in the OP. So it will be better to buddy up and try to land one combat maneuver, which your buddy then exploits, than to try to land four in a row in order to win the fight with your own abilities.
I mean, I would feel terribly guilty about slaughtering some poor starry-eyed young monk because he ran up to my fighter and started throwing out trips and grapples and expected me to respond with his specialty (combat maneuver checks) instead of with my specialty (sword blows to the face).
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Tels |
![Swordpriest](http://cdn.paizo.com/image/avatar/RainofBlades_final.jpg)
Tels wrote:On his turn, he will probably attempt to stand up, which provokes an Attack of Opportunity, which you will use to Disarm him.
[snip]
Unless he has another weapon, he will probably try and retrieve his Disarmed weapon, which provokes an AoO...
[snip]
Now on his turn, he will try to break free of the Grapple
[snip]
On his turn, he will attempt to break free
I must say that while plain monks are indeed semi-decent at combat maneuvers (and I am sure some archetypes are better), this tactic seems to rely quite a bit on the enemy doing his best to help the monk out, between spending his actions to give the monk AoOs instead of to attack the monk, or wasting them throwing himself against the monk's CMD instead of attacking the monk... Being prone does not prevent one from launching melee attacks, and being grappled does not even hamper your melee attacks unless you are a two hander (otherwise, the -2 is nicely balanced out by your grappler's -4 Dex).
I might suggest that if the enemy actually spends his time trying to harm the monk instead of trying to aid him, then what has been accomplished is to trade a possible -4 penalty to the foe's attack rolls for the monk eating two to three full attacks (more if any maneuvers fail on the first try) without causing damage in return.
As the current player of a high level fighter I can say that I have a go-to response when an enemy runs up and places himself in my full attack range, and that response is to full attack that enemy. If I am grappled, I am likely to still full attack him (and not even suffer any less chance to hit), and the same if I am prone.
I might suggest that if your strategy is to impose penalties, you need help to take advantage of them. This remains a party game. So instead of relying on your foe to give you the actions you need to throw every combat maneuver in the book at him, while taking no actions to harm you, you buddy up with party members and use one or at most two combat maneuvers per foe, with...
So. What you're saying is every single enemy in the game is a tactical genius with an IQ of 179. He automatically knows what the Monk has for Feats, ability scores, defenses etc. Therefore, he will, just so perfectly, use the exactly correct counter at all times.
All enemies perfectly know how to deny the Monk their abilities. Wow. What a Metagame GM. I guess I'm just going to go home and play a computer game. It's more realistic there.
==========================================
How exactly am I 'relying on the enemies' to succeed with this tactic? I see an Orc with a Greataxe. My Monk moves up and Trips him. The Orc can try and stand up, taking the -4 to hit and giving the Monk +4 to hit in return, or laymans terms, lay there like a helpless child swinging a stick, or he can try to stand up. In standing up to defend himself, the Orc loses his weapon. Now he has a choice, go bare-knuckles against the Monk, draw another weapon if he has one, run away, or retrieve his weapon. Lets say the Orc doesn't have another weapon. He's also not a coward. So he's likely to try and punch the Monk, or retrieve the Weapon. In either case, he provokes an Attack of Opportunity. Why? Because if he doesn't have Improved Unarmed Strike, he's not armed, and therefore, provokes when he attacks. If he retrieves the weapon, he provokes. So the Monk gets his AoO and attempts to trip the Orc.
So the Orc is now back where he started, on his back, on the ground, and he may, or may not, have a weapon to use. But the fun part is, that it is now the Monk's turn. So the Monk crouches down, and starts grappling the Orc. Now if the Orc wants, he can attempt to break the grapple (and reverse it) or he can try and attack the Monk. Since he's using a Greataxe, he can't attack with it, so he uses his fist.
Funny story, because the Orc doesn't have Improved Unarmed Strike, he still provokes attacks from the Monk for attacking the Monk. Awesome how that works right?
So the Orc takes a full attack action against the Monk. Keep in mind, this whole scenario is capable of taking place at level 5, when creatures don't have multiple attacks. So the Orc gets a single attack that may, or may not, hit and deals 1d3 + str of non-lethal damage.
Either way, the Orc can try and break the grapple, or attack. If he attacks, he's automatically still grappled on the Monk's turn. If he fails to break the grapple, he's still grappled.
Now it's the Monk's turn, so he pins the Orc. Now the Orc is pinned and can't attack at all. Why? Because the Orc is limited to verbal and mental actions only, with the exception of trying to break free.
This tactic has nothing to do with relying on the Orc, except for the Orc trying to stand up after being tripped. That's all.
Not every scenario is going to be exactly like this. I wasn't saying that, and if you think I was... Well, that's your fault. This, is the most basic scenario possible for the Monk. It lines out what can be done, not what will be done. That's it.
The idea of this thread is to teach people tricks and tactics for the Monk to use. Not every idea is going to be available to every Monk. Not every Monk will penalty stack. Not every Monk will use Crane + Snake Style to be more defensive. Not every Monk will use Dragon Style to get more damage.
But once we line out good combinations of feats, tricks and tactics to use, I hope we can improve the Monk playing experience for those that are interested in playing a class that I dearly love.
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Mark Hoover |
![Leonard Kriegler](http://cdn.paizo.com/image/avatar/PZO9533-Leonard.jpg)
For minions I like a monk with throw anything, some good speed and a bag of marbles (can you tell I've only played monks at low levels?). Hurl marbles and move with an acrobatics roll to jump the area of minons and marbles as part of the move. He's in place to open up a can of flurry on the minions next round and they have a choice; either move out of the area and suffer the effects of the marbles or stand there and go toe to toe with the monk...and still potentially suffer the effects of the marbles. Also works with caltrops.
I also agree that at low levels monks work well with their other teammates rather than solo. However with the monk weapon master I'm currently running she works best with a wizard. She's got high wis and dex, granting her a +5 to AC; he hits her with a mage armor just before combat making her as good as the dwarf fighter (unbreakable arch). As I mentioned before she uses her skills and usually a single swipe of her blade to get into position, then she just flurries. At the approval of the other players I got scimitar brought into the weapon adept group of weapons (she worships saranrae) so next level I'm going to go bard and my flurry will include a dervish dance in tense situations. Good Times...
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Coriat |
![Crow](http://cdn.paizo.com/image/avatar/corbin.jpg)
Okay, well, look, I'm not really interested in getting into a line by line debate on whether a 5+ level monk can successfully lock down a CR 1/3 monster. In that case I will concede that your tactic is relatively likely be successful with little or no damage to the monk, presuming the orc is alone; with a (say, +5 bab +2 feat +3 Str) = +10 CMB vs the orc's CMD 14, the monk has a roughly 60% chance not to fail one of the three combat maneuvers he will have to make, which is better than even chances for overall success.
For fighting a CR=level to CR = level +3 meleer or similar encounter, you have my broad suggestion on tactics for a maneuver focused monk - focusing on a limited area which you buddy up with another party member to exploit (arcanist-monk cooperation often works pretty well in my experience), rather than trying to do it all yourself. Take it or leave it. :)
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SoulGambit0 |
abundent step, dimentional agility, and grapple. powerbomb the hell out of those flying creatures. its my favorite character to play for sheer stupidness.
I so want to do fun things with Dimensional Agility/Dervish. My Monk abuses the living daylights out of his, at this point (level 12) +46 Jump Check (+66 with Ki) to leap up and grapple flying creatures, or leap over the heads of minions. In at least one case I did that to a druid, fell down the side of the tower, tied the druid up mid-fall via grapple and then grabbed a hold of the tower + climbed back up within I think 2 rounds. Honestly, I'm level 12 and I haven't bothered with flight because massive jump checks are just more fun.
Grappling + Blood Crow Strike may or may not function to pull people from across the map into the Monk's location. I'm not sure.
Oh, Ki Throwing / Bullrushing / Repositioning people into hazards is always amazing.
You actually can't go wrong with laserbeams for damage. Although expensive at 2ki, the Scorching Ray SLA is more powerful than most of what the Monk can otherwise do via flurry. To compare to the above example, at level 11 it is 0.95*14*3*1.05 or 41.895 average damage, no DR.
To truly take advantage of this, be a Drunken Sensei. Use Inspire Courage to boost the damage by a not-insignificant amount and at level 12 bring along a contingent of third-world children to also shoot laserbeams at the enemy. If you ever make it to level 19, graduate to firebreathing children!
\
IF you have someone to cast GMW on your unarmed strike, then a AoMF with the Dueling property is absolutely fantastic. You can get a CMB in the low stupids quite easily.
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SoulGambit0 |
Oh, for unarmed damage consider the wanderer. You have to be human, but that +3 To-Hit and Damage by level 10 (via feat to improve Inspire Courage) is fantastic. It can actually bring the Monk up to a respectable Flurry DPR.
An AoMF is one of the cheapest ways to get the Bane quality, next to putting it on ammunition. This also applies to any +1 weapon enhancement. Favorites include Spell Storing, Agile, and Transformative (for -extra- lulz, for many reasons. It may or may not help you bypass DR. YMMV).
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Dabbler |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
Oh, for unarmed damage consider the wanderer. You have to be human, but that +3 To-Hit and Damage by level 10 (via feat to improve Inspire Courage) is fantastic. It can actually bring the Monk up to a respectable Flurry DPR.
Oh I love the Wanderer, it's basically Kwai Chang Cane, but done pretty well.
An AoMF is one of the cheapest ways to get the Bane quality, next to putting it on ammunition. This also applies to any +1 weapon enhancement. Favorites include Spell Storing, Agile, and Transformative (for -extra- lulz, for many reasons. It may or may not help you bypass DR. YMMV).
The only one I would even consider is Agile with a dex-build monk on an AoMF. Otherwise, flat bonuses are what you need to get the hits. The AoMF is capped at +5 and too darned expensive otherwise.
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SoulGambit0 |
3 people marked this as a favorite. |
Oh, wow. I forgot my absolute favorite thing to put on an AoMF--Dueling. It's only worth it if you have access to GMW, but boy is it worth it.
Finesse / Agile Halflings are actually some of the best DPR for Monks against Large and Larger opponents, thanks to Risky Striker. By level 10, the pure monk can take -3 AC for +6 damage.
Remember that Potions/Oils of GMW/GMF +1 is almost always more efficient then actually buying a +1 Weapon, and work equally well on the Monk's Unarmed Strike.
The 7-Branched Sword can make people flat-footed with a Trip Attempt, making it one of the cheapest-in-terms-of-investment ways to trigger Medusa's Wrath.
The Rope-Dart may or may not be one of the Monk's best ranged options, depending on whether they can pull the dart back out as part of the attack action.
The Tekko-Kagi, while not a Monk Weapon, allows for disarm checks that don't provoke attacks of opportunity.
The Dan Bong gives a +2 bonus to Grapple Checks. I'm not entirely sure if non-proficiency even matters, since RAW you can't "use them" to start a grapple.
The Emei Piercer or Snake Style is what should be used to qualify for Hamatula Grasp, or whatever its called.
Hamatula Grasp should be your level 13 feat, almost always.
Touch of Serenity should be your level 11 feat, almost always. It's your version of Dazing Assault.
On that note, do not save Stunning Fist. If its available, use it. You lose nothing.
If you don't have any other weapon in mind (or, if you take Quick Draw), start combat with a Net in your hand. Even when not proficient, a Net can be used to easily entangle someone at range and control their movement, and it's usually a better opening than move + unarmed strike.
In an environment with few/no buffs, Monkey Shine is actually better than Dragon Ferocity for damage. You run up to the person, deliver the stunning fist, and on your next turn enjoy that +4 To-Hit/AC during a Flurry of Blows. Remember, they don't have to fail their save, you just have to deliver the Stunning Fist.
Invest in a Garrote and/or the Chokehold Feat--screw nonproficiency, just don't target people with a high CMD. Use your Stealth to sneak in a room, find someone alone, and start choking them so they can't signal their allies. They won't be able to reliably break your hold, so either finish them off or use your impressive movespeed to bring them back to your allies. If you happen to be a 12th level Wanderer, you can actually hide using the person you are grappling as "cover" and then walk them straight through their allies, and there isn't a darn thing they can do about it.
On that note, a Monk with Greater/Rapid Grapple or Flurry of Maneuvers becomes an effective delivery system. Grapple that bragging high-DPR Fighter ally of yours, then use further Grapple Checks to move him your impressive movespeed, allowing him to Full Attack every single round. Alternatively, grab an enemy and do the same thing, bringing them back to your allies.
To a Monk, "Tanking" involves putting yourself in the middle of enemies and Ki-Throwing people back to you. This works well, especially in tunnel systems, and especially with a friendly Wizard using a fog spell to stop ranged attacks. This is particularly effective at chokepoints like doorways. If you do this a lot, take Snake Style.
Remember to spend that money you aren't spending on a better weapon instead on other items. Greater Hat of Disguise (12k) for either +2 STR or +2 Dex and Small Size (a favorite amongst my Agile Monks) and a Cracked Pale Green Ioun Stone (4k) can go a long way towards helping you hit stuff. In addition, the Monk needs significantly less in terms of defensive items.
Also remember, buffs are significantly more effective on a Monk than they are on every other class (with the exception of Haste). This is why a Monk's best partner is an Alchemist. But even doing the basics, the DPR of a Monk that can rely on GMW/GMF, Inspire Courage, and Haste approaches the DPR of a Falchion-Wielding Fighter with the same buffs and actually surpasses it against creatures that are not immune to Stunning Fist attacks. Always, always, always work with your party to find out what buffs you can get.
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Dabbler |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
Oh, wow. I forgot my absolute favorite thing to put on an AoMF--Dueling. It's only worth it if you have access to GMW, but boy is it worth it.
Remember that Potions/Oils of GMW/GMF +1 is almost always more efficient then actually buying a +1 Weapon, and work equally well on the Monk's Unarmed Strike.
Except for getting through DR, which they do not count for at all. DR is the bugaboo for monks, unfortunately.
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Dabbler |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
At the stage where you'll be buying +1 Potions DR isn't that big of a deal.
I agree, the only one you are likely to find is DR/magic and you will bust past that anyway. However, at the level where you are choosing between an AoMF and potions, you are at the level where the AoMF wins.
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SoulGambit0 |
@Tels: Thanks! Hope it helps. I play... entirely too many Monks.
@Dabbler: At level 4 the Monk bypasses DR/magic anyways. I'm not aware of a +1 AoMF bypassing any DR beyond that?
Anyways, on the DR issue, I'm kinda okay with there being entire classifications of monsters that the Monk does poorly against. You don't see Fighter fans complaining when they face a someone who prompts Will-Saves at a distance.
And hell, material DR is what you have weapons for. On that note, to add to the thread.
Use weapons. Seriously, I know you took Monk for the Kung-Fu. Sometimes, your Kung-Fu just isn't your best option. Shuriken, Kama, and Temple Swords are all town favorites. If Bruce Lee was facing down a werewolf he'd pull out a silvered weapon too, promise. If you have a suspicion about different types of DR within the same fight or in short order, Weapon Cords, Siangham, and Spring-Loaded Sheaths are your friend.
If you feel the absolute need to use your fists in that situation, or if you want to keep some "just in case" backups instead of dedicating, weapon blanches work on your fist.
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Tels |
![Swordpriest](http://cdn.paizo.com/image/avatar/RainofBlades_final.jpg)
If you feel the absolute need to use your fists in that situation, or if you want to keep some "just in case" backups instead of dedicating, weapon blanches work on your fist.
Lol, I wouldn't advise that.
These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon.
So, you put a Blanch on, and stick your hand into a fire for a full round. You take damage, then you make one punch, and the Blanch is now gone, so you have to do it all over again. Blanch is typically a waste of time unless you're using it on ammunition. Then it's amazing.
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SoulGambit0 |
A hot flame for a full round is only 1d6 damage. You can also put weapon blanch on each hand, each foot, each elbow, each knee, and your head. You can also keep one or two of those things free so you can flurry without wasting it on mooks. Technically, if you cover yourself in the blanch first, and then to the flame thing all at once, it might only be 1d6 damage total. Check with your GM.
It's not really that practical, and its only for those that truely, absolute, positively must bypass DR and refuse to take the Martial Artist Archetype (I can't blame them there, not a fan of it myself).
That said, let that image of a monk with silver paint smears over his body fill your mind as he goes toe to doe with a werewolf. He uses each of his blanches up, and the werewolf cackles, thinking it has the Monk. Bravely, the Monk fights on, and then as the beast snarls and goes to bite down on the Monk, it feels a sharp pain shoot through its jaw. The headband hte Monk was wearing falls, and the last bit of alchemical silver flakes off.
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Liam ap Thalwig |
![Chung Po](http://cdn.paizo.com/image/avatar/PZO9533-Chung.jpg)
Again we will assume both have 18 str then the fighter using TWF with a pair of kukris should get:
75% + 75% + 50% = 200% hits at average 12.5 damage x 130% for criticals = 32.5 damage.The monk with Dragon Style will get:
55% + 55% + 30% + 30% = 170% hits at average 12.5 damage x 110% for criticals = 23.375 damage (note, still LESS than the fighter attacking with just a scimitar).Which gives the fighter better damage output than the monk WITHOUT as many attacks and probably a better AC to cap it off.
Shouldn't we account for confirmation of threats? In that case, if I'm not mistaken, your equations should be
kukri fighter: (75% + 75% + 50% + (75%x75% + 75%x75% + 50%x50%) x 30%) x 12.5 = 30.2
monk: (55% + 55% + 30% + 30% + (55%x55% + 55%x55% + 30%x30% + 30%x30%) x 5%) x 12.5 = 21.7 (note that I did not give the monk Improved critical as it would make just a meager +0.5 dmg difference)
So the fighter deals 39% more damage than the monk? That's the least I would expect from a fighter, especially at the cost of 4 feats (Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus) vs. 3 feats (Weapon Focus, Dragon Style, Dragon Ferocity).
Actually I've got the feeling that Dragon Style is too expensive, at least if you are using it only for the extra damage (here: +3.5 per round). I'd prefer other feats like combat maneuvers or e.g. Mantis Style (+2 stunning fist DC) and Mantis Wisdom (+2 to hit with stunning fist) to help with his stunning fist. Or other interesting choices...
But let's go further, let's try another comparison - a two-handed fighter using a falchion, furious Focus and Power Attack would attack like this:
Attack is +20 total, for 2d4 +6 (bonuses) +6 (str) + 9 (PA) = 2d4+21 = 26 average.
85% + 45% = 130% x 26 x 130% (criticals) = 43.94
Corrected as above the THF deals 41 dmg.
Interesting note: using a Greatsword instead of the Falchion would be better, having him deal 41.6 points.So the THF can deal up to 89% more damage than the monk. At the cost of 6 feats (Improved Critical, Furious Focus, Power Attack, Weapon Focus, Weapon Specialization, Greater Weapon Focus) vs. 3 feats (Weapon Focus, Dragon Style, Dragon Ferocity) I think that's not bad.
Remember: fighting is all the fighter does, so he should better be good at it.
Granted, a 10th level fighter starts out with 2 feats more than a monk, but even so the monk will have 1 feat to spare (or more if he didn't go Dragon Style).
Now let's have the monk spend 1 ki for an extra attack
monk (with extra attack): 28.8 dmg
Now let's take the party into account. Say, the cleric says a Prayer before the fight (should be quite common). Now the results are:
monk: 26.3 (34.6 with extra attack)
kukri fighter: 35.4, i.e. +35% (+2% vs monk with extra attack)
THF: 46.4, i.e. +76% (+34% vs. monk with extra attack)
Hey, the monk profits more from the prayer ;-)
And the extra attack really shines.
So, do you REALLY think that is sooo bad? In that case: Do you think that the kukri fighter is broken and needs to be fixed? Or the sword and board fighter? Or the cleric (as a melee participant)? Is the only melee character viable in Pathfinder an optimized THF (or similar builds)?
Granted, the fighter would probably have 4 points more strength like you said.
That's why I agree that the monk should have a moderate innate bonus to hit on unarmed attacks and CMB (say, +1 per 4 levels, which would add 5.2 dmg per round in the above example (without prayer and without extra attack) and - more importantly - would help with stunning fist and combat maneuvers).
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Liam ap Thalwig |
![Chung Po](http://cdn.paizo.com/image/avatar/PZO9533-Chung.jpg)
Some nice ideas, SoulGambit0!
I didn't know the 7-branched sword made flat-footed. Good to know.
In an environment with few/no buffs, Monkey Shine is actually better than Dragon Ferocity for damage. You run up to the person, deliver the stunning fist, and on your next turn enjoy that +4 To-Hit/AC during a Flurry of Blows. Remember, they don't have to fail their save, you just have to deliver the Stunning Fist.
The text of Monkey Shine says "successfully deliver a Stunning Fist attempt" and goes on "in addition to the normal effect of Stunning Fist" (emphasis mine).
I take that to mean that they do have to fail their save (otherwise the stunning fist would not be successful and there would not be a normal effect). Otherwise that +4 bonus would be too easy to get...![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Liam ap Thalwig |
1 person marked this as a favorite. |
![Chung Po](http://cdn.paizo.com/image/avatar/PZO9533-Chung.jpg)
Mantis Style (+2 DC) and Mantis Wisdom (+2 to hit) to improve your chances of succeeding with a Stunning fist attempt.
Throw shuriken when you drop your last foe but still have attacks left in your flurry but no foe is reachable by a 5 ft step (or if you already used your 5 ft step).
Throw shuriken at the spellcaster whose bodyguards are keeping you from getting up to him.
Hitting a spellcaster with a shuriken while he is busy casting a 1 round spell like Summon Monster would give a nice penalty on his concentration roll even with the low damage of shuriken.
Note that while shuriken might not have a large damage die, they are thrown weapons which means strength adds to damage and you might even take Point-Blank Shot for +1/+1 (which will almost always apply to your typical shuriken range) or even Deadly Aim (although the latter would be only useful against low AC enemies).
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TGMaxMaxer |
I just wish that they had left the Brass Knuckles and Cestus like they were written, and let monks apply their unarmed damage with them but still be able to benefit from weapon enchants. That would make more sense than anything else.
Also, giving a COMBAT class a good BAB and not having to make special allowances for flurry/not flurry.
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Tels |
![Swordpriest](http://cdn.paizo.com/image/avatar/RainofBlades_final.jpg)
TGM this isn't a 'How to Improve the Monk' thread. Please, there are numerous other threads out there that are.
I'm not trying to be a jerk, but apparently the 'pro-Monk crowd' hijacks any thread that remotely approaches anything to do with Monks to complain about how bad the Monk is or how to improve the Monk or how much we hate Paizo and that Paizo is an anti-Monk tyrannical corporation bent on keeping eastern-themed classes firmly ground into the dirt below the heel of western themed classes where they belong.
Seriously. There's even a thread complaining about Monk threads and the Monk-lovers on these forums. Seems a number of people think any and all Monk threads should be deleted from this forum.
So lets try to keep this thread on-topic as much as possible so we don't piss off any other posters.
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Dabbler |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
Anyways, on the DR issue, I'm kinda okay with there being entire classifications of monsters that the Monk does poorly against. You don't see Fighter fans complaining when they face a someone who prompts Will-Saves at a distance.
That's because if they fail and he hits them, they still splatter - and most will saves that shut you down allow a save every round. In short, the fighter is not ineffective against these targets, he simply has a vulnerability to their abilities and they have to spend time neutralising him. The monk being completely ineffective against a large group of creatures without said creatures having to waste so much as an action is a problem, because it means that you can end up a wallflower in half the encounters. If that's your idea of fun, great, but it isn't mine.
{stuff}
Actually, I already factored in the threat and criticals. If your threat range is 15-20, then that's a 30% chance of a threat, which doubles your damage for an x2 crit. You have the same chance as confirming the critical hit as you have of making the original attack, so it actually works out as (original chance)x(average damage)x(threat chance)=bonus damage. When you add this to the original value, you find that you get the same result as multiplying the original value by 130% in the above example. It only changes if your original chance to hit was less than the percentage chance of getting a threat.
In any event, these example - which isn't even trying hard with the fighter, quite frankly, we could give him another extra attack with TWF - clearly demonstrates that the fighter's static bonuses and greater threat ranges easily trump the monks rising damage dice, which was the point of contention.
Anyway I'm glad you agree about the innate bonus - now let's get back on subject before Tels blows a gasket!
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SoulGambit0 |
3 people marked this as a favorite. |
@Liam: Thanks!
RE: Monkey Style
I read it as "successfully deliver," and not "deliver a successful..." In other words, bring the Stunning Fist to the person's doorstep, ring the bell, and hand them the package. Once you do that, your job is done. If they turn around and throw the package away (make the Fort Save) you still did your job because that package was put in that person's hand.
That said, I can understand where you get that interpretation, and grammatically I don't think its "wrong," it really depends on whether the essential quality of "Stunning Fist" in this instance is triggering the Fort Save or them failing that Fort Save. I use the former interpretation because it feels more intuitive to me, and in this instance it brings a mediocre feat from the realm of "bleck" to "useful in a narrow environment."
RE: All the damage calcs.
Oh boy. Really?
Fighter Joe (TWF Kukri)
Stats (+Mods): 12 STR / 20 (24) DEX / 16 CON / 10 INT / 12 WIS / 8 CHA
Feats
1. Weapon Focus (Kukri), Weapon Finesse, Two-Weapon Fighting
2. Pirahna Strike
3. Double-Slice
4. Weapon Specialization (Kukri)
5. Big Game Hunter
6. Improved Two-Weapon Fighting
7. Iron Will
8. Improved Critical
9. Greater Weapon Focus (Kukri)
10. Improved Iron Will
Magic Items (Will allow Fighter to Craft his own armor via Craft)
Belt of Dex +4 (16k), +1 Agile Kukri (8k), +1 Agile Kukri (8k), Gloves of Dueling (15k), +1 Mithril Fullplate (10800/3+1000 = 4.6k) Amulet of Natural Armor +1 (2k), Ring of Deflection +1 (2k), Cloak of Resistance +2 (4k)
Combat Statistics
HP: 104
AC: 27, FF 22, Touch 16
Saves: +12/+12/+8* (Can Reroll Will 1/day)
Attack Routine (With -2 from Pirahna): +20/+20/+15/+15
Damage: 1d4+7+2+4+4 = 19.5 Average
DPR vs AC 24 = (0.85*2+0.6*2)*19.5*1.3 = 73.51
...If Immune to Crits = 56.55
...If DR 5/-- = (0.85*2+0.6*2)*14.5+0.3*(0.85*2+0.6*2)*19.5 = 59.02
...If vs Large Opponent = 82.615
...If Hasted = 101.4
...If Hasted + GMW = 113.26
...If Hasted + GMW + Inspire Courage = 130.16
Do combinations of the above on your own.
Falchion Fred
Stats (+Mods): 20 (22) STR / 14 (16) DEX / 14 (16) CON / 10 INT / 12 WIS / 8 CHA
Feats
1. Weapon Focus (Falchion), Power Attack, Furious Focus
2. Cleave
3. Cleaving Finish
4. Weapon Specialization (Falchion)
5. Big Game Hunter
6. Improved Two-Weapon Fighting
7. Greater Cleaving Finish
8. Improved Critical (Falchion)
9. Greater Weapon Focus (Falchion)
10. Lunge
The Lunge + Cleaving Finish line is entirely because I ran out of feats. for damage and I figure it makes him useful in more than one situation.
Magic Items (Will allow Fighter to Craft his own armor via Craft)
Belt of Physical Perfection +2 (16k), +3 Falchion (will be a +1 Flaming Frost Falchion when GMW is used) (18k), +2 Fullplate (1800/3+4000 = 4.6k) Amulet of Natural Armor +1 (2k), Ring of Deflection +1 (2k), Cloak of Resistance +2 (4k), Gloves of Dueling (15k)
Combat Statistics
HP: 104
AC: 26, FF 23, Touch 14
Saves: +12/+8/+6
Attack Routine (With -2 from Power Attack): +25/+18
Damage: 2d4+9+3+6+4+2 = 29
DPR vs AC 24 = (0.95+0.75)*29*1.3 = 64.09
...If Immune to Crits = 49.3
...If DR 5/-- = (0.95+0.75)*24+0.3*(0.95+0.75)*29 = 55.09
...If vs Large Opponent = 68.25
...If Hasted = 101.79
...If Hasted + GMW = (0.95*2+0.75)*35+0.3*(0.95*2+0.75)*28 = 115.01
...If Hasted + GMW + Inspire Courage = 125.6
Do combinations of the above on your own.
Wow, those Fighters are pretty darn scary. How can poor Margaret Monk keep up with luster of their pen... I mean DPR? Lets take a look. Once concession will be made in favor of the Monk, Margaret will be a Half-Elf rather than a Human, but will stick with a 20pt buy. Since it didn't matter for the Fighter, we didn't state it, but we will also assume the High Fortitude Save for the creature (+13). We will also assume a CMD of 30, since that seems to be the higher end of creatures at this CR (34 is another common number, but usually for dragons and things too large to trip anyways). The monster in question we'll say has 14 Dex, and thus 12 Touch and 22 FF AC.
Stats (+Mods): 16 (20) STR / 14 (16) DEX / 14 (16) CON / 9 INT / 18 (22) WIS / 7 CHA
[Spoiler=Build and Items]Feats
1. Improved Unarmed Strike, Stunning Fist, Combat Reflexes, EWP (7-Branched Sword)
2. Improved Grapple
3. Dragon Style
4.
5. Dragon Ferocity
6. Improved Trip
7. Vicious Stomp
8.
9. Hamatula Strike
10. Medusa's Wrath
Equipment
Masterwork 7-Branched Sword, Masterwork Cestus, Masterwork Dan Bong, Masterwork Net (Collectively we'll say 1.5k), Belt of Physical Perfection +2 (16k), Headband of Inspired Wisdom +4 (16k), Greater Hat of Disguise (12k), Cracked Pale Green Ioun Stone (4k), Cloak of Resistance +2 (4k), Ring of Deflection +1 (2k), Amulet of Mighty Fists +1 (5k, will be Dueling if GMW applies)
[Spoiler = Combat Block + Statistics]
HP: 83
AC: 23 (27), 20 (24) FF, 23 Touch (+Mage Armor)
Saves: +13/+13/+16
CMB: +18 (+2 for Trip, +4 for Grapple, +6 if Dueling + GMW)
Attack Routine: +15/+15/+10+10
Damage: 1d10+5+1+2 = 13.5 (first attack is 15.5)
DPR vs AC 24 = 35.06
-- Discussion: The Monk will Trip on the first attack, Make Flat-Footed with second attack on until Successful, then prioritize Tripping then Dealing Damage.
...Can't be Tripped/Flat-Footed = 25.06
...If Immune to Crits = 34.73
...If DR 5/-- = 22.33
...If Hasted = 57.72
-- Discussion: The Monk will attempt a Trip on the second attack if the first is successful, rather than switching immediately to Flat-Footed attempts.
...If Hasted + GMW = Over 80 (got lazy with the math at this point)
...If Hasted + GMW + Inspire Courage = Over 85 (same)
Now lets spend a Ki Point for an extra attack and see how that changes things.
DPR vs AC 24 = 53.31
-- Discussion: The Monk will Trip on the first attack, second if the first fails, make Flat-Footed with second attack on until Successful, then prioritize Tripping then Dealing Damage.
...Can't be Tripped/Flat-Footed = 33.04
...If DR 5/-- = 35.04
...If GMW = ~60
...If Haste + GMW = ~75
...If Haste + GMW + Inspire Courage = ~100
In all instances, the opponent standing up grants the Monk an AoO, increasing her DPR 10~15 points, depending on which combat line.
Throwing in Stunning Fist makes it rather significantly higher, especially since if it goes off there's a chance to not need to give up that one attack making the opponent flat-footed. It's effectively ~*1.05 to the listed damage, then another +~5.
There are three thresholds that usually matter, and that is the enemy's HP/3, HP/2, and HP/1. For 130 HP (the high of a CR 10 Monster) that would be 44, 65, and 130. Any amount of DPR that is not one of those numbers is almost completely irrelivent.
If a Fighter deals 100 DPR, it will take the Fighter 2 rounds to kill the enemy. If the Monk deals only 70 DPR, then it will take the Monk 2 rounds to kill the enemy. That 30 damage is completely and totally pointless in a white-room, 1 on 1 fight. So yes, the Fighter deals more damage, but as long as both the Monk and the Fighter's DPR sit somewhere between half and full HP, it barely matters.
Now, there are situations where it does matter (for instance, the damage on the approach, and if that Full Attack can be continued against another foe), but more damage only matters in those instances because it improves the person's Action Economy.
Additionally, the higher standard-action attack makes the THF much more effective at clearing mooks, even before factoring in the Cleaving stuff I happened to give him.
Now, none of the builds presented are optimized through their teeth. The THF can actually peak over 130 damage while fully buffed if it uses a Falcata.
The Monk can also easily get another +3 To-Hit/Damage with an additional +1 1/round on top of that simply by not holding out for Touch of Serenity (starting STR 18,+2 level, +4 item), which would actually sit her DPR above the 65 threshold without buffs. I didn't do that, because I wouldn't recommend it in actual play. However, if you are intended to be the party's primary damage-dealer, then its worth looking in to. To be honest, I probably would go Ki Throw instead of Vicious Stomp.
So while the Monk deals less damage, it decreases the effectiveness and number of enemy actions while increasing the effectiveness of friendly actions through Grappling (it doesn't impact DPR, but the Monk can wind up grappled with anyone after any Unarmed Attack), tripping, rendering the opponent flat-footed, and possibly stunning.
Which do you want, damage or status effects? Well, it depends on how much damage and how much the enemy's action is "worth." That's something only play experience can bring.
@Dabbler: Wouldn't know, having played Monks excessively since Pathfinder came out, I've never been a wallflower before. Well, except when stealthing, of course.
@This Thread: On that note. As a Monk, you have ultimately two jobs on the offense side of things. The first is to set up another player (flanking, Ki Throw, whatever). The second job is to pick out whomever on the enemy team has the most valuable actions and then sit yourself next to them.
Also, a combination of the two. A Monk is simply bad at dealing with Mooks. If you need someone for general minion clearing, look for another class. Monks are built to fight the bigger enemies.
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Darth Grall |
![Seltyiel](http://cdn.paizo.com/image/avatar/PZO9269-Seltyiel_90.jpeg)
Seeing how I started some of this derailing let me help put it back on track some.
Recently, as an NPC, I made a Half-Elf- Martial Artist Monk, specializing in Crane. He was, suprisingly effective and out lived and out damaged his barbarian and fighter allies. The party was more scared of him than the BBEG, partly becuase they realized they couldn't hit him without hurtning themselves so they ended up focusing on the Barbarian first(Cause ac penalty from raging). However, I attribute his survival and effectiveness to the Martial Artist ability they get in exchange for Ki, Exploit Weakness, which gives monks a reason to boost WIS more than most when combined with his other abilities. His stats were at lvl 7, off a 20 point buy:
16 str (14 base + 2 from Belt)
16 dex (14 base + 2 from Belt)
12 con
09 int
20 wis (17 base + 2 from race + 1 @ lvl 4)
07 cha
The emphasis on WIS with this build is made to ensure sucess on his Exploit Weakeness check. (1d20 + 12(5 WIS + Monk Level)vs 10 + opponent's CR) means that it practically guarentees the bonus to hit & bypass DR most rounds.
As for items, at this level, I'm let the monk take his 23k gold and spend like so: 10 K for a +2 Belt of Physical Might(boosting STR & DEX) alotting it as both a weapon and a defensive item, 2K for an Amulet of Natural Armor and another 1K on a Ring of protection. Then with the rest, he bought nice clothes and potions of Mage Armor & Cure.
For feats:
Half Elf Feat - Skill Focus(Acrobatics)
Monk 1 Dodge
1 Crane Style
MB2 Combat Reflexes
3 Weapon Focus (Unarmed)
5 Crane Wing
M6 Deflect Arrows
7 Crane Riposte
For his slightly stunted skills, he would use his FC bonus to shore this up some. He'd put ranks into Acrobatics, Sense Motive, and Perception, using the 4th to shore up other areas.
During combat, he would as a swift "scan" someone with exploit weakness, and grant himself the bonus to Attack, then FoB while fighting defensively. The +2 atk bonus makes up for the Negative from FD, and every +1 counts. While flurrying, he was hitting at +10+10(7Bab-2twf+3str+1wf) and bypassing dr if they had any, mixing in his higher DC'd stunning fists.
As for AC, he was at 26 AC(10+3dex+5wis+1Monk+1deflect+1NatAC+4fd+1dodge). If needed, if needed, he could boost his AC by half his level against a single target, getting at this level a +3 to AC, bringing his AC to 29 with the ability to negate one melee attack and one ranged attack, while maintaining respectable to hit.
His damage still sorta sucks(only +3), but +10/+10 & 29 AC at level 7, is respectable.
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SoulGambit0 |
Bah. My math was off by about ~4 DPR on the GMW results. Accidently applied Dueling to the 7-Branched Sword (mind you, a +1 Dueling 7-Branched Sword is an excellent investment, results in a nice +5 bonus to Disarm on top of other things).
STR 22 / DEX 16 / CON 14 / INT 10 / WIS 14 / CHA 8
Feats:
1. Improved Unarmed Strike, Stunning Fist, Combat Reflexes, EWP: 7-Branched Sword
2. Dodge
3. Dragon Style
5. Dragon Ferocity
6. Improved Trip
7. Vicious Stomp
9. Fury's Fall
10. Medusa's Wrath
Items:
Masterwork Cestus, Masterwork Dan Bong, Masterwork Net (Collectively we'll say 1k), +1 Dueling 7-Branched Sword (8k), Belt of Physical Perfection +2 (16k), Headband of Inspired Wisdom +4 (16k), Cracked Pale Green Ioun Stone (4k), Cloak of Resistance +2 (4k), Ring of Deflection +1 (2k), Amulet of Mighty Fists +1 (5k, will be Dueling if GMW applies)
CMB: +18 (+4 if Grappling, +5 if Trip, +4 if 7-Branched)
Routine: +18/+18/+13/+13
Damage: 1d10+9+1 = 15.5 (18.5 1/round)
DPR vs AC 24 = 69.5 (remember thresholds?)
...Spending Ki = 85.83
... ...DR 5/-- = 61.93 (Hey, still close to the threshold!)
... ...+GMW = 93.07
... ...+GMW + Haste = ~113.67
... ...+GMW + Haste + Inspire Courage = ~126.34 ((Just under a 1-hit kill. :( ))
Note that with this build, the routine is to make them Flat-Footed until it works, then trip until that works, then just attack. Adding in Stunning Fist, even against a good Fort Save, is enough to send the fully buffed DPR to above 130.
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Dabbler |
1 person marked this as a favorite. |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
@Dabbler: Wouldn't know, having played Monks excessively since Pathfinder came out, I've never been a wallflower before. Well, except when stealthing, of course.
Margaret is pretty good, but that gives her only a 30% success rate and against some creatures much less, against some much more - it's not something you can rely on at this level. Many creatures also have DR, and I noticed you only included DR5/- rather than the more common DR 10/good I see looking at monster stats. DR10 doesn't quite shut down Marg, but it sucks almost all of the damage out of her attacks. It's just an annoyance to the 2-handers though.
Also, your points about damage thresholds ignore the fact that there is a party involved, and assume that the monk or fighter is the soul damage dealer. They probably aren't, there will be other effects in play. In general, every point counts because that rogue might get a lucky sneak attack, the casters might lay in a damaging spell that tips the damage over the threshold.
Wallflowering? Last session ended with my level 10 monk facing a creature that is flying, has DR10/good, and while I don't know the CMD, this thing is several CRs above our level, large sized, so I'm not holding out much hope. I am basically reduced to flanking with the paladin and praying for a 20 on grapple checks. I'm not having fun here.
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SoulGambit0 |
1 person marked this as a favorite. |
Add Menacing on the list of great stuff to add to AoMF, of a Cestus.
For Traits, "Bred for War" and "Equality for All" are particularly excellent for a Maneuver-Focused character.
@Dabbler: Thresholds work in a party setting too, it's just that the DPR becomes "Party DPR." The thresholds are also the same because then it becomes a measure of "Man-Turns" (think Man-Hours, not trying to be sexist here), and the inbetween numbers matter more because it allows your other party members to be slightly below the threshold.
You also have to factor in opening turn / the approach. Realistically, and this is why I'm not a -huge- fan of offensive fighting styles, the Monk wants to assess whether throwing a net or tripping as an opening thing is better: then either drop / throw a net, then move into flanking position while drawing his next supplemental weapon of choice, and then trip if that was the choice. Swift action should be used to pop a Ki for +4 AC so you survive the next turn. The party Rogue moves up and and attacks with flanking against the enemy with lower AC.
@All
"But what does a Monk do against monsters?!"
I must admit, most of my games are predominently against enemies with class levels, which is where the Monk excels. If your GM is pro having a small number of really big monsters rather than having enemies with class levels well... That requires a different kind of Monk, and the core Monk is going to have to fight an uphill battle. There are certain conversations that I feel need to have happen before the start of the game, one of them being what type of game the GM tries to run, which should in turn clue you in on what type of enemies you'll be facing. If you still aren't sure, flat-out ask your GM, "Do you think I'd be happier with a character who excels at taking out other humanoids with class levels or a character who excels more against monsters?" Most GMs, in my experience, will answer that question.
Lets start taking a look at some of the unique challenges that Monsters pose, and what some of the Monk answers are.
Damage Reduction
Damage Reduction wrecks havoc with anyone's damage, but especially those who (like the Monk) rely on a lot of attacks per turn. If you're facing monsters, expect damage reduction of some kind.
Answers:
- Be a Martial Artist. I'm not fond of the archetype, but I can't deny its usefulness against creatures with Damage Reduction.
- Spells. Align Weapon and Bless Weapon can help bypass alignment-based Damage Reduction. If you're going into an area you know is infested with an enemy with a particular type of damage reduction, make sure your divine casters stock up.
- Masterwork Weapons. Remember, an optimized Monk only uses his fists if its the most efficient thing to use. Sometimes, that isn't the case. Keep some Masterwork Weapons of a particular special material handy, just in case.
- Weapon Blanches. A last resort item, but it exists.
- Focus on something other than damage. Simple enough, let someone more suited in the party handle it.
- Punch It; Tiger Style. A MoMF is uniquely suited to taking out enemies with DR. A combination of Dragon/Tiger/Element stances can deal 1d10+STR Mod*2.5+3d6+Wis Mod damage twice. Assuming a 22 STR, 20 Wis, a +1 AoMF, and Power Attack this comes out to two hits of 0.8*(5.5+15+10.5+5+1+4)*2+0.05*0.8*(5.5+15+1+4) or 66.82 Average Damage in two hits, plus a save or gain a status effect (I like entangled). This MoMF trails behind if the rest of the party has access to haste, but otherwise can keep up with Falchion Fred. To either make it a mono-stat build or to just secure the damage, you can take Ki Diversity (Dim Mak or Zen Fighter), which will allow you to pump up the damage more. An Agile MoMF can help too.
- Punch it; Halfling Style. It's feat intensive, but a Halfling Monk with the same loadout but with Dex instead of STR deals plus: Weapon Finesse, Pirahna Strike, Risky Strike, Big Game Hunter deals 22.5 average damage per hit.
- Punch it; Size. Potions of Enlarge Person are great, especially if the big scary monster is a "once in a while" thing and not an all the time thing. Enlarge Person adds an average of 3-5 damage per hit, depending on the level, enough to mitigate most forms of DR. It also grants +2 CMB. While in-combat buffs are usually sub-part sometimes, as a Monk, it's all you have. As a special note, if you have a friend Alchemist, you can get things like Beast Shape and Huge Size, which push your damage to the truly obscene levels. Being a Kung-Fu Cave Troll is on the list of things I'm never allowed to do again.
Flight
Flight is troublesome for a couple reasons. It makes someone immune to tripping, and keeps them out of reach of your damage.
- Nets. Always, always carry them in multiples. If you entangle a flying creature in a net, it has to make Fly Checks to even stay afloat.
- Trigger Fly Checks as often as possible. Damage does it. Them staying still does it. Them not moving over half speed does it. A lot of things do it.
- Massive Acrobatics Check. I never actually bother getting flight on my Monks. By the time flying enemies become that common, my monks have a +Acrobatics check for purposes of jumping in the 40's-60's.
- Dispel Magical Flight. Well, -you- don't dispel it, let the party sorcerer/wizard do it.
- Shuriken/Rope Darts. If all else fails, swap to ranged. Hell, use Alchemist Fire if you absolutely have to.
Difficult-Impossible Maneuvers
Monsters have a significantly higher CMD than people. While the higher end CMD of a person will generally be about ~10+7+Level, give or take, monsters increase much, much faster. Further, some monsters are flat-out immune to certain things. How does a Monk deal with that?
- Punch it; Dueling. It may suck, but if you want to reliably hit the big scary monster's CMD you may need to upkeep a Dueling Weapon. I can usually count on GMW/GMF for my Unarmed Strike, but not additional side weapons.
- Punch it; Fury's Fall. Adding +Dex Mod to grapple checks is -huge-, especially if you are already a finesse monk. This can be anywhere from a +3 to +6 bonus.
- Punch it; Maneuver Master. The Maneuver Master, as a swift action that does not cost Ki may choose to add +Wis Mod to one Combat Maneuver before the end of the turn. This is in addition to Flurry of Maneuvers overwhelming the opponent. Combining these things, a Maneuver Master can reliably hit that CMD 45 of yours.
- Have Options. If Combat Maneuvers are your thing, have more than one of them. Dirty Trick (Blind!) + Trip are fan favorites. Greater Bull Rush is another favorite, especially when combined with Ki Throw.
- Accept it. There will still be things that ignore your maneuvers. There will be some enemies you are just -bad- at fighting. For instance, instead of looking at CR 10 critters, look at a CR 9 one--the Greater Air Elemental. Wtf can you do against that? Nothing, that's what. I know, I've been there, and I was level 11. I went off to fight the things that weren't air elementals while the party handled the blow-hard. Smart GMs won't have just one creature, choose your targets.
Putting it Together: Two Builds
Over all, the thing when dealing with the giant Monsters is that playtime is over. You can't BS around or, like I did with Margarate, pull a build out of your butt. The following are two sample Monk builds that approach the "Big, Scary Monster" from completely different angles. This isn't to say that these are the only ways, but just a demonstration that it can be done.
Racial Qualities: Crystaline Form, Granite Skin, Ferrous Growth
Stats (20pt Buy): 18 STR / 14 DEX / 12 CON / 10 INT / 16 WIS / 6 CHA
Progression
Traits: Adopted, Bred for War
Favored Class Bonus: +1 HP/Level
Skills: Max Acrobatics, Perception, Sense Motive, Stealth
1. Improved Unarmed Strike, Stunning Fist, Improved Trip, Ki Throw
2. Improved Dirty Trick
3. Combat Reflexes
4. +1 Wisdom
5. Improved Grapple, Trade High Jump for Barkskin
6. Greater Trip
7. Exotic Weapon Proficiency (7-Branched Sword)*, Trade Wholeness of Body for High Jump
8. +1 Wisdom
9. Hamatula Strike
10. Medusa's Wrath
11. Touch of Serenity
12. +1 Strength
13. Maybe Trade Diamond Soul for Ki Leech, Dimensional Agility
14. Greater Dirty Trick -OR- Greater Bull Rush
15. Dimensional Assault
16. +1 Strength
17. Dimensional Dervish, Trade TotSM for Quivering Palm.
18. Greater Bull Rush -OR- Greater Dirty Trick
19. Dimensional Savant
20. +1 Strength
*The 7-Branched Sword can snag on to armor and clothing. That said, the differances between armor made of metal and natural armor made of scales are largely cosmetic, and both can (from a logical sense) be hooked on by the Sword. YMMV. That said, the rules of improve: if the GM hasn't explicitly said the monster is naked than you can just make up some random piece of jewlery, loin cloth, sash, or whatever that the creature is wearing. If -that- isn't allowed, ask if you can throw a net onto a monster and then pull that like it was clothing. Or, describe your character as wearing really long sleeves and via dirt trick entangle the enemy with that. Be creative with your descriptions, but talk to your GM beforehand. You're doing it to trigger Medusa's Strike, don't hide that. If you absolutely can't get the GM to let it work, ditch Medusa's Wrath entirely and go Snake Style instead. To be honest, in Actual Play (tm) I'd use Snake Style because I proffer doubling as the party Tank.
Level 10 Check, because its so popular. Assuming GMW cast, and using Alter Self into a Tengu for the extra Natural Attacks (I'm sure there's better, but Tengu is nice).
HP: 73
AC: 23, FF 20, Touch 22 (+4 Barkskin, +4 Mage Armor)
Saves: +11/+12/+15
CMB: +17 (+2 Dirty Trick, +4 Trip/Grapple, +1 if 7-Branched, +6 if Unarmed, +6 1/round, -2 if using Flurry of Maneuvers)
Routine: +14/+9 (+9/+9 Natural Attacks; +15/+12 Bonus Maneuvers; +14/+14 Unarmed if Medusa Strike Goes Off)
Damage: 1d10+6+2 Unarmed; 1d3+3 Natural Attack
Items: Cracked Pale Green Ioun Stone (4k), Lesser Rod of Extend (3k), Amulet of Mighty Fists [Dueling] (5k), Ring of Protection +1 (2k), Cloak of Resistance +1 (1k), Belt of Physical Perfection +2 (16k), Headband of Inspired Wisdom +4 (16k), Greater Hat of Disguise (12k), Masterwork Cestus, Masterwork Dan Bong, Masterwork 7-Branched Sword, 2 Nets, Assorted Shuriken, Chain, Potion of Enlarge Person.
This one can have a 95% Chance to trip a CMD 32 without even using Fury's Fall~. It can have a mere 90% chance to instead blind them as the first action. After that, it works off and stacks progressively more penalties. Since it runs off of Greater Trip rather than Vicious Stomp, both the 7-Branched Sword's special option and the Trip Attempt trigger an AoO for the Monk -and- any ally. Ki Throw helps ensure such a flanking ally exists. Collectively, this means that at least four additional attacks likely exist in the Monk's routine--two from the Monk, two from the team's DPS.
Of course, in the hypothetical case where the Monk is soloing the Big Bad Monster, he has ways other than damage to handle things. Dirty Trick allows for Fear Stacking (I don't actually recommend this, as its cheesy as hell). The Maneuver Master's 2 Maneuvers Per Turn + Hamatula Strike + Meditative Maneuver allow for a very good shot at tying enemies up.
And don't forget Stunning Fist. The DC is 21, which is respectable, and devestating when it lands.
Remember that DPR build? That, but as a Martial Artist. Consider lowering STR by 2, raising Wis by 2, and taking Mantis Style instead of Dragon Style. You'll deal less damage per hit, but you can benefit from another +2 To-Hit and +2 DC when using Stunning Fist (which can be used on a Trip Attempt). If you go that rout you might even be able to get by without the 7-Branched Sword, working off your Stuns instead (DC should be 24 at that point, even the best monsters will fail half the time).
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Dabbler |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
@Dabbler: Thresholds work in a party setting too, it's just that the DPR becomes "Party DPR." The thresholds are also the same because then it becomes a measure of "Man-Turns" (think Man-Hours, not trying to be sexist here), and the inbetween numbers matter more because it allows your other party members to be slightly below the threshold.
You also have to factor in opening turn / the approach. Realistically, and this is why I'm not a -huge- fan of offensive fighting styles, the Monk wants to assess whether throwing a net or tripping as an opening thing is better: then either drop / throw a net, then move into flanking position while drawing his next supplemental weapon of choice, and then trip if that was the choice. Swift action should be used to pop a Ki for +4 AC so you survive the next turn. The party Rogue moves up and and attacks with flanking against the enemy with lower AC.
Yes, I've found that opening with maneuvers is a good tactic for monks against anything humanoid, against non-humanoid...well...
@All
"But what does a Monk do against monsters?!"
I must admit, most of my games are predominently against enemies with class levels, which is where the Monk excels.
This is the thing, you don't always know. In some games I have found that the game is played to the strengths of a character sometimes, and to their weaknesses at others. The monk is good against some creatures, useless against others. It's a weakness the monk has and there are no easy work-arounds except to make use of teamwork.
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Tels |
![Swordpriest](http://cdn.paizo.com/image/avatar/RainofBlades_final.jpg)
My first post is an example of a Monk that works great against Humanoids. My GMs tend to like Humanoids because they can make for more interesting enemies.
Sure, Dragons, Giants, Oozes and stuff are great monsters, but it's those Humanoids with class levels that can get under your skin and really make you hate them.
I subscribe to a similar thought process, but I also like playing Monsters to their Strengths so they are used in my games as well. The last major session I ran had a Black Dragon that like to grapple and drown people in his lake. My players weren't used to such different tactics for a Dragon and the session didn't go so well for them (2 people died).
In my games, focusing on Maneuvers doesn't work so well because I like mixing it up with monsters, but in the games I play in, I know that a Maneuver character can do extremely well.
[Edit] By the way, SoulGambit, I'm really enjoying your posts. They really help guide other players into thinking outside of the box and is exactly what I wanted when I created this thread. I wish more players would stop lamenting on what the Monk can't do and trying giving advice on what the Monk can do to help improve other players experiences.
Who knows, maybe some one will write a Monk Guide: Player Options one day.
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TGMaxMaxer |
I got one, haven't played him yet but the build is below.
He gives up flurry on his turn, in exchange for a ton of attacks on the enemies turn.
Dex/wis build, see invis as the SLA.
Str 10 Dex 18 Con 12 Int 12 Wis 18 Cha 7
Truespeaker alt racial, +2 sense motive and linguistics and learn 2/1 languages
Unarmed Fighter Archetype, MoMS Monk Archetype
Feat:1,3,5,7,9,11
Feat bonus: 1,2 fighter, one can be any style no prereqs. Monk, 1, 2, 6, 10 can all be style, no prereqs. Max sense motive, max acrobatics.
Needs: Combat Reflexes, Weapon Finesse, Snake Style, Snake Fang, Panther Style, Panther Claw, Panther Parry, Snake Sidewind kinda maybe.
1 fig, Weapon Finesse, imp unarmed, snake style(UF no reqs)
2 fig, Combat Reflexes
3 monk, snake sidewind(MoMS no reqs)Panther Style(2 styles at once)
4 monk, Panther Claw
5 fig, Panther Parry
6 fig, Dodge
7 monk Crane style
8 monk
9 monk Crane Wing
10 monk Crane Riposte
11
12(3 styles at once)
The theory is, with sense motive maxed, your ac is 12+roll starting at level 1, and just counting up from there. if you roll low, you use your base 18, if higher, cool.
After 3, on the enemies turn, you get to AoO if they miss, and if that hits, do it again. As well, on your turn, you get to move, provoke, trigger snake style, use an AoO to get 1 or 2 swings on them, swing again with panther style as a swift, then make your normal single attack.
At level four, you get to provoke with movement, but your Wis(4) times as free actions, still make your normal attack, and get up to 3 attacks on someone who misses with -their- AoO.
After 5, you provoke, hit first, and they get a -2 to attack if you hit, which will pretty much guarantee snake style/snake fang for 2 more attacks, on each enemy up to four.
After 7, you get to pick attack or defense, Crane style starts. You're truly buildin for level 12 with Snake, Panter, and Crane Style active at the same time. another auto miss, bonuses to fighting defensive, and another retaliation attack.
Lookin at the angelic feats if you hit con at least once with the stat boost you can take the angelic blood/angelic flesh to get cold iron or silver fists.
He'll never just step up and wreck someone, but if they swing on his movement, he gets 3 attacks. If they swing at him normally, he gets 2. This guy will be the -quintessencial- flanking buddy.
EDIT: another post suggests that you can have small aasimar, if that is the case, drop crane style for monkey style, and share a space with them.
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stringburka |
![Pharast](http://cdn.paizo.com/image/avatar/PZO9211-Pharast.jpg)
I think one of the keys to playing a successful monk is to have quick wits. While you can certainly find tactics that improve your performance, the main thing that the monk has going is adaptability. Regardless of what tactic you consider your "main", there will be lots of times where that's ineffective.
Lots of time you will provide support for other characters - feeding potions to unconscious friends, provide flanking bonuses, reach the lever in the ceiling and so on. Some will say that most classes can do this, and while it's true for each individual action, the monk can easily adjust this from turn to turn. A druid might have to turn into a fast creature to provide flanking effectively, turn back to get the potion, and then summon a flying creature to reach the lever.
As a monk, you need to improvise constantly. Be very aware of your environment - you can often interact with environment the other's can't (at least not as easily). Search for weak spots and hit them as hard as you can - both when it comes to enemy tactics and supporting beams of the dungeon.
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Dabbler |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
Dabbler wrote:Actually, I already factored in the threat and criticals.<slaps head> Just wanted to say that you are right, of course. Don't know what I had been thinking... <wanders off muttering>
I have days like that too.
I think one of the keys to playing a successful monk is to have quick wits. While you can certainly find tactics that improve your performance, the main thing that the monk has going is adaptability. Regardless of what tactic you consider your "main", there will be lots of times where that's ineffective.
Lots of time you will provide support for other characters - feeding potions to unconscious friends, provide flanking bonuses, reach the lever in the ceiling and so on. Some will say that most classes can do this, and while it's true for each individual action, the monk can easily adjust this from turn to turn. A druid might have to turn into a fast creature to provide flanking effectively, turn back to get the potion, and then summon a flying creature to reach the lever.
As a monk, you need to improvise constantly. Be very aware of your environment - you can often interact with environment the other's can't (at least not as easily). Search for weak spots and hit them as hard as you can - both when it comes to enemy tactics and supporting beams of the dungeon.
Some very good points there, stringburka.
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SoulGambit0 |
@Dabbler: Did you just... stop reading there? O_o
I think one of the keys to playing a successful monk is to have quick wits. While you can certainly find tactics that improve your performance, the main thing that the monk has going is adaptability. Regardless of what tactic you consider your "main", there will be lots of times where that's ineffective.
Lots of time you will provide support for other characters - feeding potions to unconscious friends, provide flanking bonuses, reach the lever in the ceiling and so on. Some will say that most classes can do this, and while it's true for each individual action, the monk can easily adjust this from turn to turn. A druid might have to turn into a fast creature to provide flanking effectively, turn back to get the potion, and then summon a flying creature to reach the lever.
As a monk, you need to improvise constantly. Be very aware of your environment - you can often interact with environment the other's can't (at least not as easily). Search for weak spots and hit them as hard as you can - both when it comes to enemy tactics and supporting beams of the dungeon.
This! A million times, this. As a Fighter, you are a phenominally awesome hammer, and your strategy is to turn everything into a nail. As a Monk, you have a toolbox of different tools--you leave the problem as it is and focus on bringing out just the right one.
That's why, when building Monk, you really want to look at "Cost-Effectiveness" as the most important thing.
Oread Drunken Master of Many Styles
Stats (20pt Buy): 18 STR / 14 DEX / 12 CON / 10 INT / 16 WIS / 6 CHA
Increase Strength at all levels.
1. Dragon Style, Power Attack
2. Dragon Ferocity
3. Elemental Fist
5. Marid Style / Shaitan Style
6. Marid Spirit / Shaitan Skin
7. Tiger Style
9. Ki Diversity [Dim Mak]
10. Tiger Claws
11. Marid Coldsnap / Shaitan Earthblast
Starting level 10, you make a single attack against touch AC that deals an average of up to 91 damage (+4 with GMW), forces a Reflex Save or be Entangled/Staggered and forces a Fort Save or be Stunned. At level 1, you rely on your one hit for 1d6+6 damage. Level 2 you add another +2 damage. Starting level 3 on you supplement your charge with Elemental Fist. If you can get your to-hit high enough, you can drop Ki Diversity and supplement it with the Drunken Master's ability to add +2d6 damage (which is multiplied by 2, yay!). Sadly, you need to be able to hit on a 3 for it to be statistically worth it. Maybe keep it on the back burner for when you successfully stun + entangle someone.
Before getting Ki Diversity, you are largely just spending Ki for the +4 AC and focusing on charge attacks. At level 6, you gain the +2d6+Wis Mod damage -just- fast enough to kinda keep up with the fighter types. Still, at level 2, consider using a Masterwork Temple Sword in two hands rather than your unarmed strike.
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BrutaleBent |
Dex/wis build, see invis as the SLA.
Str 10 Dex 18 Con 12 Int 12 Wis 18 Cha 7
Truespeaker alt racial, +2 sense motive and linguistics and learn 2/1 languages
Spoiler:Unarmed Fighter Archetype, MoMS Monk Archetype
Feat:1,3,5,7,9,11
Feat bonus: 1,2 fighter, one can be any style no prereqs. Monk, 1, 2, 6, 10 can all be style, no prereqs. Max sense motive, max acrobatics.
Needs: Combat Reflexes, Weapon Finesse, Snake Style, Snake Fang, Panther Style, Panther Claw, Panther Parry, Snake Sidewind kinda maybe.1 fig, Weapon Finesse, imp unarmed, snake style(UF no reqs)
2 fig, Combat Reflexes
3 monk, snake sidewind(MoMS no reqs)Panther Style(2 styles at once)
4 monk, Panther Claw
5 fig, Panther Parry
6 fig, Dodge
7 monk Crane style
8 monk
9 monk Crane Wing
10 monk Crane Riposte
11
12(3 styles at once)
Off topic and spoilerfied, as it doesn't really provide anything to the monk tactics part:
A synthesist focusing on unarmed will do that better (when using natural attacks or weapons it gets way ahead), decent dmg and nice spells to boot. A 2h fighter can do that better, due the the plethora of feats he gains, that grants good versatility from 2h being very light on feat reqs. Clerics too - though, wont hit harder, but his versatility via spells beats the monks by huge amounts.
Only way of making an unarmed unarmored martial character that can hold his own maneuver/utility-, damage- and "tankingwise" (aka being an actual threat and able to take the heat) is to either dip in the monk and go other class or choosing another class entirely. Unless your only real "schtick" is gonna be moving around really fast, flank and pour potions into fallen comrades. Then the monk is great. :p Point is, as a player I don't feel the monk has anything but speed going for it. I would really like to know how to build a monk that does good damage, has decent defense, hit's reliably and performs maneuvers well.
It's like these "monk's are so great" builds focus on one thing and become good at it. But they seem to forget that the fighter who wants to do the same, can mostly do it better, easier and most likely while being decent at other stuff too. Or am I wrong here? :)