Monk build advice for martial tournament


Homebrew and House Rules


Hello Paizanos,

I am working on a Monk build for the Ruby phoenix Module. Whose central conceit revolves around a tournament that pits the best in the land against each other for a chance at a veritable trove of treasure.

Characters are 11th level, standard starting gold, and 20 point buy. Two traits though one has to be regional. Also the players aren't allowed to talk about their players before hand so I want something self sustaining.

I'm thinking it would be fun to run a Monk of the Empty Hand. Taking peoples weapons and busting their faces in, and while I know it's impossible to be the answer to all problems I wan't to hedge as many bets as I can without sacrificing the effectiveness of my combat trick.

Any suggestions on feats and magic items would be greatly appreciated.

So far my stat block is STR 18 DEX 15 CON 12 INT 13 WIS 14 CHA 12
Including stat increases and a belt of +2 to STR and DEX. Though this is not set in stone alternatives are encouraged.

My feat short list is at 7/10:
Catch off Guard
Improved Disarm
Defensive Combat Training
Improvised Weapon Mastery
Feinting Flurry
Combat Expertise
Improved Trip

Race so far is Half-Elf for Skill focus Bluff to help my feinting. Also I see him as a wanderer someone with great skill and talent but who lacks the reverence that most confuse with discipline and honor. A mild sort of Jackie Chan.

Also planning on making use of Use Magic Device so Wands and such are on the table.

Thanks in advance


Are you planning on a more Dex based build or Strength based build? I noticed you've got Disarm and Trip, you might think about taking Fury's Fall so you can get two ability scores into Trip.

I'm not sure how tied you are to playing a Monk of the Empty Hand, but if you're more willing to look into weapons, here's some options for you to increase your Disarm.

Prerequisites: Int 13, Combat Expertise, Improved Disarm, base attack bonus +9.

Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.

Normal: You must perform a disarm combat maneuver to disarm an opponent.

Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.

Both of the Dueling Enhancements can also be good. Keep in mind, the Dueling-FG can be added to an Amulet of Mighty Fists, while the +14,000 GP Dueling cannot.

Also, if you use a Sai, you get a +2 on Disarm checks.


Thanks Tels for the input. I may just opt for Fury's Fall. It strikes me as an example of having better footing. And means I'm less likely to fall over when I fail those trip attempts.
Unfortunately the Monk of the Empty hand is central to the whole concept. Which means no proficiency with sais.
I'll probably pick up the Dueling-FG on the amulet though.


Ask your GM for permission first, but if you bump Dex and take Weapon Finesse, you use your Dex score in lieu of Strength for attacks. If you make a Trip attempt with a Finesseable weapon (such as an unarmed strike), you also use your Dex score in lieu of Strength. But then you take Fury's Fall and add your Dex score again.

It's a lesser known trick to be able to double up on Dex score for trip builds. But like I said, ask your GM first.

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