harmor |
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Any suggestions? I'm new to monks and started reading the guides. So far this is what I got. Was thinking of making a Dex based version that would use Agile Maneuvers so I don't have to rely on Strength. I'm less for doing damage and more for succeeding on the Grapple and follow-up maneuver.
Suggestions?
Human (Tian-Dtang) Monk (Tetori) 1
LN Medium Humanoid (human)
Init +4; Senses Perception +6
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Defense
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AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge)
hp 11 (1d8+2)
Fort +4, Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee Unarmed Strike +3 (1d6+3/x2)
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +3 (+6 Grappling); CMD 18 (21 vs. Grapple)
Feats Dodge, Improved Grapple, Improved Unarmed Strike, Mobility, Monk Weapon Proficiencies, Stunning Fist (1/day) (DC 12)
Traits Indomitable Faith, Reactionary
Skills Acrobatics +6, Climb +7, Perception +6, Sense Motive +6, Swim +7
Languages Common, Dtang, Tien
SQ AC Bonus +2, Graceful Grappler, Stunning Fist (Stun), Unarmed Strike (1d6)
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TRACKED RESOURCES
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Stunning Fist (1/day) (DC 12) - 0/1
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Special Abilities
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AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Graceful Grappler (Ex) A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mobility +4 to AC against some attacks of opportunity.
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
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At 5th was thinking of taking Stunning Fist so I could attempt a stunning fist attack when I succeed on a Pin.
brreitz |
Looks good for level 1. I might drop a point or two of Cha for points.
Mostly, I want to tell you that if you play a Tetori, be sure to know the grapple rules inside and out. Find and download some flowcharts. If playing PFS, make sure the GM knows you're a grappler, and that you've got the rules down, and you can show your work if need be.
A few things to consider. The feat choice for Tetori is pretty limited. You'll want feats to help you grapple, and that's about it. Carry silk scarves and plenty of rope - once you can make multiple grapple checks in a round to pin and tie someone, you will completely overpowered against any non-Huge foes. Lastly, take ranks in Stealth, and know what grappling does to a caster - casters are easily grappled, and can be dealt with to devastating effect.
There's also a pretty well-build Tetori in The Ruby Phoenix Tournament, if you want to see what one looks like around 10th level.
harmor |
I was going to carry Manacles because rope would require a full-round action to pull out of my backpack.
Seeing how deadly PFS is I doubt I would ever get past 6th to be honest.
I don't have the The Ruby Phoenix Tournament, so I can't see that build.
Was wondering if I should go up any "Style" trees from Ultimate Combat? I was going to go up to Spring Attack, and I guess Weapon Focus: Unarmed (is that legal?)
I was going to stick with Human, but am not married to it.
brreitz |
Manacles are a good choice. If I had unlimited feats to use with this build, I'd try something crazy, like Equipment Trick: Rope, and have him wield knotted ropes as whips and spiked chains before tying up opponents.
As far as feats: Weapon Focus (unarmed strike) is legal, and useful - it will add to your CMB attempts when unarmed. I would skip Mobility and Spring Attack, as once you close with an opponent, you'll want to grapple, not jump away. Improved Initiative can be nice, as getting the drop on an opponent means you can neutralize him even quicker. Being able to use Stunning Fist on a pin is great. Toughness and Dodge are also contenders, as they shore up your much needed defensive abilities.
I'm honestly torn on going with Agile Maneuvers. Part of me says that it could be great - you could go wit Strength 10, bump Dex up as high as you can, and focus on pinning and stunning over damage. Part of me says that there's going to be too many situations where you'll encounter things that cannot be pinned or stunned, and you'll want the Str for damage. Could go either way!
Styles are sort of a mixed bag, since you can only use one at a time. Snapping Turtle Style works well for a tetori. The first Mantis Style feat is good for the Stunning Fist. Panther and Crane styles, although not ideal for grappling, are my personal favorites.
Rapid Grappler and Pinning Knockout are two feats that turn the tetori from "useful" to "caster-crushers", but they're a ways off.
And of course, Greater Grapple as soon as you can.
Here's the tetori from RPT: He was quite fun to use against my players.
Chung Po CR 11
Male human monk (tetori) 12
LN Medium humanoid (human)
Init +3; Senses Perception +1
AC 21, touch 18, flat-footed 17
(+3 armor, +3 Dex, +1 dodge, +3 monk, +1 Wis)
hp 93 (12d8+36)
Fort +11, Ref +13, Will +11; +2 vs. enchantment
Defensive Abilities evasion; Immune disease, poison
Speed 70 ft.
Melee unarmed strike +15/+10 (2d6+6 plus grab)
Special Attacks stunning fist (12/day, DC 17)
TACTICS
Before Combat If Chung Po suspects his opponents are dishonorable, he drinks his potions of barkskin, cat’s grace, and shield of faith before entering the fight.
During Combat Chung Po employs his Snapping Turtle Style and grappling feats to quickly pin opponents, both while defending and attacking, using his Stunning Pin and Pinning Knockout feats to disable pinned targets. Under no circumstances does Chung Po use lethal damage against his enemies.
Str 20, Dex 16, Con 12, Int 8, Wis 13, Cha 10
Base Atk +9; CMB +17 (+28 grapple); CMD 32 (37 vs. grapple)
Feats Dodge, Extra Ki, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Pinning Knockout, Rapid Grappler, Snapping Turtle Clutch, Snapping Turtle Shell, Snapping Turtle Style, Stunning Fist, Stunning Pin, Toughness
Skills Acrobatics +18 (+34 when jumping), Diplomacy +12, Escape Artist +18, Sense Motive +16
Languages Tien
SQ break free, counter-grapple, diamond body, fast movement, graceful grappler, inescapable grasp, ki pool
(9 points, lawful, magic), maneuver training, purity of body, still mind, wholeness of body
Combat Gear potion of barkskin, potion of cat’s grace, potion of cure serious wounds, potion of shield of faith; Other Gear amulet of mighty fists +1, belt of giant strength +2, bracers of armor +3, cloak of resistance +2
Deadmanwalking |
It has been a year and a half since this post was last used, but I don't understand where Chung Po gets his massive Grappling Bonus.
Base CMB: +17
Greater Grapple: +2
Improved Grapple: +2
Amulet of Mighty Fists: +1Total: +22
I'm missing a +6 bonus somewhere and I can't find it...
Well, Grab gives a +4, so that makes +26...I must admit I'm not finding the other +2 either.
Taenia |
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I don't believe enhancement bonus on unarmed strike adds to grapple attempts nor does weapon focus unarmed strike,those apply to maneuvers that can be used with weapons like trip snd disarm. Specifically there is weapon focus grapple
Ways to increase grapple in PFS:
Belt of Giant Strength or Anaconda Coils +3
Armbands of the Brawler +1 (not w/ coils)
Gauntlets of Maneuver Mastery +2
Dusty Rose Prism in a Wayfinder +2
Greater Hat of Disguise Med size +1
Bred for War Trait +1 CMB
Improved Grapple +2
Greater Grapple +2
Obedience Falayna +4
Boon - Ruby Phoenix +2
Dang Bong might work and add enhancement bonus
Enlarge Person can help as well
insaneogeddon |
Any suggestions? I'm new to monks and started reading the guides. So far this is what I got. Was thinking of making a Dex based version that would use Agile Maneuvers so I don't have to rely on Strength. I'm less for doing damage and more for succeeding on the Grapple and follow-up maneuver.
Suggestions?
** spoiler omitted **...
Oread Tetori
Bonus: 1.Improved Grapple, .2 Stunning Pin, .6 Greater Grapple, .10 Pinning Knockout, 14.Choke Hold, 18.Neckbreaker.1. Snapping Turtle Style, 3. Snapping Turtle Clutch, 5. Snapping Tutle Shell, 7. Weapon Focus, 9. Rapid Grappler. 11. Pinning Rend
Quigong swaps: B. Barkskin (7th), Whirlwind attack (11th), Abundant step (15th), ? (20th).
Kazumetsa Raijin |
Any suggestions? I'm new to monks and started reading the guides. So far this is what I got. Was thinking of making a Dex based version that would use Agile Maneuvers so I don't have to rely on Strength. I'm less for doing damage and more for succeeding on the Grapple and follow-up maneuver.
Suggestions?
** spoiler omitted **...
I will tell you this: Obtain Snake Fang(and combat reflexes). Each time anyone, or your grappled target, miss you with a melee attack, you get to return it as an AoO and can potentially turn it into a combat maneuver. Trip for instance. You could also throw in a stunning fist, or punishing kick instead. Hell, you could dip a level of Cleric or Urban Druid, take the Charm and/or Repose domain, put conductive on your AoMF, and Daze or Stagger them as an AoO(once per round tops) too.
You can do a lot of nasty things with this.