Other than one-trick pony... what's wrong with my monk?


Advice


Human Monk Underfoot Adept/Maneuver Master

Str 8 Dex 17 Con 10 Int 13 Wis 18(human) Cha 7 all bumps to dex (20 pt buy)

Racial Heritage Halfling at 1 to take the underfoot adept archetype, manuever master archetype, can trip colossal creatures at level 12.
If you take Weapon Finesse, and are using a finessable weapon(such as unarmed), you use dex automatically for your CMB per a ruling already posted. (Only applies to trip, disarm, and grapple so far as I know.) If you want more than the 2 maneuvers here, then you need to take agile maneuvers as well, but this build only uses finessable ones.

Here:
1: I.U.S.(Monk), Imp Trip(bonus), Racial Heritage: Halfling(Human), Weapon Finesse
2: Imp Grapple(Monk)
3: Combat Reflexes
5: Vicious Stomp
6: Greater Grapple(monk)
7: Fury's Fall
9: Pinning Knockout
10: Greater Trip(monk)
11: Rapid Grappler

Stats by level:

1: you have a +6 trip, can use a maneuver and an attack;
2: +7trip, +7 grapple;
3: +8/+8 trip/grapple;
4: +10/+10 (count as large and +1 to dex), can spend 1 Ki to roll twice and take the best result;
5: +11/11 can choose to add Wis to one maneuver, free attack on anyone tripped;
6: +12/14, trip/grapple, can make 2 damage checks a round now while grappling;
7: +17/15 trip/grapple;
8: +19/17, (counts as huge), can make 2 maneuvers as flurry;
9: +20/18, double damage 2/round to pinned opponent;
10: +23/19 trip/grapple, AoO for all allies on tripped target;
11: +24/20, can make 2 maneuvers as a standard(sweeping maneuver), gets 3 grapple checks/round;
12: +28/24 trip/grapple, (counts as gargantuan, 22 dex)

At 12th level, CMD equiv creatures ~34-36, numbers above include no magic whatsoever. Easy to get a +6/8 with items/spells/bard. You can also add wis bonus to either maneuver each turn, decided at start of turn.

Standard action: trip, free Unarmed strike(vicious stomp), then grapple while prone at +4(Sweeping maneuver), grapple to pin as move(still +4 prone)(great grappler), grapple to double damage as swift at +8 prone/pinned and no dex(rapid grappler/pinning knockout)
2nd round: Grapplex3 for double damage vs pinned opponent, all at +8 and no dex as well; Rinse, repeat.


He's a halfling.

Grand Lodge

Do you have an Agile AoMF?


You can use weapon finesse with grapple?

*checks*

Quote:

Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver, and therefore the weapon’s bonuses apply to the roll. Therefore, if you're attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str

instead of Dex).

Might not be the case.

prototype00

Edit: The racial heritage (halfling human is a good choice though, very well done)


Cheapy wrote:
He's a halfling.

He's a very small human pretending to be a halfling.


He has halfling blood.


nope, he's human. just cheezed out to get underfoot adept without starting as small. i said it... cheezed.

And as far as items this is base build, no items included, to see what it looks like. I don't do items to start, but agile AoMF and dex/wis/con items are on the list.

EDIT: there was also a grapple with finesse posting too, i'll look it up again... if not i'll just sub out Str for dex and buy a mage armor wand, someone is able to use that 99% of the time.

Grand Lodge

Racial Heritage is not "cheese".

I frikken hate that term.


blackbloodtroll wrote:

Racial Heritage is not "cheese".

I frikken hate that term.

Granted, half the builds of yours I've seen have used use Racial Heritage. :p


IMO it's cheezed to get to grapple colossal creatures with no penalties.

Taking a archetype created to get around the small penalties as a medium creature with no penalties is cheesy. Gouda, if i'm smelling it correctly.

It's my cheese tho, so i'll eat it and like it.


What's wrong? Well, maneuvers are going to get tougher to do at higher levels, with size and hit dice adding masses to CMD. I am not sure that you can add dex to grapple with Weapon Finesse, I know it will work with disarm and trip, so you might need Agile Maneuvers for grappling as grappling is not done with a weapon.

I think you should seriously consider taking a style to diversify as well, and I would stick the racial bonus into dexterity, not wisdom - that will boost your CMB and attack bonus more, and you will need it.

Grand Lodge

Cheapy wrote:
blackbloodtroll wrote:

Racial Heritage is not "cheese".

I frikken hate that term.

Granted, half the builds of yours I've seen have used use Racial Heritage. :p

Well, in this fantasy world, men need not favor sheep with all the varied races around.

I actually, have yet to play a PC with the Racial Heritage feat.


Oh man. Okay, there are a couple things wrong with this build.
- I don't believe Vicious Stomp and Greater Trip Stack
- Greater Grapple, Rapid Grapple, and Pinning Knockout are actually worthless for a Maneuver Master. Just flurry your grapple checks.
- I'm not 100% sure Weapon Finesse applies to grapple. I'm also not sure whether proficiency in a Don Bong would help that.
- You are missing a feat at level 1.
- You really don't want to start with 8 STR as a melee class.
- Why are you a maneuver master?
- If you quality, always take Touch of Serenity as your 11th level feat.
- Your stats are wonky: why Int 13?
- You're a monk trip build without Ki Throw.
- You're a Maneuver Master without Dirty Trick--though this is preference.
- If you aren't interested in dealing damage, you really want to be interested in Dirty Trick.

Try something like this (off the top of my head, at 2am, so there's prolly mistakes.)

STR 10 / DEX 18 / CON 12 / INT 10 / WIS 16 / CHA 8 (20pt Buy)
Traits: Bred for War, whatever
1: I.U.S.(Monk), Imp Trip(bonus), Combat Reflexes, Racial Heritage: Halfling(Human), Weapon Finesse
2: Imp Grapple(Monk)
3: Ki Throw
4: +1 Wisdom
5: Fury's Fall
6: Greater Trip
7: Piranha Strike
8: +1 Wisdom
9: Hamatula Strike
10: Medusa's Wrath
11: Touch of Serenity

Use a Seven-Branched Sword--scew nonproficiency and lack of finesse--for its special trip option so you can trigger Medusa's Wrath. If you want to be ridiculousness, you can also use a Snag Net with Greater Trip to give your allies a -ton- of AoO's.


K...
Vicious Stomp gives the free AoO on the trip much faster than great trip. greater trip gives it to allies as well and another +2 to the trip CMB.
Can't flurry as a maneuver master... you give it up for one free maneuver, and you can't grapple flurry, until you get greater grapple/rapid grapple to do damage as something other than a standard.
The grapple/finesse is up in the air, by the ruling trip/disarm/sunder are stated others are DM fiat.
Not missing a feat at 1, you lose the bonus feat for monk, only get human/1st level/imp trip for free.
8 Str can be changed from 13 int, since i never took anything that needed int without it being a bonus.
Maneuver master is so that you get to double maneuver as a standard, and get a maneuver as an attack not a standard.
Touch of Serenity is cool, but grapple/pin shuts someone down at 11 just fine.
Ki Throw only allows you to reposition on a trip, what does that really change if you grapple anyways?
I could dirty trick instead of grapple, but it's still just a diff one trick pony. Grappled loses dex, blind loses dex. difference of preference is all.
Damage is fine, he still has full monk damage and gets a maneuver in addition to his normal attacks.


Your free Maneuver from Flurry of Maneuvers can be grapple checks. By level 8 you can just Flurry of Maneuvers to grapple someone twice.

And, aha. Underfoot Halfling gives it up. Fair enough.

You will usually be tripping with your basic attacks and grappling with your free maneuvers, so Ki Throw is always useful. Repositioning enemies is huge.


SoulGambit0 wrote:

Oh man. Okay, there are a couple things wrong with this build.

- I don't believe Vicious Stomp and Greater Trip Stack
- Greater Grapple, Rapid Grapple, and Pinning Knockout are actually worthless for a Maneuver Master. Just flurry your grapple checks.
- I'm not 100% sure Weapon Finesse applies to grapple. I'm also not sure whether proficiency in a Don Bong would help that.
- You are missing a feat at level 1.
- You really don't want to start with 8 STR as a melee class.
- Why are you a maneuver master?
- If you quality, always take Touch of Serenity as your 11th level feat.
- Your stats are wonky: why Int 13?
- You're a monk trip build without Ki Throw.
- You're a Maneuver Master without Dirty Trick--though this is preference.
- If you aren't interested in dealing damage, you really want to be interested in Dirty Trick.

Try something like this (off the top of my head, at 2am, so there's prolly mistakes.)

STR 10 / DEX 18 / CON 12 / INT 10 / WIS 16 / CHA 8 (20pt Buy)
Traits: Bred for War, whatever
1: I.U.S.(Monk), Imp Trip(bonus), Combat Reflexes, Racial Heritage: Halfling(Human), Weapon Finesse
2: Imp Grapple(Monk)
3: Ki Throw
4: +1 Wisdom
5: Fury's Fall
6: Greater Trip
7: Piranha Strike
8: +1 Wisdom
9: Hamatula Strike
10: Medusa's Wrath
11: Touch of Serenity

Use a Seven-Branched Sword--scew nonproficiency and lack of finesse--for its special trip option so you can trigger Medusa's Wrath. If you want to be ridiculousness, you can also use a Snag Net with Greater Trip to give your allies a -ton- of AoO's.

IMP trip and Vicious stomp stack http://paizo.com/paizo/blog/v5748dyo5ldw0?The-FAQ-That-Time-Forgot#discuss


...Oh man, that's great news!


...wait, SoulGambit0, are you (and others) offering to polish up any monk? That would make a great thread, and TV show: Pimp My Monk!


I...I think you just built the Pathfinder Royce Gracie.


Flurry of maneuvers has penalties on the grapple, greater grapple/rapid grapple don't... being able to grapple (with a 85% chance) an adult red dragon (CR 14) in the first 2 rounds and choke him out is just priceless.

(RND 1:Trip, CMD 43 CMB 41, 2 AoO for 2d8+15 AC 25 AB 23, grapple 35CMD CMB +31, pin CMD 33 CMB +31,pinning knockout CMD 31 CMB +31 4d8+30; RND 2: Grapple x3 31CMD CMB 40 pinning knockout 4d8+30 x3)... 18d8 +135... avg damage 216, hp 214.

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