Building a tetori monk - Point allocation


Advice


First time tetori monk player. We are running a 20pt system, could I get opinions on where you recommend my points be allocated? I'm not sure which abilities should be prioritized and which ones should be dumped.


Which race? Assuming human, maybe Str 16+2=18, Dex 13, Con 14, Int 9, Wis 14, Cha 8. You could dump Int & Cha harder if you like - I avoid doing so personally but some people have no problems with a 7 in each.


avr wrote:
Which race? Assuming human, maybe Str 16+2=18, Dex 13, Con 14, Int 9, Wis 14, Cha 8. You could dump Int & Cha harder if you like - I avoid doing so personally but some people have no problems with a 7 in each.

Yes sorry a Human he would be. Are tetoris good in the first place? I do like grappling but just wondering am I losing out on a lot by not having flurry of blows?


Tetori is a very solid archetype. You need to be OK with having one and only one good option in combat (grappling), but if you're not going to get bored with that then it's going to do the job.


avr wrote:
Tetori is a very solid archetype. You need to be OK with having one and only one good option in combat (grappling), but if you're not going to get bored with that then it's going to do the job.

While grappling would I just go for the pin/tie up everytime? or would I be doing damage in the grappling? and if so, how would that be with unarmed strikes or other tactics? I'm totally foreign to this, any pointers greatly appreciated.


If this is a home game, I'd ok the tetori monk with your GM. While they are a one trick class, they're obscenely powerful using that trick.

This gives rise to the GM having to build encounters around stopping your class abilities, which then ends up with you not really being able to do much of anything. Not fun for either of you.


Matt2VK wrote:

If this is a home game, I'd ok the tetori monk with your GM. While they are a one trick class, they're obscenely powerful using that trick.

This gives rise to the GM having to build encounters around stopping your class abilities, which then ends up with you not really being able to do much of anything. Not fun for either of you.

Yes it is a house game, good idea I will do that, thank you Matt.


Can a Tetori grapple while wielding a one handed weapon? Which weapon would you recommend for him?


Anyone can grapple while wielding a one-handed weapon. Unless they have Grabbing Style they take a -4 on the grapple check though.

I'd recommend a two-handed weapon that you wouldn't mind dropping & losing, i.e. a quarterstaff. If you particularly want a 1H weapon then a temple sword is the best one a monk gets proficiency in.


avr wrote:

Anyone can grapple while wielding a one-handed weapon. Unless they have Grabbing Style they take a -4 on the grapple check though.

I'd recommend a two-handed weapon that you wouldn't mind dropping & losing, i.e. a quarterstaff. If you particularly want a 1H weapon then a temple sword is the best one a monk gets proficiency in.

I was thinking about getting snapping turtle style? Would you recommend grabbing style instead?

The prereqs for it state:

Prerequisite(s): Improved Grapple; base attack bonus +6, brawler’s flurry class feature, or flurry of blows class feature

As a tetori I don't get flurry of blows so would I be able to get grabbing style?


You couldn't get grabbing style quickly (before +6 BAB) as a tetori monk, no. Grabbing style's one-handed option lets you grapple two enemies at once, which may be more useful than hanging on to a temple sword.

To best use snapping turtle clutch you want to be entirely unarmed. I assume that's why you're looking at snapping turtle style, it's the only distinctive part.

One other style you might look at is Kraken Style. Adding your wisdom bonus (in addition to strength, not replacing it) to damage on grapple checks isn't bad.


something I always thought very useful for the Tetori:
Racial Heritage Ogre, combined with a permanant Enlarge Person and some STR increases via level up, Enlarge and belt (18 + 1 + 2 + 4) leads to Ogre Crush which gives you constrict.


Ellioti wrote:

something I always thought very useful for the Tetori:

Racial Heritage Ogre, combined with a permanant Enlarge Person and some STR increases via level up, Enlarge and belt (18 + 1 + 2 + 4) leads to Ogre Crush which gives you constrict.

Very interesting is this legal?


It's easier to just buy Anaconda's coil if you're really after constrict.


Claxon wrote:
It's easier to just buy Anaconda's coil if you're really after constrict.

However Ogre Crush gives more than just constrict it gives bonus when hitting creatures of smaller size than me (which would be medium once I'm enlarged) and that certainly has some value to it

Scarab Sages

Constrict isn't all that anymore since final embrace errata took it out of pc hands. It's still bonus damage on a grapple, but it's not massive dpr like it used to be.


Imbicatus wrote:

Constrict isn't all that anymore since final embrace errata took it out of pc hands. It's still bonus damage on a grapple, but it's not massive dpr like it used to be.

Enlighten me please as I am doing a grapple build and was considering using Final Embrace.


Claxon wrote:
Imbicatus wrote:

Constrict isn't all that anymore since final embrace errata took it out of pc hands. It's still bonus damage on a grapple, but it's not massive dpr like it used to be.

Enlighten me please as I am doing a grapple build and was considering using Final Embrace.

In the Final Embrace feat, in the Prerequisites

entry, after “special attack” add “as a racial ability”.

So normal PC's can't get it.


That's probably for the best. Though I think I'm missing how it was a massive DPR boost.

I guess for monks who had a high damage unarmed strike, getting that instead of whatever weak constrict damage was probably good.

I'm actually playing a constable cavalier and my whole plan was to get the bonus damage from Challenge on my constricts anyways. And after looking at it, I think I wasn't going to bother with Final Embrace because it wouldn't help me much.

Scarab Sages

Well, final embrace allowed you to use your unarmed strike damage instead of the 1d6 offered by the belt of anaconda coils, and was doubled with final embrace master. And with grab on all unarmed strikes, you could full attack and hit for 3x unarmed strike in each hit.


Ellioti wrote:

something I always thought very useful for the Tetori:

Racial Heritage Ogre, combined with a permanant Enlarge Person and some STR increases via level up, Enlarge and belt (18 + 1 + 2 + 4) leads to Ogre Crush which gives you constrict.

Is it worth it going this route becoming Large size at the expense of my AC? Because it would suffer quite a bit

Silver Crusade

Imbicatus wrote:
Well, final embrace allowed you to use your unarmed strike damage instead of the 1d6 offered by the belt of anaconda coils, and was doubled with final embrace master. And with grab on all unarmed strikes, you could full attack and hit for 3x unarmed strike in each hit.

Do not forget Pinning Knockout. Once you pinned a creature, if it was susceptible to non-lethal, it was lights out. Constrict + Final Embrace Master + Pinning KO + Monk Unarmed damage (or high static damage) lead to ridiculous damage...on top of also pinning.

Scarab Sages

Bruno Breakbone wrote:
Imbicatus wrote:
Well, final embrace allowed you to use your unarmed strike damage instead of the 1d6 offered by the belt of anaconda coils, and was doubled with final embrace master. And with grab on all unarmed strikes, you could full attack and hit for 3x unarmed strike in each hit.
Do not forget Pinning Knockout. Once you pinned a creature, if it was susceptible to non-lethal, it was lights out. Constrict + Final Embrace Master + Pinning KO + Monk Unarmed damage (or high static damage) lead to ridiculous damage...on top of also pinning.

[jk]Can I trade out my tetori Stunning Pin for Pinning Knockout, looks much better. [/jk]


could I get some more recommendations on allocating my stats? Which ones most important and your reason why? any help greatly appreciated

Scarab Sages

Str, Dex, Con, and Wis are near equal for me. Str maybe one step ahead of the others.

Str boosts your CMB and effects your damage, so it directly correlates with your character's usefulness. My experience with the grappler is I had a flat spot before I got greater grapple where the best tactic was to tie up an enemy and let someone else coup de grace it.

I also found myself getting beat up a lot. Turns out your draw some hate when you grapple someone. There are ways around it (especially with Greater Grapple) but you will eat a few full attacks in your career so an investment in CON is advisable.

Once you have Greater Grapple if you fail to maintain you can try again while only loosing the action, while at the some time the enemy only needs to succeed once to escape the grapple. At this point CMD becomes slightly more important than CMB point for point. So investments in DEX and WIS help a lot during later levels and the other bonuses of Dex and Wis are nice.

Scarab Sages

And if all possible for your character, you should highly consider worshipping Falayna. Her celestial obedience will give you a +4 sacred bonus to both grapple checks and CMD.


I actually recommend halfling, they get a FCB that makes the grapple even HARDER to get out of, and its only -2 from what you'd normally have to initiate but your CMD against grapple will be unbeatable.

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