| Darth Grall |
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Champion is all around Amazing for Monks:
-Fleet Warrior lets you move with a full attack. Given the monks movement they benefit more from this than most.
-Percision lets you reduce the penalties on itterative attacks by 5 so that level 20 monks BAB attacks go from +18/+18/+13/+13/+8/+8/+3 to +18/+18/+18/+18+18/+18/+13 in only 3 tiers. Sure, everyone benefits from this, but only monks and rangers get full TWFing for free.
-Aerial Assault is great, since a Monk's speed boost actually modifies the height he can jump; thus a Monk will get a better use out of this than everyone else.
-Always a Chance eliminates 1's. For someone who's had DMs use crit fumble decks, getting rid of one's on a character who attacks 5+ times a round is a great thing.
-Wall Smasher is made for a Combat Manuever Monk; you literally throw people throw walls.
I don't know about you, but Champion is the go to for offensive Monks. Heck, it's the go to for defensive monks too.
| TheRedwolf |
Both Guardian and Champion help monk really, that's why mine took Dual Path immediately, so I can get things from both paths. The aforementioned precision and Fleet Warrior are great, deflecting rays and spells is cool when you have major dex, as is the path ability my group has dubbed "rocks fall nobody dies", I mean really both paths work great.
| Darth Grall |
I agree Guardian is also a good path for a Monk; I don't agree that Sudden Block is.
It's because it's where the mythic monk is weakest; he's not flurrying or grappling. He's not at full BAB, he doesn't get an insight bonus on the attack like with other tier abilities, and it's an immediate action; which means he can't use his swift on his turn.
I'd rather just go crane style and get a guaranteed deflection for free; then use my swifts for something else.
| Pagan priest |
I guess that I could have explained myself a little better. I do like some of the things that have been mentioned. I can also see that the Heirophant power Sustained by Faith could be appropriate for some monks, as well. I just don't see any of the paths as being especially monkish. The champion path does have a lot of good combat options that would work just as well for a monk as for a fighter, but none of them have anything that is specifically for a monk.
Eh, I guess that I'll just have to wait for the full and complete rules for the monk love...
| Darth Grall |
I just don't see any of the paths as being especially monkish. The champion path does have a lot of good combat options that would work just as well for a monk as for a fighter, but none of them have anything that is specifically for a monk.
Eh, I guess that I'll just have to wait for the full and complete rules for the monk love...
Yeah, but none of the paths are supposed to cater to a specific class. Champion works great for every offensive martial class; not just fighter. And Monk, as I said, benefits more than other classes with these abilities. They move more than most classes; so moving and full attacking is a bigger deal. They get more attacks than most classes; so percision is a bigger deal. They can jump higher than other classes; so Ariel Assault is a bigger deal.
These Path Abilities don't work as well for a fighter. They work better for a Monk. And anything that works better for a Monk than other classes is a very good thing.
And while I'm sure they'll add new stuff I don't think you're gonna get a whole monk devoted path; cause the monk does a bit of everything and if there's a path that does a bit of everything... It'll either not be good or simply the path that everyone picks.