
| Felidaeus01 | 
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I've always loved Terry Pratchett's discworld books, especially the history monks. Monk happens to be my favorite class in pathfinder as well, so I figured hey, can I actually make a monk that feels "timey". As it turns out yes, yes you can, and you can be awesome at the same time. Unfortunately, I felt the need to take halfling to really get the feel of the theme. Just imagine it as a small asian human and you'll get the same kind of feel as Lu Tze. Always underfoot, secretly awesome, saving the world using other people. I've played with the first 8 levels starting at level 1 so far, and it is completely playable, your allies will love you to bits.
Let me know if you can find better feats or things that fit the theme. The idea is to max out rerolls for allies and enemies, while buffing allies to become awesome killing machines.
You'll need to worship a neutral or chaotic neutral luck/chaos god.
Halfling: Fleet of Foot, Adaptable Luck
Traits: Adopted (Aasimar: Enlightened Warrior), Helpful Halfling
True Neutral
Monk 16 (Qinggong, Ki Mystic, Sense)/Cleric 1 (Devout Pilgrim)/Oracle 1 (Dual Cursed)/Ninja 2
Starting Point Buy (Racial + Old):
Str:13 (8)
Dex: 13 (12)
Con: 13 (10)
Int:8 (10)
Wis: 18 (20)
Cha: 7 (11)
Attributes: 4,8,12,16 go to wisdom, level 20 goes to dex.
Items of importance: Guided Amulet, Monk Robe, Dex Belt, Wisdom Circlet
We are going to get Wisdom to hit, CMD, CMB, AC, and Damage by about level 6 with guided, so don't worry too much.
Feats: 
Level 1 Monk Bonus: Combat Reflexes
Level 1 Feat: Bodyguard 
Level 3: Blundering Defence	
Level 5: Fortunate One
Level 7: Extra Revelation
Level 9: Cautious Fighter
Level 10 Monk Bonus: Dodge
Level 11: Lucky Halfling
Level 13: Crane Style 
Level 15: Touch of Serenity
Level 17: Dimensional Assault
Level 19: Quickened Spell Like Ability True Strike
Qinggong Replacements: 
True Strike
Barkskin
Restoration
Battlemind Link
I'm going to note important abilities, and how combat plays out per level below.
TL:DR see above.  
Level 1: Monk 1 (Sensei, Ki Mystic, Qinggong Monk) - Favoured Class Skills  
I'll note here, my DM allows the ki from ki mystic to stack with regular monk. This significantly changes the feel of play if your DM rules otherwise. 
Bonus Feat: Combat Reflexes
Level 1 Feat: Bodyguard 
Starting at level 1, things are kind of a crapshoot. You have a +0 to hit, and your bodyguard can only be used twice a round, but level 1 is level 1. You DO have a 21 AC if you nab some mage armor, which is great. Plus you give a big fat +4 to AC twice a round if you hit. You allies will love the bardic performance, and a huge pump to your stunning fist DC lets you ruin somebody's day. You level up after first game usually anyway, so who cares. If you feel that you aren't contributing anything, you're doing it wrong. Start with a bardic performance, and move adjacent to the front line. Then just aid another the two handed power attacking barbarian. You give him a +4 to AC like candy, and a +5 to hit. He'll love you, and the DM essentially ignores you while wondering why the hell he can't hit the barb.
Level 2: Monk 2
You have +wis to hit and all knowledge skills as skills now. You'll almost never miss that bodyguard AC 10 again. Feel free to bump your knowledge skills, as your level 3 ki mystic ability will make you the group knowledge monkey. 
Level 3: Monk 3
Level 3 Feat: Blundering Defense
Qinggong: Replace high jump with barkskin. 
You get a +2 to your knowledge checks that with a ki pool of 12/14 and not much to spend them on won't be dropping anytime soon. Plus that +4 to pretty much any check coupled with adaptive luck makes it pretty hard to fail anything. Add in your new bardic performance and you're a lean mean skill monkey machine. Oh, and with barkskin and a mage armor, your AC is up to 28 if you fight defensively.
Level 4: Monk 4
Qinggong: Replace slow fall with true strike. 
You get all the other lovely benefits of the ki pool. Boost your AC by 4, fight defensively, and then go eat all the opportunity attacks.
Level 5: Monk 5
Level 5 Feat: Cautious Fighter
You hand out a +2 AC for people adjacent to you now, which bump up to a +6 if you bodyguard them. This keeps up with the rise in BAB of monsters, so they're still missing like crazy. You also get the ki mystic level 5, and the "monk of time" flavor kicks in. You get an immediate action reroll for any allied save or attack roll. With a wisdom belt, we now have a neat 18 ki pool, so you won't run out TOO fast.
Level 6: Monk 6
Here's where you really get the feel of being master of time. That Truestrike? Barkskin? +4 to any roll? +4 AC? +20 speed? You can grant those to any ally in 30 ft now. Feel the power! Feel it! You are a history monk who can slice time! 
Level 7:  Oracle 1 (Time Mystery, Dual Cursed) Use whatever you want for curses. I went with legalistic and clouded vision for flavor. 
Revelation: Misfortune
Level 7 Feat: Extra Revelation (Temporal Celerity)
Ahhh misfortune. Add the monsters to the reroll pool, as you deja-fu them in the face.
Level 8: Cleric 1 (Devout Pilgrim)
Domains: Chaos/Luck
Ahhhh, rerolls galore. You have a dual wielding crit fisher? He'll love you, and spending your standard action giving him a free re-roll for every attack from anywhere on the table? You're the darling. Does your caster really want that monster to fail the save or suck spell AND botch every attack? Run up and deal out some rewinding of time with chaos. 10 times per day = win.
Level 9: Ninja 1
You had better have bought a ki ring by now! 
Level 9 Feat: Fortunate 1
Boooooooooring Level. Another use of halfling luck so we can eventually get the juicy time edge that is adaptive fortune. This level is a set up for:
Level 10: Ninja 2
Ninja Trick: Forgotten Trick
The clincher level. Give you allies a combat feat, give them a style feat, give them invisibility, give them mirror image, give them extra attacks and a dozen other goodies. You are GOD to your allies at this level.
The rest of the levels are fairly self explanatory from the above. Get levels in monk till 20, grab restoration at 15 and battlemind link around 16 and link up two spell casters and two meleers and go to town with true strikes and touch of luck/chaos.
Let me know your thoughts!
 
	
 
     
     
    