Advice on Monks and Flurry capabilities?


Advice


As a Monk who wishes to flurry as often as possible, what are my *best* options on keeping an opponent within 10feet or less?

I've been looking at Stand Still and Scorpion Style.... Are there any other options?

Grand Lodge

Well, Stunning Fist, Improved Grapple and Improved Trip can all help with that, as can Tanglefoot Bags.


Wow I actually forgot all about Trip(shame on me D:)... and those can be substituted for part of a Flurry too... perhaps between that and Stand Still... I can keep them nearby at all times.

Good combo?


I've always been a fan of tiger style myself. It'll boost your to hit (because your power attack penalty won't be on your to hit) and allow you to move half your speed towards someone you hit with an unarmed attack on the last turn as a swift action. So you can still flurry while moving at half monk speed.

Grand Lodge

Reach can also be useful in keeping opponents within Flurry range. Monk reach weapons, Enlarge Person and Marid Style can all help with that.


A proned opponent gives me a +2 advantage to attacks rolls as Melee correct?


I've been planning on stick to Enlarge whether through my wizard friend, wonderous item(juggernaut pauldrons), or some other item.


Thomas Long 175 wrote:
I've always been a fan of tiger style myself. It'll boost your to hit (because your power attack penalty won't be on your to hit) and allow you to move half your speed towards someone you hit with an unarmed attack on the last turn as a swift action. So you can still flurry while moving at half monk speed.

I agree, however I'm more a Dex/Wis build than anything. Weird I know.

Str: 12
Dex: 18
Con: 12
Int: 10
Wis: 18
Cha: 5

Vanaras race.

If I were a Str build I would probably go with that and power attack.. though that'd drop my AC even more which I would hate to risk.

Grand Lodge

Kazumetsa wrote:

A proned opponent gives me a +2 advantage to attacks rolls as Melee correct?

Technically a prone opponent takes a -4 penalty to AC against melee attacks.

Grand Lodge

Kazumetsa wrote:
Thomas Long 175 wrote:
I've always been a fan of tiger style myself. It'll boost your to hit (because your power attack penalty won't be on your to hit) and allow you to move half your speed towards someone you hit with an unarmed attack on the last turn as a swift action. So you can still flurry while moving at half monk speed.

I agree, however I'm more a Dex/Wis build than anything. Weird I know.

Str: 12
Dex: 18
Con: 12
Int: 10
Wis: 18
Cha: 5

Vanaras race.

If I were a Str build I would probably go with that and power attack.. though that'd drop my AC even more which I would hate to risk.

Assuming you are using Weapon Finesse you are going to take a -2 penalty to attacks when using Enlarge Person rather than the +0 net you usually get.


I do have Weapon Finesse! :D
I will always have a Kama and Sai on me strictly for the purposes of Disarming or Tripping so that in combination with WF I can base the CMB off of my Dex as opposed to Str.

Enlarge basically gives me -1 AC, +2 Str, Reach of 10ft, Large size(scaled weapon damage)and -1 on Attack rolls right?

and ohmygerd at Proned opponents. So that's a +4 on attacks for me(in a sense, you know what I mean)? It should be much easier to flurry with that.... >:)

Grand Lodge

Enlarge Person gives you Reach, a +2 bonus to Strength, a -2 penalty to Dex, a -1 size penalty to AC and a -1 size penalty to attack rolls. For a Strength based character the Strength bonus and attack penalty wash giving them an increased damage bonus, increased damage dice and Reach for only suffering a -2 penalty to AC. But with your build it would mean a -2 penalty to attacks as well.


Also, have a look at the Quick Runner's Shirt. Won't keep your opponents close, but it will give you a bit of extra mobility you can use to lay down a flurry when you might not otherwise be able.


MacGurcules wrote:
Also, have a look at the Quick Runner's Shirt. Won't keep your opponents close, but it will give you a bit of extra mobility you can use to lay down a flurry when you might not otherwise be able.

Will do!


trollbill wrote:
Enlarge Person gives you Reach, a +2 bonus to Strength, a -2 penalty to Dex, a -1 size penalty to AC and a -1 size penalty to attack rolls. For a Strength based character the Strength bonus and attack penalty wash giving them an increased damage bonus, increased damage dice and Reach for only suffering a -2 penalty to AC. But with your build it would mean a -2 penalty to attacks as well.

I guess I'll just have to suck it up. It'll be a -2 to Attack and AC that I'll just have to deal with. At least I'll have the Ac to spare so I can still avoid damage with boss-like status. For the damage I'll be doing(unarmed) with it as a monk, it'll be well worth it. If I ever get lucky enough to create or buy the juggernaut pauldrons though... at least I can change size on demand. For the way I have him set up I think this will do just fine...


If you get an amulet of many fists with the agile weapon enhancement that can help.


Grizzly the Archer wrote:
If you get an amulet of many fists with the agile weapon enhancement that can help.

Chances are I'll run into one at some point in the campaign. My DM has hinted at it SO many times :3 I won't get my hopes too high of course.

Can the Keen property be applied to the Amulet?

What all would having the Agil property do for me?


Kazumetsa wrote:
Grizzly the Archer wrote:
If you get an amulet of many fists with the agile weapon enhancement that can help.

Chances are I'll run into one at some point in the campaign. My DM has hinted at it SO many times :3 I won't get my hopes too high of course.

Can the Keen property be applied to the Amulet?

What all would having the Agil property do for me?

Agile lets you add your dex mod to damage instead of Str.


Gargs454 wrote:


Agile lets you add your dex mod to damage instead of Str.

Ooooooh. That's flipping sweet :3

I really don't know much about Enchantments and Special properties for weapons and armor and whatnot... it's all a little confusing to me. Is there any kind of fairly friendly guide on it somewhere?


Magic Items of all kinds


It is feat intensive but

Step up + following step + Lunge + (and posible if you like) ste up and strike


Another advantage of the amulet of mighty fists is that you do not need a +1 enhancement bonus to get magical properties on it. In comparison, a pair of +1 agile daggers is the same as two +2 daggers, while an Agile AoMF could just be the same price as the a pair of +1 daggers. (note that, yes, under current rules, it does cost twice as much as an equivalent weapon, which is not too bad for you since you use flurry, which is like TWF)

You can just rely upon casters for the enhancement bonuses from magical weapon/fang, and just put useful properties on your AoMF.

Keen only applies to Piercing or slashing weapons, so get snake, tiger, or boar style, and it should work.


Aaaahh. So I can get the Keen property on it, however Keen would only work when I chose to do Piercing whilst in Snake Style?

I'm glad my build happens to be centered around Snake Style :D

Level 3 Vanaras Qinggong Monk
Str: 12
Dex: 18
Con: 12
Int: 10
Wis: 18
Cha: 5

Level 1
Class Ability: Stunning Fist, Flurry of Blows, Improved Unarmed Strike
Feat: Toughness
Bonus Feat: Dodge
Level 2
Class Ability: Evasion
Feat: ---
Bonus Feat: Combat Reflexes
Level 3
Class Ability: Fast Movement, Maneuver Training, Still Mind
Feat: Weapon Finesse
Bonus Feat: ---
Level 4
Class Ability: Ki Pool(magic), True Strike
Feat: ---
Bonus Feat:-----
Level 5
Class Ability: Purity of Body
Feat: Improved Trip
Bonus Feat:-----
Level 6
Class Ability: Slow Fall 30, Ki Stand
Feat: ---
Bonus Feat: Mobility
Level 7
Class Ability:
Feat: Snake Style
Bonus Feat:-----
Level 8
Class Ability: Slow Fall 40, Share Memory
Feat: ---
Bonus Feat:-----
Level 9
Class Ability: Improved Evasion
Feat: Snake Sidewind
Bonus Feat:-----
Level 10
Class Ability: Ki Pool(lawful) Slow Fall 50, Ki Leech
Feat: ---
Bonus Feat: Improved Critical
Level 11
Class Ability: Diamond Body
Feat: Snake Fang
Bonus Feat:-----
Level 12
Class Ability: Abundant Step, Slow Fall 60
Feat: ---
Bonus Feat:-----
Level 13
Class Ability: Diamond Soul
Feat: Disorienting Maneuvers
Bonus Feat:-----
Level 14
Class Ability: Slow Fall 70
Feat: ---
Bonus Feat: Medusa’s Wrath
Level 15
Class Ability: Quivering Palm
Feat: Hammer the Gap
Bonus Feat:-----
Level 16
Class Ability: Ki Pool(adamantite), Slow Fall 80
Feat: ---
Bonus Feat:-----
Level 17
Class Ability: Timeless Body, Tongue of the Sun and Moon
Feat: Touch of Serenity
Bonus Feat:-----
Level 18
Class Ability: Slow Fall 90
Feat: ---
Bonus Feat: Deflect Arrows
Level 19
Class Ability: Empty Body
Feat:
Bonus Feat:-----
Level 20
Class Ability: Perfect Self, Slow Fall Infinite
Feat: ---
Bonus Feat:-----

Most desired Equipment:
• Amulet of Mighty Fists *****
• Monk’s Robe ****
• Belt of Incredible Dexterity ***
• Unfettered Shirt **
• Truesight Goggles **
• Boots of Speed ****
• Deliquescent Gloves **
• Halo of Menace ***
• Headband of Inspired Wisdom ***
• Juggernaut’s Pauldrons ****
• Bracers of Sworn Vengeance **


Tiger Pounce (Combat)
Your unarmed strikes are as precise as they are powerful, but they leave you open and you can pursue foes with blinding speed.

Prerequisites: Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.

Benefit: While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an unarmed strike or made a successful combat maneuver against on this turn or your last turn.

This will keep you flurrying if they move away. As a monk you start to move pretty fast.


Why don't you use a Meteor Hammer 2 handed instead of blowing a lot of feats?
Meteor hammer: 10 gp 1d6 1d8 ×2 — 10 lbs. B reach, trip UC

This weapon consists of one or two spherical weights attached by a 10-foot chain. You whirl the weights and wrap them around an opponent’s body.

Benefit: If you succeed at a trip attempt with a meteor hammer, you can drag your opponent 5 feet closer to you rather than knocking her prone.

You may use this weapon in two different ways:
•Meteor: In meteor mode you use it as a double weapon.
•Fortress: In fortress mode you cannot use it as a double weapon but gain reach and a +1 shield bonus to AC.

Switching between these two modes is a free action decided at the start of your turn.
I'd say use it for single attack and AoO since it gives you reach. Then you can flurry after you drag them towards you. They'll be grappled. plus you get an AC bonus and a bonus for using a 2 hand weapon on trips


Interestingly enough, if you use it as a double weapon, you can still use it two-handed, but now have only your natural reach. Hence, with a free action at the start of your turn, you can decide between 5 ft. or 10 ft. reach.

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