| Marthkus |
Dragon Style and Ferocity ARE fantastic.
Speaking from experience, Roar is meh at best, though very cool. I asked to retrain it because it was almost never useful and when it was it wasn't very.
It fills the Great-Cleave role for me. And is a martial AOE. Not as useful as it could be BUTTT!!! You can do it after a move and it goes after will-saves instead of fort (like stunning fist).
Hmmm I'm liking this more and more.
| Rynjin |
I had Elemental Fist but didn't have Shaitan Style to go with it.
Still, there have been very few places where I could use a 15 ft. cone and hit more than two targets, and those were all undead anyway so Shaken is kinda lol anyway.
Maybe I should get it back, I dunno. I just had a fairly bad experience with it being mostly useless.
| Marthkus |
I had Elemental Fist but didn't have Shaitan Style to go with it.
Still, there have been very few places where I could use a 15 ft. cone and hit more than two targets, and those were all undead anyway so Shaken is kinda lol anyway.
Maybe I should get it back, I dunno. I just had a fairly bad experience with it being mostly useless.
Speaking of feats, do you know of any that add bonuses to an attack at the end of a charge?
| Rynjin |
Speaking of feats, do you know of any that add bonuses to an attack at the end of a charge?
There was one in 3.5 I believe (specifically meant for Monks, it had lessened prereqs for Monks I think), but not in Pathfinder that I know of.
And I think it was 3rd Party too.
Also, the MoMS giving up Flurry IS a bit of a hit to straight damage, yeah. I have mine set up (with a Brawler dip) to deal solid damage with a single hit (+18 to-hit/+25 damage on 1st, +13/+22 on second) and it depresses me that my DPR is only around 30-ish.
Though that doesn't factor in possible extra hits from Snake Fang (up to 3) and Panther Style (up to 4) at +16/+25, which'd probably situationally bring it up higher.
Still it's hella FUN.
Though in my rebuild I'm considering giving up Panther Style for Hamatula Strike because impaling people on my arm sounds sweet.
Just not sure if it'd be a trap coming in at level 9. If I went Monk 5/Brawler 4 instead of 6/3 I could get Greater Grapple and Hamatula Grasp in there too pretty easily which sounds like it may or may not be better.
Would that raise or drop DPR, I wonder? What's the average CMD at level 9+?
| gnomersy |
Marthkus wrote:Speaking of feats, do you know of any that add bonuses to an attack at the end of a charge?There was one in 3.5 I believe (specifically meant for Monks, it had lessened prereqs for Monks I think), but not in Pathfinder that I know of.
And I think it was 3rd Party too.
Also, the MoMS giving up Flurry IS a bit of a hit to straight damage, yeah. I have mine set up (with a Brawler dip) to deal solid damage with a single hit (+18 to-hit/+25 damage on 1st, +13/+22 on second) and it depresses me that my DPR is only around 30-ish.
Though that doesn't factor in possible extra hits from Snake Fang (up to 3) and Panther Style (up to 4) at +16/+25, which'd probably situationally bring it up higher.
Still it's hella FUN.
Though in my rebuild I'm considering giving up Panther Style for Hamatula Strike because impaling people on my arm sounds sweet.
Just not sure if it'd be a trap coming in at level 9. If I went Monk 5/Brawler 4 instead of 6/3 I could get Greater Grapple and Hamatula Grasp in there too pretty easily which sounds like it may or may not be better.
Would that raise or drop DPR, I wonder? What's the average CMD at level 9+?
For monsters or Class leveled humanoids? I've generally found that any melee style character I'm playing tends to be somewhere between 26 and 30 at around those levels.
| MrSin |
3.5 you could get a plus 10 to jump with 2 skill points. Leaping dragon style from TOB made your jumping even better. If your group used either of those you were set. Had to know how to make your jumps great to use leap attack or tiger maneuvers. These options have since been removed and I can't find anything like them in pathfinder except possibly a few specific class features.
Durngrun Stonebreaker wrote:Dragon Roar with MoMS with Elemental Fist and corresponding style stack nicely. Plus shaken.If MoMS didn't give up flurry I would like it WAY MORE.
It's hard for me to see how monks can keep up without flurry.
Most MoMS I see don't keep up with flurry. Or at least not with the martials. They do however have some amazing defences and are capable of being crazy turtles or some cool combos. Attacking foes while handing out AoO's while keeping up a good defence and spreading a bleed or such for instance. They still have 3/4 BAB and have trouble hitting, and full attacking isn't always the best. Edit: that still doesn't add up to full BAB classes though...
I said earlier it can be a good dip though. 1 MoMS with a duelist of some sort for instance opens up a good number of style feats and full BAB and free hand synergy is great for meeting prereqs and ensuring you do good yourself.
| wraithstrike |
I love monks and never actually cared for flurry. I love monks for their mobility so I rarely stand and fight. I'm horrified at people giving up high jump! Monk level as bonus, +20 with Ki on top of +4 for every 10ft of fast movement. Hip Hop Horay! As the kids say.
How often does being able to jump high come up as being useful in your games. In most people's games that I know or have known it almost never comes up. It almost comes up less than slow fall would.
| Rynjin |
For monsters or Class leveled humanoids? I've generally found that any melee style character I'm playing tends to be somewhere between 26 and 30 at around those levels.
Jegus. I'd only be pulling at max a 19 with Improved AND Greater Grapple.
Wait, actually, since I'd be using Hamatula Strike would that mean my weapon boosts would help? Like Weapon Focus: Unarmed, my AoMF, the Brawling property, Close Combatant (Weapon Training for Brawler) etc.
In that case I could pull a solid 24.
| Marthkus |
Durngrun Stonebreaker wrote:I love monks and never actually cared for flurry. I love monks for their mobility so I rarely stand and fight. I'm horrified at people giving up high jump! Monk level as bonus, +20 with Ki on top of +4 for every 10ft of fast movement. Hip Hop Horay! As the kids say.How often does being able to jump high come up as being useful in your games. In most people's games that I know or have known it almost never comes up. It almost comes up less than slow fall would.
My monk jumps every combat or over foes (because why not?). When the party is sneaking around, I stealth tumble jump so can move at fullspeed without getting ahead of the party.
Jumping is FUN!
| Durngrun Stonebreaker |
Durngrun Stonebreaker wrote:I love monks and never actually cared for flurry. I love monks for their mobility so I rarely stand and fight. I'm horrified at people giving up high jump! Monk level as bonus, +20 with Ki on top of +4 for every 10ft of fast movement. Hip Hop Horay! As the kids say.How often does being able to jump high come up as being useful in your games. In most people's games that I know or have known it almost never comes up. It almost comes up less than slow fall would.
In my games, fairly often (although I think my games may be different from what I generally read on here). My Dwarven MoMS used his Dragon Monkey Style with the Death From Above feat pretty much every combat, I've used it to get into second story windows, over city walls, etc.. Sure you could use climb but a single jump is so much cooler.
| Nicos |
gnomersy wrote:
For monsters or Class leveled humanoids? I've generally found that any melee style character I'm playing tends to be somewhere between 26 and 30 at around those levels.Jegus. I'd only be pulling at max a 19 with Improved AND Greater Grapple.
Wait, actually, since I'd be using Hamatula Strike would that mean my weapon boosts would help? Like Weapon Focus: Unarmed, my AoMF, the Brawling property, Close Combatant (Weapon Training for Brawler) etc.
In that case I could pull a solid 24.
It is not that clear form the FAQ about maneuvers and weapons but in my opinion the RAI is that everytime you use a weapon for a maneuver you can add the bonus you listed.
For example normally you do not add those bonus to bull rush but if you are using shield slam and you have weapon focus (heavy shield) then you add that +1.
| Marthkus |
Maybe I was too quick to judge MoMS. Depending on the styles you take it could be very useful. It's not a build where you EVER want to full attack, but the host of defensive abilities with condition adding pseudo spell "punches"
Hmmm it's very unique and goes about combat in a completely different way than a traditional martial.
Too get the most out of the class you want to get atleast 5 styles. Hmmmm idk if the monk has enough feats to grab enough styles and take certain basic feats (like combat reflexes).
A human monk would have 17 feats in total. I wouldn't grab power-attack... Wait a minute... The PA bonus to damage works with the monk "attacks" like dragon roar. That's a fair bit of extra damage (even with 3/4 BAB)
| gnomersy |
So, how many archetypes have been proven to be "OK"?? it would be very nice If there is a way to make a good use of 50% of them.
Well the thing is we've proven you can make an OK monk using the core setup which is good albeit we've proven OK not great but that's besides the fact.
The issue here is which archetypes give you something actually desirable instead of trading a bunch of crap features like slow fall for equally or more crap features.
To that end Qinggong is probably the best archetype, in that nobody should ever not tack it on in addition to whatever else they have to trade off some of the dross for a shiny ability to cast barkskin.
In addition to that drunken master gives us infinite ki that's not too bad to have.
Martial Artist gets some decent stuff and frees up alignment so you don't have to be lawful boring.
Maneuver Master is okay in an all humanoid game I guess, likewise with Tetori(although this one is better in general).
Zen Archer and Sohei, and maybe Weapon Adept are good but don't look like/feel like Monks for some people.
| Marthkus |
Marthkus wrote:
I'm saying you can't compare the barbar and monk.The monk does not have pounce.
In another few levels, the monk will have access to something better than pounce.
Dimensional Dervish.
Not only can he teleport and full attack, he can flank with himself while doing so.
Yeah I'm sure he can do that in every round of combat for the day.
| Rynjin |
Marthkus wrote:
I'm saying you can't compare the barbar and monk.The monk does not have pounce.
In another few levels, the monk will have access to something better than pounce.
Dimensional Dervish.
Not only can he teleport and full attack, he can flank with himself while doing so.
But the earliest he would EVER be able to do that is level 17.
And he could still only do it a few times a day.
| Nicos |
Artanthos wrote:Marthkus wrote:
I'm saying you can't compare the barbar and monk.The monk does not have pounce.
In another few levels, the monk will have access to something better than pounce.
Dimensional Dervish.
Not only can he teleport and full attack, he can flank with himself while doing so.
But the earliest he would EVER be able to do that is level 17.
And he could still only do it a few times a day.
An it is a long feat chain.
Mikaze
|
Mikaze wrote:Artanthos wrote:My initial position was that monks were viable but required significant system mastery to use effectively. I stand by that position.Why must it remain that way?
Why shouldn't it be easier for people to intuitively build the monk that lives up to what they envision?
Some people enjoy complicated class designed. Others, not so much.
Pathfinder has both, which I consider to a good thing.
I'd consider locking something as archetypical as martial artists away is very much a bad thing.
Again, it would not hurt anyone if the monk was more intuitive.
| Marthkus |
Artanthos wrote:Mikaze wrote:Artanthos wrote:My initial position was that monks were viable but required significant system mastery to use effectively. I stand by that position.Why must it remain that way?
Why shouldn't it be easier for people to intuitively build the monk that lives up to what they envision?
Some people enjoy complicated class designed. Others, not so much.
Pathfinder has both, which I consider to a good thing.
I'd consider locking something as archetypical as martial artists away is very much a bad thing.
Again, it would not hurt anyone if the monk was more intuitive.
Yeah but it wasn't when first written. An archetype can fix that. The core class won't be re-written until Pathfinder 2.0 (Which will probably never happen, since changing editions turned out to be a bad business plan for WotC)
Mikaze
|
Mikaze wrote:
Just giving up on playing a monk that feels right is not effort.I did put effort into my monk. It was still an exercise in misery.
1. Lorekeeper hit your goalposts.
2. Many, if not most, classes need some level of system mastery to be "successful"
1. It dumps CHA and still has bling issues(unfortunately that's a game-wide problem that hits everyone). I am however looking at his two DEX monks to see what I can use.
2. And monks need a disproportionate level of system mastery.
Yeah but it wasn't when first written. An archetype can fix that. The core class won't be re-written until Pathfinder 2.0 (Which will probably never happen, since changing editions turned out to be a bad business plan for WotC)
I don't know. I think I'm okay with backwards compatibility getting Old Yeller'd, at least in the case of the monk. But that will likely be some time away.
goes back to backwards engineering the Grove Guardian
| LoreKeeper |
| 1 person marked this as a favorite. |
A couple of notes on optimization for non-flurry monks:
If you're archetype gives up flurry, then there's not much else to force the monk to go without armor. If you're willing to give up Wisdom AC and fast movement, then you can instead equip light armor - specifically a +X brawling mithril chainshirt. The +2 to hit and damage to unarmed attacks go a long way to compensate for the "lost" BAB from monk flurry vs 3/4 BAB.
The sensei archetype is, in my opinion, one of the strongest archetypes in the game. It is not for martial combative characters (though the Wisdom focus means you can really work that Stunning Fist and get much higher than normal DCs) - which also means that the sensei is a great target for taking Spring Attack. It plays more like a combat-focused bard. Other than the "inspire courage" the sensei can do, from level 6 he can use his ki to give benefits to everybody - you think the barkskin ki power is cool? Wait til the entire party gets it via the sensei (this also frees up buying amulet of natural armor for the party - so money win too). But this extends to all ki powers - in fact, if you have 2 levels of ninja and get yourself "forgotten trick", the sensei can do a *lot* of strange things with his ability to apply ki powers to others. Like giving an ally in a pit spider climb. Or giving any combat feat that the recipient qualifies for to an ally).
A level 12 sensei goes even further: he applies the chosen ki power to all allies within 30 ft (includes himself) without increasing the cost. Having the entire party get +4 dodge AC, or an extra attack (that stacks with haste). Or use wholeness of body to "channel" healing onto all allies. Or dimension door all allies within 30ft to the BBEG (passed all the defenses) - or to safety.
So what about all the ki that is necessary? A ring of ki mastery goes a really long way for a sensei. Since he's generally not super combat focused, he's got spare feats for Extra Ki. He should probably take the human extra-ki favored class bonus. And as written, the ki mystic archetype pretty much doubles the character's ki pool (by granting an additional ki pool, the archetype doesn't replace the original monk ki pool).
| Tarantula |
Mikiko
human qinggong monk 10I've decided I'd try to do a build in a completely different direction. Mikiko is focused on the extremes of dex-based damage. She uses the qinggong archetype, as I think the core monk's position is established well enough now - and for all intents and purposes any monk build that can get the barkskin ki power should do so. Mikiko is all about hitting enemies when they miss her. She has a fairly brutal flurry to draw attention to herself, but her AOOs are every bit as strong as her primary flurry attacks.
Why did you not account for reach on any enemy that has it? For all with reach, after their first attack that misses (where you hit them back) they would realize "huh, I need to attack from outside this guy's reach" and 5' step back before laying waste to you. How do the numbers compare that way?
Also, what about the flyers? How are you getting them into melee range?
To note, all of those monsters, have reach or flying, with the exception of the guardian naga and rakshasa, both of which are casters, and as you said, would not stand up and slugfest with you.
This is pretty much the same as saying "Well, I can defeat the tarrasque, as long as he just lets me keep swinging until he goes limp."
| LoreKeeper |
LoreKeeper wrote:Mikiko
human qinggong monk 10I've decided I'd try to do a build in a completely different direction. Mikiko is focused on the extremes of dex-based damage. She uses the qinggong archetype, as I think the core monk's position is established well enough now - and for all intents and purposes any monk build that can get the barkskin ki power should do so. Mikiko is all about hitting enemies when they miss her. She has a fairly brutal flurry to draw attention to herself, but her AOOs are every bit as strong as her primary flurry attacks.
Why did you not account for reach on any enemy that has it? For all with reach, after their first attack that misses (where you hit them back) they would realize "huh, I need to attack from outside this guy's reach" and 5' step back before laying waste to you. How do the numbers compare that way?
Also, what about the flyers? How are you getting them into melee range?
Not accounted for at all, likewise for any of the spells and special abilities that couldn't readily be incorporated into the statistical analysis. The demo fights are just about showcasing the ability of the monk to do raw damage - much like the vaunted fighter, ranger, paladin and barbarian. A measure for a front-liner is whether he/she can handle 25% of a CR-appropriate foe in 1 round - Mikiko manages that and exceeds that admirably.
However, I didn't give the monk the benefit of knowing who she'd be fighting (if she accepts a quest to fight a dragon, it would be reasonable for her to pick up a couple of potions of flying, etc). Likewise, she doesn't get any help against the DR 10 (or DR 15) that she cannot overcome in the sample fights, she just powers through it. So simulations willing to go into such depths should consider how often a prepared character could bypass DR.
Real fights in actual campaigns are typically considerably more complex, and feature a whole party, and a whole lot of upfront knowledge. They also relatively rarely feature fights with a single big monster - typically it is a host of enemies with many class levels.
Finally, as I mentioned before, Mikiko can be played with the extremes she is built with (she's not a purely theoretical construct in the sense that she cannot survive outside the simulation), but I - for one - would tone down the extreme offensive for a more balanced defense. The monk will still do sufficiently well in combat, but gain great saves and even better AC that way.
| Tarantula |
Not accounted for at all, likewise for any of the spells and special abilities that couldn't readily be incorporated into the statistical analysis. The demo fights are just about showcasing the ability of the monk to do raw damage - much like the vaunted fighter, ranger, paladin and barbarian. A measure for a front-liner is whether he/she can handle 25% of a CR-appropriate foe in 1 round - Mikiko manages that and exceeds that admirably.
However, I didn't give the monk the benefit of knowing who she'd be fighting (if she accepts a quest to fight a dragon, it would be reasonable for her to pick up a couple of potions of flying, etc). Likewise, she doesn't get any help against the DR 10 (or DR 15) that she cannot overcome in the sample fights, she just powers through it. So simulations willing to go into such depths should consider how often a prepared character could bypass DR.
Real fights in actual campaigns are typically considerably more complex, and feature a whole party, and a whole lot of upfront knowledge....
My point is your "extreme" offense requires being able to keep the enemy in your threatened range while they attack you. You have no way of doing this, so all creatures with reach can 5' step and full attack, removing your snake fang damage. How do the numbers run with that extremely basic concept used?
| LoreKeeper |
My point is your "extreme" offense requires being able to keep the enemy in your threatened range while they attack you. You have no way of doing this, so all creatures with reach can 5' step and full attack, removing your snake fang damage. How do the numbers run with that extremely basic concept used?
5ft-ing isn't always possible (difficult terrain, wall behind monster, etc), but yes often it applies. The numbers are already there - just ignore the part about Snake Fang damage. (The maths is straight forward given the numbers provided.)
While you're at it, have Mikiko be smarter about using ki for AC - some enemies have so low attacks that the ki dodge doesn't make a difference (I didn't account for that either) - so use that for ki attacks instead during the flurry (add 25% more damage to the flurries).
Anyway. There are plenty of ways to counter reach. A 50gp potion of Enlarge Person for example. Or the feat Step Up. Or fog (5ft vision).
| strayshift |
I have been following this thread with a degree of fascination (I genuinely would like monks to be viable) but I still think the basic monk is just too weak. Some of the archetypes are viable, bordering on quite good and as a dipping class it is attractive, but ultimately I still see very little to recommend the basic crb monk.
| wraithstrike |
Marthkus wrote:
I'm saying you can't compare the barbar and monk.The monk does not have pounce.
In another few levels, the monk will have access to something better than pounce.
Dimensional Dervish.
Not only can he teleport and full attack, he can flank with himself while doing so.
That requires dimensional savant, not dimensional dervish, and it is 4 feats deep. It not something any of the monk builds presented will have"soon" since none of them even picked up the first feat in the chain.
| Rynjin |
That requires dimensional savant, not dimensional dervish, and it is 4 feats deep. It not something any of the monk builds presented will have"soon" since none of them even picked up the first feat in the chain.
Oh, I stand corrected. It's not something any Monk can do any earlier than level 19.
ciretose
|
Durngrun Stonebreaker wrote:I love monks and never actually cared for flurry. I love monks for their mobility so I rarely stand and fight. I'm horrified at people giving up high jump! Monk level as bonus, +20 with Ki on top of +4 for every 10ft of fast movement. Hip Hop Horay! As the kids say.How often does being able to jump high come up as being useful in your games. In most people's games that I know or have known it almost never comes up. It almost comes up less than slow fall would.
I generally give it up, as at the point you get it, it makes more sense to carry a spare fly potion or something like that rather than be locked into an ability that is less useful over time. Scorching ray, Ki Arrow, Deny Death and True Strike are far more useful after 5th level, for example, each having it's own appeal depending on build.
| Kimera757 |
So, how many archetypes have been proven to be "OK"?? it would be very nice If there is a way to make a good use of 50% of them.
For this thread, none.
A zen archer versus an invulnerable rager comparison (as an example) doesn't prove anything. The first is hardly a monk, and the second has a completely different role from the first.
| wraithstrike |
Nicos wrote:So, how many archetypes have been proven to be "OK"?? it would be very nice If there is a way to make a good use of 50% of them.For this thread, none.
A zen archer versus an invulnerable rager comparison (as an example) doesn't prove anything. The first is hardly a monk, and the second has a completely different role from the first.
Sohei, Zen Archer, Quinqong(spelled wrong), are the three I can see doing ok without multiclassing.
If you multiclass the master of many styles can do well.
The core monk is starting to look like it will be ok, but we won't know unless it gets tested in the other thread. Of course some will say it takes too much effort, but there is not much that can be done about that. At least we have something to present to players in our games so they don't suffer for wanting to play an unarmed monk any more.
edit:Now if you want an unarmed combatant the zen archer is out, so it really depends on what you want your monk to do.
ciretose
|
Ugh...I was looking at things to change before the proving ground and I am right at WBL...I hate when that happens.
Monk Robe is kind of a trap at this level, but without the extra 2 damage per attack I am below the DPR goal post.
At the same time, with that 13k I can upgrade the bracers to +2 for 3k to make up for the lost AC, get the +2 cloak back for 4 K and have 6 k left for things like Enlarged, Fly and Dex potions.
Thoughts before I finalize?
EDIT: Looking at the Snakeskin Tunic. +1 to AC, +1 to Dex (so functionally +2 to AC) the poison part is useless, but that would leave me with 5 k for potions...so many choices...this is why I love the game...
ciretose
|
Ciretose that goal post DPR was a number I happened to choose. The important thing is that you are viable in combat. You don't have to keep that number. If you can drop to a lower DPR, but the monster can't just ignore you then do so.
Oh I know. I'm just having fun with the swapping. The choices are one of the most fun parts of the game.
I also don't want to potion cheese (although I generally do so when I am playing a monk...)
Artanthos
|
So, how many archetypes have been proven to be "OK"?? it would be very nice If there is a way to make a good use of 50% of them.
Any archetype that retains flurry can be built along the same lines as what we have done.
Some archetypes, such as weapon adept, will have slightly higher DPR at least up to level 10.
| Dabbler |
By-the-way dragon style is fantastic. Why were people not hyping this up more?
Because Dragon Style is only good for a monk with a high strength score, and not everyone wants to play a monk that is a massive pile of muscle as opposed to the small, quick, wise ascetic that is actually the meme the monk class is taken to represent.
Snake Style is my favourite for the more dex-based monk.
I love monks and never actually cared for flurry. I love monks for their mobility so I rarely stand and fight. I'm horrified at people giving up high jump! Monk level as bonus, +20 with Ki on top of +4 for every 10ft of fast movement. Hip Hop Horay! As the kids say.
Well that +20 bonus means only +5' of altitude you can jump. When your enemy is hovering 30' above your head you need a jump roll of 120 in order to reach them, which is a bit of a pain even for a monk.
So, how many archetypes have been proven to be "OK"?? it would be very nice If there is a way to make a good use of 50% of them.
Not many. If you accept that a monk with horrible AC without buffing is acceptable, you can make a half-way decent DPR monk with a doctorate in system mastery. On the flip side you can do that as a novice with a fighter or barbarian or paladin, and with the same system mastery they could be awesome, so I really don't see what it proves save that, as originally postulated, the monk class has problems and is fundamentally weak.
The ones everybody agrees are a big improvement are zen archer, sohei, tettori, and qingong so far as I am aware. However, two are not really 'monks' as they are envisaged, and another is grappler-focused only, while the qingong's main advantage is it avoids bad weaknesses in the core monk. Sensei is decent, but is more of a spell-less bard.
Yeah but it wasn't when first written. An archetype can fix that. The core class won't be re-written until Pathfinder 2.0 (Which will probably never happen, since changing editions turned out to be a bad business plan for WotC)
The devs have tweaked the core monk recently and have indicated that if the tweaks do not go far enough they will add more changes that do not require a complete class overhaul. I've run with this idea in this thread with some suggestions that don't appreciably change the word count in the CRB or nerf existing builds.
| The_Big_Dog |
I have taken the Flaming Fist monk and changed him up a little bit to be more in line with the goals of the exercise. Before, his usual AC was in the 30's and his DPR in the 70's and 80's. I have changed him with the AC and damage goals as listed below, as well as giving him some good stealth and scout utility. I also changed him to a frosty fist monk.
The goal in building a good unarmed monk is finding a use for your hands. For this build, I have used wands to make use of the character's hands. Since he can always carry a wand with him to start combat with without having to switch it out for a weapon, this gives him an advantage.
Character's need magic at higher levels to keep up, so we make our body a weapon with permanent magic. The Amulet of Mighty Fists is just gravy on top for a monk.
I set the DPR against a Fire Giant, AC 24 and Fort +14.
With Crane Style (This is most of the time, since it adds so much to the monk's defenses:
Flurry of Blows DPR 71.82
Flurry of Blows + Stunning Fist DPR 80.332
Flurry + Medusa + Ki Strike DPR 101.612
Crane Riposte DPR 21.28
If he lowers his defenses and doesn't use Crane Style, these increase to:
Flurry of Blows DPR 77.14
Flurry of Blows + Stunning Fist DPR 86.74925
Flurry + Medusa + Ki Strike DPR 109.35925
Crane Riposte DPR 22.61
Fire Giants DPR against the monk:
Charge Attack DPR (No Riposte) 22.4
Full Attack DPR 37.8675
Crane Riposte Full Attack DPR 25.245
Here is the build:
Monk 10, servant of the Frosty Fist
"I serve Ice Cream Cones!"
LN Large Humanoid (Human)
Init +4; Perception +17
-------------------
Defense
-------------------
HP 88.5 (9d8 + 8 + 20 + 10 + 10)
Stats assume fighting with Crane Style
AC 27 (+2 Dex, +6 Monk AC Bonus, +4 Armor, +1 Deflection, +1 Dodge -1 Size, +4 fighting defensively)
Flatfooted 20 (+6 Monk AC Bonus, +4 Armor, +1 Deflection -1 Size)
Touch 23 (+2 Dex, +6 Monk AC Bonus, +1 Deflection, +1 Dodge -1 Size, +4 fighting defensively)
CMD 31 (10 Base +7 BAB + 5 Str + +2 Dex + 1 Size +6 Monk AC Bonus)
Defensive abilities - Crane Style, Crane Wing, Crane Riposte
Saves
Fort +11 (+7 Base + 3 Con + 1 Resistance)
Ref +10 (+7 Base + 2 Dex + 1 Resistance)
Will +12 (+7 Base + 4 Wis + 1 Resistance) +2 versus enchantment
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Offense
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Speed 60 ft.
Fly 60ft. (5 min/3 per day)
Base Flurry +8/+8/+3/+3
CMB +22 (+5 enhancement +10 Level, +5 Strength, +1 Size, +1 Weapon Focus), Grapple +24
Melee Unarmed Strike +20 (+7 BAB + 5 Strength + 5 Enhancement + 1 Weapon Focus - 1 Size +3 Luck) 3d6 + 13 + 1d6 Cold
Flurry +21/+21/+16/+16 w/ki (+21/+21/+21/+16/+16) 2d8 + 13 + 1d6 Cold
Fighting Style - Crane Style
Crane Style + Crane Wing (Must have one hand free for Crane Wing) + Crane Riposte
Fighting defensively -1 attack +4 AC
Flurry +20/+20/+15/+15 w/ki (+20/+20/+20/+15/+15) 2d8 + 13 + 1d6 Cold
------------------
Statistics
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Str 20(14 base +2 Size, +2 enhancement, +2 level), Dex 14 (14 base +2 enhancement - 2 size), Con 16(14 base +2 enhancement), Wis 18(14 base +2 Racial, +2 enhancement), Int 10, Cha 10
Base Atk +6; CMB +13; CMD +30
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Special Abilities
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Flurry of Blows
Fast Movement +20
+5 Unarmed Strike (Large) 3d6 +10 +1d6 Cold
Stunning Fist DC 19, 10 per day.
Evasion
Improved Evasion
Maneuver Training
Ki Pool: 9 (approximately 2 per combat)
Slow Fall 50 ft.
Still Mind
Purity of Body
Wholeness of Body
Medusa's Wrath
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Traits
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Dangerously Curious (+1 Racial bonus to UMD and treat as class skill)
Reactionary (+2 initiative)
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Feats
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Human Bonus - Skill Focus (Use Magic Device)
Monk Bonus Level 1 - Dodge
Level 1 - Crane Style
Level 3 - Toughness
Monk Bonus Level 6 - Improved Grapple
Level 5 - Weapon Focus (Unarmed Strike)
Level 7 - Crane Wing
Level 9 - Crane Riposte
Monk Bonus Level 10 - Medusa's Wrath
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Skills (Choose 5)
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Use Magic Device +20 (10 Ranks + 1 Racial + 3 Class +6 Feat)
Perception +17 (10 Ranks + 3 Class + 4 Wisdom)
Stealth +15(+35 with Invisibility) (10 Ranks + 3 Class + 2 Dexterity)
Acrobatics +15 (10 Ranks + 3 Class + 2 Dexterity)
Jump +37 (10 Ranks + 3 Class + 2 Dexterity + 10 Monk + 12 Speed)
Swim +13 (5 Ranks + 3 Class + 5 Strength)
Climb +13 (5 Ranks + 3 Class + 5 Strength)
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Equipment
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Wealth = 62000gp
Magical Equipment = 60,400gp
Spellcasting services for Permanent Greater Magic Fang (+5)(CL 20) = 7500gp in material components + 600 + 550 = 8650
Spellcasting services for Permanent Enlarge Person (CL 20) = 2500gp in material components + 200 + 550 = 3250
Wand of Shield = 750
Wand of Mage Armor = 750
Wand of Cure Light Wounds = 750
Wand of Divine Favor CL 9 = 6,750 (+3/+3)
Wand of Invisibility CL 3 = 4,500
Winged Boots = 16,000
Ring of Protection + 1 = 2000
Headband of Wisdom + 2 = 4000
Belt of Physical Might + 2 = 10000
Amulet of Mighty Fists + 1 (Frost) = 2000
Cloak of Resistance +1 = 1000
Leaving 1600 GP to spend on normal adventuring items, including weapons for a ranged attack.
20 Large Shurikens = 8gp (1d3 + 8 Damage)
20 Large Cold Iron Shurikens Cold Iron = 16gp (1d3 + 8 Damage)
20 Large Alchemical Silver Shurikens = 24gp (1d3-1 + 8 Damage)
Grappling Hook
Rope
On strategy:
There have been many posts comparing the monk to barbarian. The monk's fighting style is not the same as a barbarian. He does not use pounce to charge in at the enemy. Instead, he uses his first round to move into a position of annoyance for the enemy, blocking charges from his strongest enemies to his allies. He moves at 60 feet, as long as most charges, and casts divine favor on himself, giving him +3 on attack and damage rolls.
If he is aware of the approaching combat, he will pull out his wand of Shield, and pre-cast it as well as pre-casting divine favor and negating all damage in the first charge against him. Upon ambush or other unfortunate scenario, he will likely use a Ki point to cover for a missing defensive buff until he can get it activated.
Against flying enemies, he activates his winged boots and takes to the air with them, performing as normal.
Out of combat he performs healing as needed and acts as a scout with a +15 or +35 after using his wand of invisibility. He can also carry and operate any party magic items the party feels necessary between combats.
ciretose
|
ciretose wrote:Deliquescent gloves...8k gives me 1d6 acid damage, so there we go, that covers the lost damage. 3k to upgrade bracers back to +2, 1k for a +1 cloak and that leaves me 1k for potions.
1 Enlarge (250)
1 Fly (250)Thoughts? suggestions?
Maybe invisibility.
I can't really afford it unless I give up something else, so I'll just stick with what I have.
| Lemmy |
Just an update of my previous Ranger builds... This time using the appropriate WBL.
Male Half-Orc Ranger 10
LN Medium Humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +18
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Defense
--------------------
AC 26, touch 14, flat-footed 23 (+8 armor, +4 shield, +3 Dex, +1 deflection)
hp 89 (10d10+30)
Fort +14 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +14, Will +10
Defensive Abilities evasion
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Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +16/+11 (1d4+6/x2) and
. . Unarmed strike +20/+15 (1d3+9/19-20/x2)
Ranged +1 Composite longbow (Str +6) +15/+10 (1d8+7/19-20/x3)
Special Attacks favored enemies (evil outsiders +2, monstrous humanoids +2, undead +6)
Ranger Spells Prepared (CL 9):
2 (2/day) Barkskin (x2)
1 (3/day) Longstrider, Resist Energy, Jump
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 16, Int 10, Wis 14, Cha 8
Base Atk +10; CMB +16 (+18 Grappling); CMD 30
Feats Double Slice, Endurance, Furious Focus, Improved Critical (Unarmed strike), Improved Two-weapon Fighting, Improved Unarmed Strike, Power Attack -3/+6, Two-weapon Fighting, Weapon Focus (Unarmed strike)
Traits Indomitable Faith, Magical Knack (Ranger)
Skills Acrobatics +13, Bluff -1 (+1 vs. monstrous humanoids, +1 vs. evil outsiders, +5 vs. undead), Climb +12, Intimidate +14, Knowledge (dungeoneering) +13 (+15 vs. monstrous humanoids, +15 vs. evil outsiders, +19 vs. undead), Knowledge (nature) +13 (+15 vs. monstrous humanoids, +15 vs. evil outsiders, +19 vs. undead), Perception +18 (+20 vs. monstrous humanoids, +20 vs. evil outsiders, +24 vs. undead, +22 while in forest terrain, +20 while in urban terrain), Sense Motive +2 (+4 vs. monstrous humanoids, +4 vs. evil outsiders, +8 vs. undead), Stealth +18 (+22 while in forest terrain, +20 while in urban terrain), Survival +13 (+15 vs. monstrous humanoids, +15 vs. evil outsiders, +19 vs. undead, +17 while in forest terrain, +15 while in urban terrain, +18 to track), Swim +12 (+16 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ brawling, combat styles (two-weapon combat), favored terrains (forest +4, urban +2), hunter's bonds (companions), swift tracker, track, wild empathy, woodland stride
Combat Gear Potion of enlarge person, Potion of fly, Potion of haste, Wand of cure light wounds; Other Gear +2 Brawling Mithral Breastplate, +2 Heavy wooden shield, +1 Composite longbow (Str +6), Amulet of mighty fists +1, Belt of physical perfection +2, Bracers of falcon's aim, Cloak of resistance +3, Headband of inspired wisdom +2, Ring of protection +1, Masterwork tool (Climb), Masterwork tool (Stealth), Masterwork tool (Swim), Weapon cord, 142 GP, 9 SP
--------------------
Special Abilities
--------------------
Brawling Unarmed strikes count as magic for bypassing DR.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Monstrous Humanoids).
Favored Enemy (Undead +6) (Ex) +6 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +4) (Ex) +4 to rolls vs Favored Terrain (Forest).
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Holy shit! This guy's AC jumped to 26 before casting Barkskin! Using the spell, he gets AC 30! That's higher than I expected!
His DPR against AC 24 is 34.5 (40.6 with Power Attack) or 85,05 against his main favored enemy.
Male Half-Orc Ranger 10
LN Medium Humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +15
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Defense
--------------------
AC 23, touch 14, flat-footed 20 (+9 armor, +3 Dex, +1 deflection)
hp 79 (10d10+20)
Fort +13 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +14, Will +10
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 Silversheen Cestus +17/+12 (1d4+8/17-20/x2) and
. . +2 Silversheen Cestus +17/+12 (1d4+8/17-20/x2) and
. . Unarmed strike +16/+11 (1d3+6/x2)
Ranged +1 Composite longbow (Str +6) +14/+9 (1d8+7/x3)
Special Attacks favored enemies (evil outsiders +2, monstrous humanoids +2, undead +6)
Ranger Spells Prepared (CL 9):
2 (2/day) Barkskin (x2)
1 (3/day) Longstrider, Resist Energy (x2)
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 14, Int 10, Wis 14, Cha 8
Base Atk +10; CMB +16; CMD 30
Feats Double Slice, Endurance, Furious Focus, Improved Critical (Cestus), Improved Two-weapon Fighting, Improved Unarmed Strike, Power Attack -3/+6, Two-weapon Fighting, Weapon Focus (Cestus)
Traits Indomitable Faith, Magical Knack (Ranger)
Skills Acrobatics +13 (+9 jump), Bluff -1 (+1 vs. monstrous humanoids, +1 vs. evil outsiders, +5 vs. undead), Climb +12, Intimidate +14, Knowledge (dungeoneering) +13 (+15 vs. monstrous humanoids, +15 vs. evil outsiders, +19 vs. undead), Knowledge (nature) +13 (+15 vs. monstrous humanoids, +15 vs. evil outsiders, +19 vs. undead), Perception +15 (+17 vs. monstrous humanoids, +17 vs. evil outsiders, +21 vs. undead, +19 while in forest terrain, +17 while in urban terrain), Sense Motive +2 (+4 vs. monstrous humanoids, +4 vs. evil outsiders, +8 vs. undead), Stealth +18 (+22 while in forest terrain, +20 while in urban terrain), Survival +13 (+15 to avoid becoming lost, +15 vs. monstrous humanoids, +15 vs. evil outsiders, +19 vs. undead, +17 while in forest terrain, +15 while in urban terrain, +18 to track), Swim +12 (+16 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ combat styles (two-weapon combat), favored terrains (forest +4, urban +2), hunter's bonds (companions), swift tracker, track, wild empathy, woodland stride
Combat Gear Potion of enlarge person, Potion of fly, Potion of heroism, Wand of cure light wounds; Other Gear +3 Breastplate, +1 Composite longbow (Str +6), +2 Silversheen Cestus, +2 Silversheen Cestus, Belt of physical might (Str & Dex +2), Cloak of resistance +3, Headband of inspired wisdom +2, Ioun stone (clear spindle), Ring of protection +1, Wayfinder (1 @ 0 lbs), Masterwork tool (Climb), Masterwork tool (Stealth), Masterwork tool (Swim), Weapon cord, 139 GP, 9 SP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Monstrous Humanoids).
Favored Enemy (Undead +6) (Ex) +6 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +4) (Ex) +4 to rolls vs Favored Terrain (Forest).
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun stone (clear spindle) Sustains bearer without food or water.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
This guy's AC and damage went up a but, but nothing jaw-dropping. He also got a Wayfinder + Clear Spindle to boost his defenses against mind control.
Will saves is their only serious weakness, but it's a big one.