| modicasolis |
I'm having problems in the campaign I'm playing. Party consists of me (the Qinggong Flowing Monk), a ranged Inquisitor, a Pharasma Cleric, a Gunslinger, a Wizard, a drunken Barbarian, and a Rogue.
We're level 6, and I've built this Monk to be good at tripping and avoiding being hit with a crazy-high AC (it's around 26 with barely any buffs and the benefits of Crane Style/Defensive Fighting). This is my role--to tank. I don't do much damage at all, even with an 18 STR and a Monk's Robe and an Amulet of Mighty Fists +1. I'm sitting at 1d10+5, and that's if I even land a hit, which I don't do that often. I have more luck with my trips due to Improved Trip (and soon, Greater Trip).
I've got it built up with Vicious Stomp and Greater Trip (next level), which would potentially give me 5 attacks in a round on an enemy with a Flurry of Blows from my two attacks and two AoOs. The idea sounds good, in theory, but in practice I've found that trips are unreliable already and will only get more unreliable, it would seem, and I'm already kind of bored by it.
But I feel bored and useless with this. Because I don't do much damage, I feel like I don't contribute much. Because I lost Fast Movement, I'm not able to really lock down casters or ranged attackers the way I'd like. Tripping is fun, but it's all I do now.
I want to play a more active, complicated role. This is the first time in many years that I've played a melee class, which I'd avoided for this very reason; I get bored when I'm not playing a caster or a hybrid caster. Bard is my favorite class, which I would have played except there was already a Bard in the group (but he's quitting, apparently, so I shoulda just made one).
I'm frustrated. So I'm trying to figure out a way to make my Monk enjoyable. My DM might allow me to make a Bard just so that I'm having fun, but if there's a way to make Monk work better, that'd be best.
I've always preferred the role of being in control of combat, using buffs and debuffs and support abilities to enhance my allies and weaken my enemies. That's my favorite role in tabletop, in MMOs, in everything. The character that has a very dynamic role that responds to the enemy environment.
So when I first made him, I was focused on maneuvers, on grappling, disarming, tripping, the whole kit and kaboodle. But it seemed like I'd have to spread myself real thin and I wasn't sure how effective they would be. Manuever Master seems like it could introduce the variability that I'd like, but it's also crazy intensive, feats-wise, and that's its own headache.
It boils down to this: Find a way to resculpt my Monk and focus on maneuvers, which I really do enjoy using a LOT but the effectiveness of which is questionable and which still would keep me fairly weak damage-wise and in the same tank role; or hurt the story of the game and switch to Bard which is far and away my favorite class and which I already have an interesting build and character for but would leave the party without a tank-type character and with a bunch of squishies.
| Lumiere Dawnbringer |
monks aren't really amazing tanks to begin with either.
in fact, a lot of monsters probably ignored your monk. so a bard wouldn't be too different a scenario.
considering you got the following
an 18 strength
a monks robe
and a 26 AC
at 6th level
means that either, attribute generation is very generous
wealth is ludicrously high
or both
play a bard
you want
Int>Cha>Dex>Con> All else for a caster bard
for an archery or switch hitter bard you want
Dex>Str>Cha>Con>Int>Wis
For a melee bard you want
Str>Dex>Cha=Con>Int>Wis
for both combat bard types. you want power attack and deadly aim to improve your damage and both a Decent STR and a Decent DEX, the highest CHA you need ever, is a 16, and for both, i recommend at least a 14 CON before items.
For the Caster Bard, Your DCs are going to suck due to 2/3 progression, so you want to specialize in buffs, battlefield control, performance, and skills. which is why i rate INT Higher than CHA. your skills are unlimited use solutions, and buffs don't require saving throws, nor do crap like walls, fogs, and the like. in fact, avoid the save or sucks if you can.
| modicasolis |
We didn't use point buy.
I started with 18 STR/16 DEX/13 CON/13 INT/16 WIS/11 CHA
The Monk's Robe and AoMF were part of a major quest arc that we finished.
In most situations, I wasn't ignored. I locked up one of the major enemies who started attacking me because of that tripping/disabling factor taking them out of the fight. The enemies don't really ignore me as it stands.
| Lumiere Dawnbringer |
| 1 person marked this as a favorite. |
We didn't use point buy.
I started with 18 STR/16 DEX/13 CON/13 INT/16 WIS/11 CHA
The Monk's Robe and AoMF were part of a major quest arc that we finished.
In most situations, I wasn't ignored. I locked up one of the major enemies who started attacking me because of that tripping/disabling factor taking them out of the fight. The enemies don't really ignore me as it stands.
that particular combination of Attributes, looks equivalent to a 44 point buy.
doubling the standard allotment, improved your monk drastically.
but assuming you had dodge, before items
i can only count a 22 AC
10 base 3 Dex 3 wis 1 monk 1 dodge 4 crane style
unless somebody casts mage armor on you.
| Kazumetsa |
Either what Imbicatus said(I'd recommend Qinggong(it's like the build-a-bear of Monks) or a different archetype, you can always trip well as a Monk regardless of most archetypes), or I say go with a Magus. It's a very fine hybrid of melee and magic. They're a lot of fun all around.
If you want damage and hitting capabilities as the current monk you are, I suggest going the route of Stunning, Tripping, and Disarming(mostly disarming to reduce potential damage done to you and others) whilst including the ability to Flurry. Power Attack and Stunning Assault would be super useful for you at some point too. The more stuns the better. Nothing says teamwork like stunlock/triplock!
| RJGrady |
Monk can be challenging. Irrespective of archetype, your strongest offense is to get close and use flurry of blows. It's the only way you're really going to hit and do damage. Flowing monk is nice in that you can use that tactic, and then have some good counters when your opponents does the same to you. Qinggong monk is nice in that you can use some special abilities to get ranged attacks, which will also help patch your offense. If you haven't yet selected or don't want to rely on scorching ray or poison spit, consider using lots of shuriken; although the damage die is small, you can still throw a large number of them, and this will be useful when you are unable to line up flurry of blows. Tripping is potentially very good, but situational.
There are homebrew and third party options that upgrade the monk's capabilities, which you may be able to talk your GM into letting you use.
One slightly odd idea would be to take a single level of Cavalier of the Order of the Warrior, with the Inspiring Commander archetype from Rite Publishing. This one level will grant you a teamwork feat to share with your group, inspire courage, and, of course, hit points. This will improve your performance as a team-oriented attacker.
Failing that, a bard, cavalier, or samurai would be a good choice for a replacement character. Perhaps you can even convince your GM to let you reroll as a bard and take Improved Unarmed Strike as a feat, and retcon that your character was a bard all along.
| modicasolis |
Kazumetsa, RJ Grady, what would y'all suggest?
Because being able to dish out a buttload of damage isn't that important to me, but feeling like I have a definite role and feeling effective in that role is. Let me give you guys more info on the campaign as it stands and on the party.
Recently, we've been facing huge numbers of smaller monsters that are easy to kill. Prior to that, though, we were facing small groups of enemies that were fairly easy to kill, but usually came attached with a very strong boss-type.
Our Gunslinger does tremendous damage, absolutely tremendous damage. As does our Barbarian, who routinely cleaves two, three, four monsters in half. The Inquisitor of the group does pretty solid ranged damage and is getting stronger, but offers little in terms of buffs and support for the group. Same for our Rogue. The Wizard has a lot of crowd control/mass damage abilities. And our Cleric/Oracle takes care of the healing and does some (very) minor buffing. So what we are missing most is a tank character and a support/buffing character, which is the role I'd like to fill.
I'm not really keen on playing a straight up melee character because that, to me, is pretty boring. Looking at the list of archetypes right now, none really appeal because of the tradeoffs. Maneuver Master and Sensei (if only it kept Fast Movement; I really want that Diplomacy) are the only ones I like the sound of (Qinggong is, of course, a given). Just running up to dudes and flurrying is boring, especially compared to when I had my Bard going tossing around Pyrotechnics, Saving Finale, Good Hope, etc. It made me feel a lot more useful and a lot more fun.
Imbicatus
|
I don't know if your game allows 3rd party material, but the War Scholar sounds like what you are looking for.
| modicasolis |
I don't know if your game allows 3rd party material, but the War Scholar sounds like what you are looking for.
I looked at that one, but it reads as if it's not even a Monk. It takes a lot of the Monk-ness out of the class, makes maneuvers harder to pull off, loses Flurry of Blows...Hmm.
Psion-Psycho
|
Here is the "Monk" i played for tanking, well the closest thing u can get to tanking in a game that does not have the mechanics to support it.
-Race-
Human
-Classes-
Fighter (Lore Warden) 14/ Monk (Monk of the Four Winds / Monk of the Sacred Mountain) 2/ Ranger (Weapon and Shield) 2/ Rogue 2
-Stats-
STR 14 (+6 magic item) = 20
DEX 16 (+4 leveling)(+6 magic item) = 26
CON 15 (+2 racial)(+1 leveling) = 18
INT 14
WIS 10
CHA 08
-Saves-
fort 22
ref 22
will 13
ac 47 (+5 combat expertise)(+3 fighting defensively) = 55
touch 24 (+5 combat expertise)(+3 fighting defensively) = 32
flat-footed 29
to hit with unarmed attacks with weapon finesse 26 (-4 combat expertise)(-1 fighting defensively) = 21
-Traits-
Threatening Defender
-Feat / Level Progression-
Ra01) Combat Reflexes, Stand Still
Ra02) Shield Focus
M 03) Elemental Fist, Dodge, Crane Style
M 04) Toughness, Deflect Arrows
F 05) Weapon Focus Unarmed Strike, Missile Shield
F 06) Combat Expertise, Weapon Finesse
F 07) Crane Wing
F 08) Saving Shield
F 09) Bodyguard
F 10) Crane Riposte
F 11) Draconic Defender
F 12) Greater Shield Focus
F 13) Disruptive
F 14) Spellbreaker
F 15) Pin Down
F 16) Ray Shield
F 17) Mobility
F 18) Spring Attack
Ro19) Whirlwind Attack
Ro20) Talent - Combat Trick (Weapon Specialization Unarmed Strike)
-Magic Gear-
Bracers of Armor(+8)
Mithril Heavy Shield (+5 Arrow Catching, Arrow Deflection)
Ring of Protection (+5)
Ring of Regeneration
Amulet of Natural Armor(+5)
Belt of Physical Might (+6 str / +6 dex)
Cloak of Resistance (+5)
-Tanking Method-
Fight with caster standing behind u since any thing that enters ur threaten area will not be able to exit ur threaten are via Stand Still and Pin Down as well all incoming missile attacks would veer towards u via Arrow Catching. When making an attack action fight defensively and use combat expertise to up personal ac and grant 1 adjacent party member a natural armor bonus equal to the dodge bonus from combat expertise and fighting defensively via Draconic Defender. Use AoO to grant aid another ac to an adjacent party member via Bodyguard and an immediate action grant shield bonus via Saving Shield. Negate 1 melee attack, 1 ranged spell attack, and 3 ranged missile attacks a round via Crane Wing, Ray Shield, Deflect Arrows, Missile Shield, and Arrow Deflection.
| Dabbler |
| 3 people marked this as a favorite. |
We didn't use point buy.
I started with 18 STR/16 DEX/13 CON/13 INT/16 WIS/11 CHA
The Monk's Robe and AoMF were part of a major quest arc that we finished.
In most situations, I wasn't ignored. I locked up one of the major enemies who started attacking me because of that tripping/disabling factor taking them out of the fight. The enemies don't really ignore me as it stands.
I must point out that one of the qingong's abilities is truestrike, which is +20 to hit. That's an almost certain take-down with a trip attack, which then opens you up for stomping all over them.
Also, Crane Style is nice but limited to making you defensively good and....that's it. Snake Style is better for getting in lots of attacks, and Dragon Style for dishing out huge damage the enemy can't ignore.
Monks are hard work. They are not as simple and straightforward as other classes, and essentially they have thematic coolness, but anything you want to do as a monk another class could in theory do better.
| Cpt.Caine |
Modi:
Change classes, what you want can't be done with a Monk. Nor can it be accomplished with any other class. Players can not "tank" in PF, as no one can make a monster attack them or prevent the monsters from attacking someone else. It's also hard to control where the baddies move. Sure a melee player can attempt to use some tricks or CMs to control the baddies, but really he is just wasting time (simply kill it and be done)
Combat maneuvers are a weak strategy to build around. It's also very hard to be "good" at more than one or two CMs (even 2 is pushing it). Soon the monster's CMD will sky rocket and you won't have very many successful attempts, if you can make an attempt all (due to monster size, extra legs, or other defensive abilities).
If your group fights humanoids most of the time (this is never the case in my local group, because of the catch22 nature of CMs), CMs can be effective (but only if you focus you character on CMs, which leads to gimping other areas).
Save yourself the heartache; change classes as soon as possible.
| soupturtle |
You have in your party two characters who do great damage, two who do moderate damage, a healer and a controller. You say that means you either need a tank or a buffer. I say: forget the tank. As has been said above, it's not a very effective role. You can't force enemies to attack you, so at best you're occupying one enemy without taking them down, while the rest of your party takes down the rest.
If you were buffing, you would allow your party to take the other enemies out faster. That would save them a lot more hitpoints than what you do know, as they would fight for fewer rounds, so take fewer hits. Or you could buff them defensively, and they would get hit less.
Since you say you like buffing and controlling, I think monk can be a very good class for you, but only one specific archetype: the sensei monk. The sensei gets the best of bardic performance, plus the really cool ability to share ki powers and monk abilities with the rest of the party. He's also still fairly good at combat maneuvers, so you could continue to do some of that.
The sharing ki powers ability looks a bit weird at first glance, but in practice it's really useful, and a lot of fun to play around with. You basically play god over your party, giving them extra abilities as needed to deal with whatever situation they're facing. So it gives you the greater number of options you're looking for.
Also: if you don't like sensei, get out of monk. Your party could really use the kind of character you like to play. If you don't feel like playing another bard, make it an alchemist (super versatile, brilliant buffer), an evangelist cleric (the divine bard, with fewer skills and more spells) or pretty much any other kind of full caster.
Artanthos
|
Nobody mentioned the Brawler Fighter?
The Brawler Fighter with Brawling armor will more than outdamage the Monk every time.
Want it to dextrous and skillful?
Weapon Finesse and an Agile AoMF, combined with an Urban Barbarian dip.
Check out some of the builds posted in the recently locked Are Monks Underpowered thread.
Dealing damage is not an issue for an optimized unarmed monk.
| Kazumetsa |
Kazumetsa, RJ Grady, what would y'all suggest?
Because being able to dish out a buttload of damage isn't that important to me, but feeling like I have a definite role and feeling effective in that role is. Let me give you guys more info on the campaign as it stands and on the party.
Recently, we've been facing huge numbers of smaller monsters that are easy to kill. Prior to that, though, we were facing small groups of enemies that were fairly easy to kill, but usually came attached with a very strong boss-type.
Our Gunslinger does tremendous damage, absolutely tremendous damage. As does our Barbarian, who routinely cleaves two, three, four monsters in half. The Inquisitor of the group does pretty solid ranged damage and is getting stronger, but offers little in terms of buffs and support for the group. Same for our Rogue. The Wizard has a lot of crowd control/mass damage abilities. And our Cleric/Oracle takes care of the healing and does some (very) minor buffing. So what we are missing most is a tank character and a support/buffing character, which is the role I'd like to fill.
I'm not really keen on playing a straight up melee character because that, to me, is pretty boring. Looking at the list of archetypes right now, none really appeal because of the tradeoffs. Maneuver Master and Sensei (if only it kept Fast Movement; I really want that Diplomacy) are the only ones I like the sound of (Qinggong is, of course, a given). Just running up to dudes and flurrying is boring, especially compared to when I had my Bard going tossing around Pyrotechnics, Saving Finale, Good Hope, etc. It made me feel a lot more useful and a lot more fun.
Keep Psion's build in mind.
Qinggong is a nice way to customize your Monk and it easily pairs with Ki Mystic. True Strike, Bark Skin, Ki Leech, Cold Ice Strike and a few others come into great use. Personally I'd go Qinggong and combine it with yet another Archetype of your desire and really change up what skills he has. A Monk is more of a Controller of the battlefield more than anything. I mean comeon... eventually you get like 24+ uses of Stunning Fist a day. Put it to use! Then quivering palm... and you can always pick up Touch of Serenity as a Feat to basically disable an opponent. Same with your awesome CMB/CMD and Fast Movement. Run around in a specific Style(look at style feats, panther, snake, dragon, and tiger seem to be the most popular) and disarm everyone, trip them, kick em in the d***, whatever!
Also, here is my build. It's all about disarming, tripping, stunning, flurrying, and attacks of opportunity. Straight up DBZ style at some point :P I'm tempted to give him Krillen's personality since I can do the voice so well. He's 13 Qinggong 7 Brother of the Seal. The only thing I wish I had was Touch of Serenity... but I just don't have enough Feat slots.
Level 1
Class Ability: Stunning Fist, Flurry of Blows, Improved Unarmed Strike
Feat: Weapon Focus
Bonus Feat: Dodge
Level 2
Class Ability: Evasion
Bonus Feat: Combat Reflexes
Level 3
Class Ability: Fast Movement, Maneuver Training, Still Mind
Feat: Weapon Finesse
Level 4
Class Ability: Ki Pool(magic), Bark Skin
Level 5
Class Ability: Purity of Body, Ki Stand
Feat: Snake Style
Level 6
Class Ability: Slow Fall 30
Bonus Feat: Improved Trip
Level 7
Class Ability: True Strike
Feat: Snake Sidewind
Level 8
Class Ability: Slow Fall 40
Level 9
Class Ability: Improved Evasion
Feat: Snake Fang
Level 10
Class Ability: Ki Pool(lawful) Slow Fall 50
Bonus Feat: Improved Critical
Level 11
Class Ability: Diamond Body
Feat: Vicious Stomp
Level 12
Class Ability: Slow Fall 60, Abundant Step
Level 13
Class Ability: Ki Leech
Feat: Dimensional Agility
Level 14
Class Ability: Unarmed Combat, Water Splitting Stone
Bonus Feat: Medusa’s Wrath
Level 15
Class Ability: Gatekeeper, Trapfinding
Feat: Dimensional Assault
Level 16
Class Ability: Runefinding
Level 17
Class Ability: Awesome Blow
Feat: Dimensional Dervish
Level 18
Class Ability: Unsealing
Bonus Feat: Scorpion Style
Level 19
Class Ability: Domino Strike
Feat: Dimensional Savant
Level 20
Class Ability: Hands of Stone
| modicasolis |
You have in your party two characters who do great damage, two who do moderate damage, a healer and a controller. You say that means you either need a tank or a buffer. I say: forget the tank. As has been said above, it's not a very effective role. You can't force enemies to attack you, so at best you're occupying one enemy without taking them down, while the rest of your party takes down the rest.
If you were buffing, you would allow your party to take the other enemies out faster. That would save them a lot more hitpoints than what you do know, as they would fight for fewer rounds, so take fewer hits. Or you could buff them defensively, and they would get hit less.
Since you say you like buffing and controlling, I think monk can be a very good class for you, but only one specific archetype: the sensei monk. The sensei gets the best of bardic performance, plus the really cool ability to share ki powers and monk abilities with the rest of the party. He's also still fairly good at combat maneuvers, so you could continue to do some of that.
The sharing ki powers ability looks a bit weird at first glance, but in practice it's really useful, and a lot of fun to play around with. You basically play god over your party, giving them extra abilities as needed to deal with whatever situation they're facing. So it gives you the greater number of options you're looking for.
Also: if you don't like sensei, get out of monk. Your party could really use the kind of character you like to play. If you don't feel like playing another bard, make it an alchemist (super versatile, brilliant buffer), an evangelist cleric (the divine bard, with fewer skills and more spells) or pretty much any other kind of full caster.
I've been looking at Sensei. They seemed interesting, but it seemed like they were giving up so much for their abilities. I'd lose all the staples of a Monk, notably the Fast Movement, in exchange for Bard abilities, some admittedly nifty power sharing through ki points, and the WIS to CMD/ATK. But I mean, at that point I might as well play a Bard, right? I get more skills, I get spells of various uses instead of just mass Barkskin (which is nothing to sneeze at), mass Gaseous Form, etc etc. It seems like I'd be better off just playing a Bard. But there could be things I'm not seeing.
RE: Alchemist, Cleric. The idea behind the Alchemist I just don't like, the same way some folks feel about Gunslinger. And I think another Cleric would be redundant. So I'm thinking Bard. I thought about Druid too, but I don't know how to build Druids or if they'd be a good fit for the theme of the campaign and the group.
| Cheapy |
Imbicatus wrote:I don't know if your game allows 3rd party material, but the War Scholar sounds like what you are looking for.I looked at that one, but it reads as if it's not even a Monk. It takes a lot of the Monk-ness out of the class, makes maneuvers harder to pull off, loses Flurry of Blows...Hmm.
That's sort of the point of it, actually. The core monk can be described as "shaolin-esque" (whether that's accurate or not, it gets the point across). But the War Scholar was meant to be more Sun Tzu style warfare, using positioning and information to help win battles. They get their Wisdom to damage (after the move action) as a way to help soften the blow of loss of Flurry of Blows, and the early access to teleportation offers some unique benefits.
| prototype00 |
RE: Alchemist, Cleric. The idea behind the Alchemist I just don't like, the same way some folks feel about Gunslinger. And I think another Cleric would be redundant. So I'm thinking Bard. I thought about Druid too, but I don't know how to build Druids or if they'd be a good fit for the theme of the campaign and the group.
How about a druid/monk? You get the benefit of all the buffing spells of a druid (barkskin, strongjaw, greater magic fang) as well as the size increases of wildshape and all the kung-fu goodness of the monk.
Also, grizzly going wing chun on someone's ass is going to look cool!
prototype00
| VM mercenario |
I see what the problem is. You made a monk. You need a PhD in optimization and a magna cum laude in minmaxing to make a good monk, as the thread Arthantos linked proves.
I say if the spot opens go for bard, the party seems like it could use the buffing, and the party seems to need a party face. If you want to tank and can use 3rd party I also suggest the Armiger. Guy isn't just a tank he is a mobile fortress. And it gives you two nifty defensive abilities, one to give cover to adjacent allies, and another to swap places with an ally and save them from attacks. At high level he can even learn up to five abjuration spells and cast them without somatic components.
| soupturtle |
I've been looking at Sensei. They seemed interesting, but it seemed like they were giving up so much for their abilities. I'd lose all the staples of a Monk, notably the Fast Movement, in exchange for Bard abilities, some admittedly nifty power sharing through ki points, and the WIS to CMD/ATK. But I mean, at that point I might as well play a Bard, right? I get more skills, I get spells of various uses instead of just mass Barkskin (which is nothing to sneeze at), mass Gaseous Form, etc etc. It seems like I'd be better off just playing a Bard. But there could be things I'm not seeing.
RE: Alchemist, Cleric. The idea behind the Alchemist I just don't like, the same way some folks feel about Gunslinger. And I think another Cleric would be redundant. So I'm thinking Bard. I thought about Druid too, but I don't know how to build Druids or if they'd be a good fit for the theme of the campaign and the group.
I don't know if a sensei is better than a bard, but it's definitely different, and it's got lots of options. Mass barkskin and mass gaseous form are just the most obviously useful. The cool thing about the sensei is mostly the versatility. There are so many options, that there's regularly something quite cool.
That said, a bard would pretty much be perfect for your party. I was just trying to come up with some other options. And I don't think another cleric would be redundant, as there's just som many different ways to make a cleric: you have one who plays more or less a healbot - you could try to play a versatile buffer. I'm thinking something like an evangelist cleric of shelyn with the heroism domain, who uses a glaive (favored weapon) to take AoOs to trip things, has some pretty cool mind affecting spells instead of spontaneous cures and gets the best parts of bardic performance. You could also have a look at the alternate channeling options.
A druid is probably the least buff-ish of the main caster classes. They get a lot of cool battlefield control style spells though.
| Cult of Vorg |
I'd start taking levels in Lore Warden, add Bull Rush and Ki Throw lines to give more AoOs to the party, and add Janni Style for more help.
Those throw feats will take the size limit off your maneuvers, and lore warden is a great way to keep them viable. Stuff may be immune to trips, but bull rush can always work. With grtr bull rush and imp/spinning ki throw, as long as party has combat reflexes you could be adding lots of free attacks to your actions.