Drunken Master of Many Styles Monk


Advice


I was doing some theory crafting with the Master of Many Styles Monk and then re-read the rules for multiple Archetypes on one character and then found out that the Drunken Master can stack with the Master of Many Styles. I'm still in the process of figuring out what feats I want at what level but I was thinking that a human Monk would get 17 feats right?

With that being said I was thinking Panther Style and Boar Style for 2 of the 3 beginning feats and Toughness for the Human Bonus feat.

Panther Style for the Aoo's and Boar for when I do hit the same target twice in the same round that extra 1d4 bleed damage and I can use all 2 of the 3 different types of "damage" (B and S) at level 1.

I was also thinking of making it a high Con with balanced Str, Dex, and Wis if possible for the Fast Drink feat to give me more drunken ki for the Drunken Strength to be used as often as possible.

If I am just wasting time please say so because this is just theory craft after all... (70% of the characters I make in theory craft never make it to being play anyway so I would have no hurt feelings)

Shadow Lodge

A Drunken Master of Many Styles sounds kind of cool. Might I suggest Dragon Style instead of Boar? Boar Style is great, if you can flurry, but MoMS gives up flurry, so you have to get TWF and its higher up variations to use boar style.


ArmouredMonk13 wrote:
A Drunken Master of Many Styles sounds kind of cool. Might I suggest Dragon Style instead of Boar? Boar Style is great, if you can flurry, but MoMS gives up flurry, so you have to get TWF and its higher up variations to use boar style.

Which is why I put Panther Style in there

Boar style:

While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.

If you move into an enemy's square and they attack you with an Aoo Panther Style gives you an attack as well and then you still have your standard action to attack thus fulfilling the 2 or more unarmed strikes per round. Or if you are already in melee range you can take a standard action to attack then use your move action to move into another threatened square and if they use their Aoo on you, you get an Aoo with Panther style and the same thing happens.

You don't need TWF with Boar Style as long as you can get Aoo's off it should do the same thing.


Honestly if you ever decide that toughness is a good choice for your human bonus feat then I suggest the following. Don't take it. Don't even take the bonus feat. Use the alternative human racial trait: Dual-Talented. You lose the feat but get an additional +2 to add to any attribute. ut it into con and you've given yourself the +1 hp per level you would have got from toughness, but you also pumped your fort save.

Shadow Lodge

In the long run a +2 Con is a better choice, but 1.)The +2 human could already be going to Con, 2.)Toughness is +3hp at level 1, which is a nice deal. Also, Dual talent replaces skilled, the extra skill point per level, meaning you have to put the other +2 in INT to make up for that loss. It is overall equal.


My reasons exactly Armoured Monk, like I said high Con so with a 25 point buy (all my theory crafts are 25 point buy just to see if I can do something feasible like my theory craft on the two-bladed sword fighter, I needed every ability point to make that work... TWF and Power Attack feat lines are very stat heavy to combine and work) so in the end I was thinking something along the lines of

Str: 14
Dex: 14
Con: 18
Int: 10
Wis: 15
Cha: 8

That way come level 4 my Wis would be 16 and then use the rest up to level 20 split between Str and Dex so those would be 16 as well. Though I am welcome to suggestions for stats beyond the level 4 up.

After looking at some of the other styles I think that Panther, Crane, Snake, Dragon and Boar would be a nice synergy. I am also thinking of replacing Boar with Janni style so I don't take as many penalties on charge.


ArmouredMonk13 wrote:
In the long run a +2 Con is a better choice, but 1.)The +2 human could already be going to Con, 2.)Toughness is +3hp at level 1, which is a nice deal. Also, Dual talent replaces skilled, the extra skill point per level, meaning you have to put the other +2 in INT to make up for that loss. It is overall equal.

fair points though i rarely am super concerned with skill points since my characters tend to only focus on a handful of ones relevant to them.

@OP you might as well include the Qinggong and Sacred mountain rchetypes as well for more fun.


Qinggong yes, Sacred Mountain, no.

The reason being that with all of those combined, you won't get ANY Qinggong abilities until late game since Sacred Mountain replaces so many of them.

Take Qinggong though, and replace Slow Fall with Barkskin and High Jump with something like Scorching Ray or True Strike.

Drunken Ki means you can prebuff every fight for no cost except a swig of cheap ale, for an eventual +5 AC for 10 minutes per level.

It's a good deal, replacing a situationally kinda useful ability with an always useful one.


7th level for barkskin isn't too late game...and I've never seen scorching ray as that thing i want from qinggong.


With the Qinggong Monk if I choose to remove the Monk Ability Tongue of the Sun and Moon can I get back Diamond Soul? Or because I have the Drunken Master Monk archetype as well I won't be able to get it back period?

EDIT: If it doesn't allow me to get back Diamond Soul then I was thinking Cold Ice Strike for when I'm not using my swift action drinking that would be 15d6 points of damage on top of all of the Aoo's free actions from Panther Style feat line, and Aoo's from the Snake Style feat line, and from the Crane Style feat line...


You cannot buy abilities that an archetype replaces, ever.

Yeah, 7th level isn't TOO late, but it's a lot later than you could normally get it, that's for sure, and Sacred Mountain doesn't provide all that much you want for more than a 2 level dip in the class anyway.

Scorching Ray is good as a close range option vs a target you're having a hard time hitting (high AC, low Touch AC) or who's out of melee range, weak to fire, etc.

And the point is that it's a helluva lot better than High Jump, that's for sure.


Rynjin wrote:
You cannot buy abilities that an archetype replaces, ever.

Thank you that is what I thought, and feared but no harm in asking.

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