Help with a Flowing Monk build, please


Advice


Greetings all,

I'm looking for some advice. I've done a lot of searching on this and need some help rounding out this character.

I'm joining a new game and decided on a Flowing Monk; I like the concept. I don't want my character to be Conan the pacifist. I want to make an effective "warrior" that doesn't have hulking muscles! Here's what I've got so far:

Human, Flowing Monk - 4
STR - 10**
DEX - 18
CON - 15
INT - 14
WIS - 17*
CHA - 12
* Human racial bonus.
** Level 4 increase.
Feats:
1) Weapon Finesse
1) Improved Trip (Monk)
1) Vicious Stomp (Human)
3) Combat Expertise (I hate this feat, but need it for Greater Trip later)

I've considered taking a 1-level dip in Magus (Kensai) for three reasons. 1) The KENSAI version of Magus would get Weapon Focus with "chosen weapon" (Unarmed). 2) The Kensai gets Canny Defense when wielding their chosen weapon. 3) The Magus gets access to the Growth spell. I could even make it a 4-level dip over the course of a 20 level career and not loose much from monk, only lose one BAB from Flurry, and get access to the Kensai's Perfect Strike, as well as a few other cool Magus features. Alternatively I could take a 1-level dip in Wizard or Witch for the Growth spell.... these are just thoughts.

Here's the deal. I kinda want to make a "cloth tank".... a character who tanks by not getting hit and by manipulating his enemies (throwing them to the ground, making fighting back a pain in the butt).

I know there are a plethora of feats that are good for different trip-based builds, which is kinda what I'm going for here. Lots of tripping, lots of AOO capitalizing. Combat Reflexes and Greater Trip are a must here. I also like the Crane, Panther, and Snake Style feat arrays.

I'm also looking for anything that might allow me to use either my Wisdom or Dexterity as a bonus to damage, if any such feats exist!

The character is still under construction and nothing is set in stone yet, but I'd rather not have to be musclebound to deal some kind of decent damage. Any suggestions people have would be appreciated.

Again.... dodge-based tank, trip-focused, AOO capitalist, non-strenght based damage... oh, and I'd prefer to stick to unarmed attacks, if possible (Though I might carry a long-spear just for looks and occasional reach trips... I know it's not an ideal trip weapon, but that's okay.)

Please help! :)


Pathfinder Adventure Path Subscriber

I've played a Flowing Monk before so I may be able to help a bit, but mine was a Str build with Oread as the race so a few things will have to be tweaked. Do you just want the build at 4th level or do you want it to go higher? Are you using point buy or rolling for stats? If rolled can you change their order or is it set in stone? Also what books/races are allowed and what is your starting level and gold?

So far you've already avoided one of the mistakes I made which was not having my Int be at least a 13 so I could grab Combat Expertise and Greater Trip. I really don't know why the Greater versions of Trip and Reposition didn't make it to the Bonus Feat list, but whatever.


Higher is good, but 4th is the current level of the campaign that I'm joining, so I don't want to have a build that is completely ineffective at the low level, HAHA!

And I'm with you. I was baffled by how they didn't put Greater Trip/Reposition in the FM bonus feats list! Everything I've read implies that Combat Expertise (much like Dodge) is a pretty lame feat that you only take for the feats it unlocks. :P


Just remember, the single level dip in Magus will only get you a +1 AC from int, since you only get 1 point per class level just like the duelist ability. Unless I misread it.

Weapon Adept Stacks with Flowing monk, and gets Weapon Focus at 2nd level for Evasion. With all the Flat Footed you'll be dishing out from the Flowing Monk abilities, grab a couple levels of Rogue/Ninja to toss some extra damage on.

Those are rolled stats, right?


1) Yes, you are correct. Canny Defense is level dependent. I did forget about that. It was just a thought... I like the Kensai Magus. Hehe!

2) I like Evasion. I suppose I could get a ring, but that also depends on how the GM runs his game. I've never played under this GM before.

3) I have considered dipping into Ninja. Ki points stack, Ninja Tricks are cool, sneak attack damage is nice, plus... you're a freakin' NINJA! Haha!

4) Yes, they are rolled stats. My rolls were 18, 15, 15, 14, 12 and 9.


How does Weapon Adept stack with Flowing Monk? Perfect Strike replaces Stunning Fist, and so does Redirection. That's a conflict.

I'd love to be able to combine either the Drunken Master, Maneuver Master or Tetori with the Flowing Monk. I think the Monk of the Sacred Mountain is the only one that's compatible and complimentary.


Weapon Adept will not stack with Flowing Monk, period. Quingong will, and is a MUST. Period. Swap out the abilities you do not want (most of them, save the flowing monk abilities) with useful ones.

Looking at your stats, save your level increase for dex or wis, and swap charisma and strength around. Put the racial bonus into your dexterity - it's your hitting stat, and you want to be able to hit things. I hate dump-stating, but with a monk it's all but mandatory to function.

If you want to be effective at low level, Agile Maneuvers and Improved Grapple are your friends, with these your monk can tie down foes he can't hurt. As soon as you can afford them, you want an agile Amulet of Mighty Fists.

If you want to max the use of that AC, then Snake Style, Dodge, and Mobility are feats you want, then a dip into Duelist for 2 levels will give you +2 damage to your (piercing) unarmed strikes, and +2 (intelligence) to your AC.

Flowing monk isn't too bad, as you can affect things that are not trying to hit you but your allies, but you still have to push the limit on optimizing to be effective.


Hmm... so it does. Was looking at the d20pfsrd chart and must have misread it.

In that case, scratch that idea. Go monk/ninja, get the flatfooted sneak attack with redirection combined with flurry of stars. It'll be pretty funny.

I actually have a MoMS/Brawler build that uses Panther/Snake/Crane. At level 8, he gets only 2 attacks on his turn, but another 8 on the enemies turn. All at +12 doing d8+7. Dodge, Mobility, Weapon Finesse, Combat Reflexes, Snake 1&3, Panther 1&2. AC is 23 base, 27 with mage armor, 31 with Ki, 35 with Shield spell, 37 with Barkskin(Quingong). Next feats will be Crane 1,2,3, at which point he will have MoMS 8 for 3 styles at once.

You run through the group, taking AoOs. You get up to your Wis in retaliations (Panther), and another on each if they miss(Snake), and still get your single against the main target. You never have to worry about the flurry of misses complaint, since they all hit at your highest.

The problem is that the GM will end up ignoring you after a while, knowing that enemies get pummled if they hit you. It works well in PFS though, since the GMs don't catch on until it's too late usually.


The Redirection Ability is limited use per day . . . Talk to your GM about removing this restriction, perhaps giving up Flurry for Redirection rather than Stunning Fist. If this can be done, then a 3-4 level dip into Weapon Master Fighter is worthwhile, as it'll pick ya up Weapon Focus, Weapon Specialization and Weapon Training. Brawler or Unarmed Fighter are also worthwhile dips to consider.


Alright, so I'm rethinking my build. *sigh* Despite my protests, I have come to the conclusion that since I am really not experienced with this GM, maybe I should go for an optimal to semi-optimal build with my tripper here. :-/

So, with that in mind, I'm thinking something like this:

Human, Flowing Monk of the Sacred Mountain 2 / Ninja 2 (Lawful Neutral)

STR - 15 (+2) <not the best, I know, but okay damage... not gimped>
DEX - 20 (+5) * <I want a good defense, plus... Fury's Fall!>
CON - 12 (+1) <Uh... because it's better to get +1 hp/lvl than -1?>
INT - 14 (+2) <mostly for that damned Combat Expertise>
WIS - 16 (+3) ** <for decent DCs on my Monk abilities, and some extra Ki>
CHA - 9 (-1) <*cries* I hate the idea of dump stats>

* Human racial bonus
** Level 4 increase

Feats
1) Combat Reflexes
1) Improved Trip <Flowing Monk bonus feat>
1) Vicious Stomp <Human racial bonus feat>
2) Toughness <from Monk of the Sacred Mountain Iron Monk ability>
3) Fury's Fall

Special Abilities
Monk: Flurry of Blows, Unarmed Strike, Redirection, Unbalancing Counter, Iron Monk.
Ninja: Poison Use, Sneak Attack (+1d6), Ki Pool, Ninja Trick (Flurry of Stars).

AC: 19 (DEX + WIS + Iron Monk)
BAB+Modifiers: +2; Flurry of Blows: +3/+3; Flurry of Stars: +5/+5/+5; Flurry of Blows + Flurry of Stars: +4/+4/+4/+4
CMB: +5 ; +12 to Trip (add Dex from Fury's Fall and +2 from Imp. Trip)

Weapons
Unarmed: 1d6+2; Double-Chained Kama: 1d6+2 (double, monk, reach, trip); Shuriken: 1d2+2

---

I'm figuring this gives me a few options. I plan on utilizing a lot of attacks of opportunity with this build (many of which I will set myself up for), which is why I wanted the high DEX with Combat Reflexes. I know I will eventually need Combat Expertise for Greater Trip (more Attacks of Opportunity!) I thought there was a feat that somehow added your Wisdom modifier to your Attacks of Opportunity as well.... am I right, or am I thinking of something else that's similar???

In this build I dropped Weapon Finesse (for now) as I'm focusing on trips, and Fury's Fall allows me to use STR + DEX on my CMB for trips (not one or the other). That CMB should get really foul with Weapon Finesse.

I will not be taking Agile Maneuvers. I don't care about any other combat maneuvers, I only care about TRIP! ;)

I also plan on taking Ki Throw and Improved Ki Throw and Enhanced Ki Throw. Question: If you combine IKT with EKT, do ALL targets involved take your unarmed damage, or just the target that is being thrown? Just curious.

For future reference, does the Double-Chained Kama count as a finesse weapon? The description reads as follows:

Quote:
This weapon comprises a pair of kama connected with an 8-foot length of chain. The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack. By swinging the chain, the wielder can whip the kama about to disarm or trip opponents. Furthermore, if one of the weapons is dropped, the wielder can retrieve it as a free action by pulling on the chain.

Since Kama are light weapons, I would assume this would mean this weapon is can be finessed. Yes?

So, there we have it. How does it look? Any suggested changes? Any advice for advancement?

EDIT: One other thing... My Ki Pool. Can I use my Monk Wisdom bonus at this level, or do I have to use the Ninja Charisma modifier until I hit level 4 Monk? The RAW reads as follows:

Quote:
If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set.

I think this means I need to wait until I hit Monk 4, which I'm fine with, but if not... then I will actually be able to USE my Ninja Trick! (Hahaha!)


Also.... Hypothetically speaking, if I used Enhanced Ki Throw on a flat-footed opponent, could I apply Sneak Attack damage to the attack? Basically, drop the target on it's neck?

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