Monk Build Advice / Help wanted


Advice


So I just read Treantmonk's and Revel's Monk guides.

I tried to create a character and this is what I came up with:

Monk, Drunk Master:

Race: Tiefling(Oni-Spawn) Monk, Drunken Master Archetype

Feats:
1. lvl: Power Attack
3. lvl: Weapon Focus- Unarmed (not sure about this one)
5. lvl: Dragon Style
7. lvl: Dragon Ferocity
9. lvl: Greater Grapple
11.lvl: Deep Drinker
13.lvl: Quick Draw
15.lvl: Rapid Grappler
17.lvl: Nimble moves
19.lvl: Dragon's Roar or Crushing Blow

Bonus Feats:
1. lvl: Improved Grapple
2. lvl: Deflect Arrows
6. lvl: Dogde
10.lvl: Medusa's Wrath
14.lvl: Improved Critical
18.lvl: Improved Disarm/Bullrush/Trip or Combat Reflexes

I am not a very experienced player. Please tell me if I made any mistake with the feats I choose or the order I'm going to take them.

Thanks in advance


A couple of advice.

For the drunken master you definately want fast drinker at level 5. take a belt of Con if cannot start with the required con, but this togetehr with a Flask of Endless Sake you basically have unlimited ki in battle.

Endurance gives access to the Drunken Brawler feat. Best obtained by being a Half-Orc. Do you like this idea? With Sacred tattoo and the Forune's Favored Trait they can have great saves too.

Alternatively, a Human with the Racial Heritage (Gnome) has access to the Bewidlering Koan feat, a feat worthy of nerfing (sort of) that can make your drunken master seriously awesome, as it allows you to trade your swift actions with your enemy's full-round action. It is the best reason to be a drunken master by itself.

Take the qinggong archetype. With the tons of ki you will have you can make great use of it.

Quick Draw? You are a monk, if someone does not need it, it is you.

Nimble moves is also a waste of a feat.

Dragon Roar is mediocre, avoid it. You can take the elemental fist instead.

Improved grapple is nice, but investing more in the feat chain is probalby not a great choice.

Alternatively, a Tetori focusing on grappling is a great option and probalby the strongest unarmed single classed monk you could build.

Are you into multiclassing? 3-4 lvls of Weapon Master fighter will let you stack weapon training with gloves of dueling for +3/+3 at your attack and damage rolls. These are excellent bonuses. Also, 2 lvls of Ninja will give you access to the Vanishing Trick.

If you are not into multiclassing (although I cannot recommend enough 3 lvls of WM fighter when you can afford the gloves of dueling) look at the martial artist archetype instead. The immunities, the access to fighter-only feats and the exploit weakness feature more than make up for the lack of ki. Weapon spec, grater weapon focus and greater weap. spec. along with pin down are great feats to have and the ability to ignore any DR with exploit weakness is just awesome.

Sczarni

Personally, when I first started building a Monk, I read up on Treantmonk's guide, but it seems to be aimed very much towards Grappling. Grappling is great - When it works. Even when it does work, it puts you in more danger as well since you also gain the "Grappled Condition". Unless your a Tetori Archetype, I wouldn't bother with grappling. I would avoid this guide. Also, Grappling doesn't scale very well later on, especially for a Monk outside of Fighter class or Tetori Archetype.

Revel's(a more open-minded guide), seems to have a more general, but specific approach when it comes to keeping your damage per round up - Which you will greatly need - and focusing on melee. Keep in mind, as a Monk, with or without Flurry of Blows, hitting things is going to be harder than other classes have at doing.

The main things as a monk with Flurry of Blows you want to keep in mind, is keeping your opponent still and/or closing the gap with ease. To do this, I'd recommend beefing up your FREE Abundant Step ability(eventually, you can do a swift action to activate and using a full action during, teleport up to twice your speed, and do a full flurry of blows on whatever targets you choose)at level 12. I would also recommend taking Improved Trip as one of your bonus feats. Tripping prevents your opponent from going anywhere for the most part. If they choose to stand, then it's a free AoO for you. Stunning Fist is a great attack to open with, because if they are stunned, that prevents them from going anywhere and makes them much easier to hit. Snake Style, Sidewind, and Fang are GREAT style feats to acquire. Once you get Snake Fang, you can return literally any Miss(melee), in the form of an AoO, back at the opponent.

The only potential problematic items I see with your build:
Power Attack - This will probably do more harm than good, considering how hard it is for Monks to hit things as is. I would avoid this until later.
Improved Grapple - Grappling is pretty dangerous unless you're a Fighter specializing in it, or a Tetori Monk. It isn't a useless CMB, it's just very risky.
Crushing Blow - You have to use this as a full attack action, and since it still involves a Fort save, it isn't worth the attempt. It's hard enough getting a regular stunning fist in as part of a flurry or as a standard action. Stun makes them unable to do anything, and makes them just as easy to hit since they gain detriments for being stunned, and it basically disarms them as well.

What I Recommend:
Here's a build I've been working on for a long time now. I'm still refining it, trying to stay consciously aware of Action Usage, Damage, and most importantly, Defenses. Btw, you should always combine Qinggong with other Archetypes as it is compatible with nearly all of them. It helps swap out some of your crappier Monk abilities with better choices from the Qinggong tree - Like Barkskin or Truestrike. Drunken Master combines perfectly for instance.

First Recommendation:
FEATS -> Class Abilities -> Bonus Feat(format)
LvL 1 Weapon Finesse -> IUS, FoB, Stunning Fist -> Dodge
LvL 2 xxxx -> Evasion -> Combat Reflexes
LvL 3 Weapon Focus -> Fast movement, maneuver Training, Still Mind ->
LvL 4 xxxx -> Ki Pool(Magic), Barkskin -> xxxx
LvL 5 Snake Style -> Purity of Body, True Strike -> xxxx
LvL 6 xxxx -> xxxx -> Improved Trip
LvL 7 Snake Sidewind -> Ki Pool(Cold Iron/Silver), Power Attack -> xxxx
LvL 8 xxxx -> xxxx -> xxxx
LvL 9 Snake Fang -> Improved Evasion -> xxxx
LvL 10 xxxx -> Ki Pool(Lawful) -> Improved Critical
LvL 11 Dimensional Agility -> Diamond Body -> xxxx
LvL 12 xxxx -> Abundant Step -> xxxx
LvL 13 Dimensional Assault -> Diamond Soul -> xxxx
LvL 14 xxxx -> xxxx -> Medusa's Wrath
LvL 15 Dimensional Dervish -> Quivering Palm -> xxxx
LvL 16 xxxx -> Ki Pool(Adamantite) -> xxxx
LvL 17 Death From Above -> Timeless Body, Tongue of the Sun&Moon -> xxxx
LvL 18 xxxx -> xxxx -> ????
LvL 19 Hammer The Gap -> Empty Body -> xxxx
LvL 20 xxxx -> Perfect Self -> xxxx

Swap out your Drunken Master Abilities first before swapping out Qinggong Abilities.

A more Advanced Build:
FEATS -> Class Abilities -> Bonus Feat(format)
LvL 1 Weapon Finesse -> IUS, FoB, Stunning Fist -> Dodge
LvL 2 xxxx -> Evasion -> Combat Reflexes
LvL 3 Weapon Focus -> Fast movement, maneuver Training, Still Mind ->
LvL 4 xxxx -> Ki Pool(Magic), Barkskin -> xxxx
LvL 5 Snake Style -> Purity of Body, True Strike -> xxxx
LvL 6 xxxx -> xxxx -> Improved Trip
LvL 7 Snake Sidewind -> Nature Bond, Nature Sense, Orisons, Wild Empathy -> xxxx
LvL 8 xxxx -> Woodland Stride -> xxxx
LvL 9 Snake Fang -> Trackless Step -> xxxx
LvL 10 xxxx -> Resist Nature's Lure, Wild Shape x1
LvL 11 Shaping Focus -> xxxx -> xxxx
LvL 12 xxxx -> Wild Shape x2 -> xxxx
LvL 13 Monastic Legacy -> xxxx -> xxxx
LvL 14 xxxx -> Wild Shape x3 -> xxxx
LvL 15 Dimensional Agility -> Ki Pool(Cold Iron/Silver), Power Attack -> xxxx
LvL 16 xxxx -> xxxx -> xxxx
LvL 17 Dimensional Assault -> Improved Evasion -> xxxx
LvL 18 xxxx -> Ki Pool(Lawlful) -> Medusa's Wrath
LvL 19 Dimensional Dervish -> Diamond Body -> xxxx
LvL 20 xxxx -> Abundant Step -> xxxx

Qinggong-Monk 6/Druid 8 with Plant Domain/Qinggong-Monk 6

Necessary Equipment:
Amulet of Mighty Fists +4 w/Guided
Monk's Robe
Padded Armor +5 w/Brawling+Light Fort+Wild
Belt of Incredible Dexterity
Headband of Inspired Wisdom
Ring of Protection +5
Ring of Freedom of Movement

An even more Advanced Build:
FEATS -> Class Abilities -> Bonus Feat(format)
LvL 1 Weapon Finesse -> IUS, FoB, Stunning Fist -> Dodge
LvL 2 xxxx -> Evasion -> Combat Reflexes
LvL 3 Weapon Focus -> Fast movement, maneuver Training, Still Mind ->
LvL 4 xxxx -> Ki Pool(Magic), Barkskin -> xxxx
LvL 5 Snake Style -> Purity of Body, True Strike -> xxxx
LvL 6 xxxx -> xxxx -> Improved Trip
LvL 7 Snake Sidewind -> Nature Bond, Nature Sense, Orisons, Wild Empathy -> xxxx
LvL 8 xxxx -> Woodland Stride -> xxxx
LvL 9 Snake Fang -> Trackless Step -> xxxx
LvL 10 xxxx -> Resist Nature's Lure, Wild Shape x1
LvL 11 Shaping Focus -> xxxx -> xxxx
LvL 12 xxxx -> Wild Shape x2 -> xxxx
LvL 13 Natural Spell -> xxxx -> xxxx
LvL 14 xxxx -> Wild Shape x3 -> xxxx
LvL 15 Quicken Spell -> Venom Immunity -> xxxx
LvL 16 xxxx -> Wild Shape x4 -> xxxx
LvL 17 Death From Above -> Ki Pool(Cold Iron/Silver), Power Attack -> xxxx
LvL 18 xxxx -> xxxx -> xxxx
LvL 19 Monastic Legacy -> Improved Evasion -> xxxx
LvL 20 xxxx -> Ki Pool(Lawlful) -> Medusa's Wrath

Qinggong-Monk 6/Druid 10 with Plant Domain/Qinggong-Monk 4

Necessary Equipment:
Amulet of Mighty Fists +4 w/Guided
Monk's Robe
Padded Armor +5 w/Brawling+Light Fort+Wild
Belt of Incredible Dexterity
Headband of Inspired Wisdom
Ring of Protection +5
Ring of Freedom of Movement

These can all be used with Strength builds too, you'll just get hit a little more often. Do not use Guided unless you're basing attack/damage off of Wisdom, or Agile unless you're basing damage off of Dex and you have Weapon Finesse. Weapon Finesse was to get me by levels 1-4 until I could get Guided. Once you get Guided, retrain Weapon Finesse(takes 8 consecutive uninterrupted days and 250gp) to Desperate Battler. If your DM doesn't allow it, go with Agile. If you go with a Strength build, just start with Desperate Battler as your first feat.

Sczarni

I hope that doesn't overwhelm you. They're not optimized builds either, just very practical considering what the Monk is given initially.

Shadow Lodge

Can't Power Attack at level one, because you don't have the BAB for it. I personally like toughness at first level, because you need all that you can get.


Also, if this PC is not for PFS, check the Ki Diversity feat, especially the Dim Mak ability. You can also take it as a monk bonus feat.


Thanks for your help, you all helped me a lot!
But I have some new questions:

XMorsX wrote:
...

Thanks a lot for the Fast Drinker advice, I didn't even know you can use magic items to meet feat Prerequisites.

The drunken Brawler feat sounds nice and it would be great to get an other "drunk"-related feat.

Kazumetsa Raijin wrote:
...

Yeah, you are right. Not taking the "Dimensional Feats" would probably be a waste. Would you suggest I take Dimensional Savant and Outflank too?

The Snake style seems quit powerful but I prefer the Dragon Stle for fluff reasons. Also it only takes two feats to get the maximum use out of it unlike sanke which needs three.

ArmouredMonk13 wrote:
...

Toughness would be great too if I have any feats left for it

Still not sure if I should mix it with the Qinggong Monk. The only Spell that seems kinda usefull to me is Barkskin.

So how about I replace Power Attack, Greater Grapple, Quick Draw, Rapid Grappler, Nimble moves and Dragon's Roar/Crushing Blow

with

Endurance, Drunken Brawler, Dimensional Agility,- Assault,- Dervish
and maybe Dimensional Savant or Toughness?

Sczarni

Zarion Blutnagel wrote:


Yeah, you are right. Not taking the "Dimensional Feats" would probably be a waste. Would you suggest I take Dimensional Savant and Outflank too?
The Snake style seems quit powerful but I prefer the Dragon Stle for fluff reasons. Also it only takes two feats to get the maximum use out of it unlike sanke which needs three.

Savant and Outflank are pretty incredible, but better yet, you could just take Death from Above. You can start out on any higher ground anywhere(which is easy for a Monk to do) and have a +5 to every attack on your charge as opposed to a +2 for flanking with yourself or +4 with the addition of another two feats. If for some reason Death from Above does not combine somehow, then yes I would get Savant/Outflank. The more +attack the better.

Everyone has their own fluff they prefer :) I like to see my Monk as swaying side to side, staring the opponent down, periodically switching his stance while in the same style, reading his opponents every move, waiting for a mistake, ready to strike at any moment, then weaving his body around theirs or their attack and striking at whatever is available.

Scarab Sages

Death from above is very easy to get if you don't give up high jump. Just make an acrobatics check to jump as part of your movement, and you are attacking from above.


Imbicatus wrote:
Death from above is very easy to get if you don't give up high jump. Just make an acrobatics check to jump as part of your movement, and you are attacking from above.

No full-attack then though. When you need to move this is not an issue, but for a class that needs to full-attack in order to deal good DPR it is not much of a boost.

Sczarni

XMorsX wrote:
Imbicatus wrote:
Death from above is very easy to get if you don't give up high jump. Just make an acrobatics check to jump as part of your movement, and you are attacking from above.
No full-attack then though. When you need to move this is not an issue, but for a class that needs to full-attack in order to deal good DPR it is not much of a boost.

He can move(jump or stand on higher ground somewhere), activate Abundant Step as a Swift action, then proceed with Dimensional Dervish I believe.

Dimensional Assault
You have been trained to use magical movement as part of your combat tactics.
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.
Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.
Dimensional Dervish
You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.

Sczarni

The Dimensional Feats just basically turn this into a charge that uses a Swift action to essentially ignore line of sight and/or terrain(since he's teleporting back to back)

Unless I'm reading into this incorrectly. If so, please point that out. I do not want to waste Feats on my character when the time comes.


Kazumetsa Raijin wrote:

The Dimensional Feats just basically turn this into a charge that uses a Swift action to essentially ignore line of sight and/or terrain(since he's teleporting back to back)

Unless I'm reading into this incorrectly. If so, please point that out. I do not want to waste Feats on my character when the time comes.

I'm not sure about that.

It seems like I would need to charge to use Death from Above. I could use Dimensional Assault (I could probably even use it to teleport above the opponent, without a jump) or a normal charge.

Dimensional Dervish doesn't say anything about granting the same boni as charge, it just lets me move really fast while doing a Full Attack.

Sczarni

http://paizo.com/threads/rzs2qm94?Abundant-StepDimensional-StuffDeath-From# 1

I made a Thread up here ---^ in the meantime to gather everyone's RAW data, RAI data, and/or Opinions.

I'm glad XMorsX questioned it.


I could see the build like this:

Half orc with Sacred tatto and Shaman's Apprentise

20 pb

STR 19 (+1 every 5 lvls)
DEX 14
CON 14
INT 7 (I know, only 2 skill points per lvl, still it should be enough for perseption and acrobatics)
WIS 14
CHA 7

Druken Master qinggong monk 16 / Weapon master fighter 4

1 DM Dodge (bonus), Endurance (bonus), Drunken Brawler
2 DM Deflect Arrows (bonus)
3 DM Dragon Style
4 DM Power: Barkskin
5 DM Dragon Ferocity, Power: Feather Step
6 DM Improved Trip (bonus)
7 DM Fast Drinker
8 DM
9 DM Elemental Fist (acid)
10 DM Medusa's Wrath (bonus)
11 DM Deep Drinker
12 DM
13 WM Dimentional Agility, Weapon Focus (Unarmed Strike)
14 WM Outflank
15 WM Dimensional Assault
16 WM Weapon Specialization (Unamred Strike)
17 DM Dimensional Dervish
18 DM Improved Critical (Unarmed Strike)
19 DM Dimensional Savant (or *Death From Above), Power: Restoration
20 DM

What do you think?

*EDIT: I just saw the above discussion. If you can use Death from above with dimentional dervish, it is worth more than dimentional savant and should be taken in its place. If it is not, I do not believe that it is worth it.

If retraining is allowed, swapping elemental fist with outflank is a great deal. Of course with retraining it is possible to have dimentional dervish by 12th lvl, which is a big boost to your power. If it is so, get rid of elemental fist and drunken brawler and take the latter again. I doubt you are allowed to do it though.


XMorsX wrote:
What do you think?

I love it, or atleast parts of it.

I know I might cripple my character with it, but I probably won't multiclass, I will spend the pb points differently and I'm still not sure if I'll use qinggong.

Monk v.2:

Race: Tiefling(Oni-Spawn)

STR 17
DEX 14
CON 14
INT 10
WIS 14 (maybe I'll put more into wis and less in Str? still not sure
CHA 08

1 DM Dodge (bonus), Endurance
2 DM Deflect Arrows (bonus)
3 DM Drunken Brawler
4 DM
5 DM Dragon Style
6 DM Improved Trip (bonus)
7 DM Fast Drinker
8 DM
9 DM Dragon Ferocity
10 DM Medusa's Wrath (bonus)
11 DM Deep Drinker
12 DM
13 DM Dimensional Agility,
14 DM
15 DM Dimensional Assault
16 DM
17 DM Dimensional Dervish
18 DM
19 DM Dimensional Savant (or *Death From Above)
20 DM

I might have to rethink this later


I forgot to add the traits Fate's Favored (for doubling the half-orc luck bonuses to saves) and Quain Martial Artist for +1 at your unarmed damage rolls.

If you go Tiefling you should probably drop Endurance and Drunken Bralwer because then you delay Dragon Style and Dragon Ferocity a lot. It does not worth it. At least take it at lvl 9 instead of 3.

Qinggong is absolutely worth it because you can choose if you want to change a power or keep the default one. Even if you just swap slow fall with barkskin it is a net gain with no drawbacks.


XMorsX wrote:
If you go Tiefling you should probably drop Endurance and Drunken Bralwer because then you delay Dragon Style and Dragon Ferocity a lot. It does not worth it. At least take it at lvl 9 instead of 3.

Ok, I think I'll just get Toughness. It basically gives me the same number of hitpoints, only permanent instead of temporary.

I guess I'll also get Outflank then since I won't need endurance


Drunken Brawler is better because the effects stack. But the feat tax is certainly heavy, unless you can take endurance for free.

Outflank is going to be a wasted feat until your 19th lvl, unless someone in your party takes it. Plan accordingly.

From the Qinggong powers, Restoration and Ki Leech are totally awesome and should be obtained. I deliberately kept wholness of body, because even if it is aweful for in-combat usage, it is great for healing between combat using drunken ki.

Toughness is fine but nothing to write home about. Bear in mind that with drunken ferocity you qualify for elemental fist and you can use it like a monk of the four winds can. It is a mediocre feat but it is free damage (you do spend a feat, so it is not exactly free after all).

Dup Cha entirelly. It is 2 extra points you can spend on more useful stats. Having 5 Cha does not mean anything anyway, you are just supposed to be non-social and thats all. You are a Tiefling monk after all, this is what anyone should expect:

Two arrays is what I consider best (20pb):

STR 17
DEX 14
CON 14
INT 12
WIS 16
CHA 5

or

STR 19
DEX 14
CON 14
INT 7
WIS 16
CHA 5

Of course the second is better if you are comfortable with dumping Int. I am and in fact I would probably like it, but I see that you avoid it, so you can go with the first stat array instead.

Also, a Opalescent white pyramid in a wayfinder will give you free weapon focus.


XMorsX wrote:
Drunken Brawler is better because the effects stack

Oh, well that is different. So does that mean:

A lvl 6 Character gets 6hp +2fort +2will -2ref when he drinks one tankart
and a total of 12hp +4fort +4will -4ref when he drinks the second?

Well yeah that is pretty nice, looks like I didn't really get the feat at first


The temporary hit points will not stack, but the bonuses to saves will probably stack, until the temporary hit points are lost. This is the way I understand it anyway.


Then i guess just taking fortitude would be better for me. The will and fort saves will be high anyways, it also means i don't need the reflex boni you suggested.

I guess it's Toughness, Outflank or Elemental fist, two of these three.

I guess I won't take Elemenal fist though. It seems cheaper to have one or two monk weapons with an energy damage type.

Well I guess that's pretty much it, unless somebody has any other suggestion about which feat I should, or shouldn't take.

Thanks again for all your post


Take toughness more hit points won't kill you as a frontliner, both of the others are fairly bad but can be used in a pinch and honestly I think weapon focus though boring as tar is by far better than those options.
Step up and following step aren't the worst feats for a monk ever either although they're no pounce.

Qinggong is just objectively better than not taking it though and since it can stack with DM there is no reason not to. Take Barkskin instead of slow fall and maybe pick up Scorching Ray instead of High Jump to net you a decent ranged attack option(not long ranged but not a lot you can do about that.)


Buying an energy damage ability on your AoMF is going to cost you a hell lot and will deny you a boost on your attack bonus. Remeber that at +5 your AoMF lets you ignore aligment DR, which means that ideally you will only put enchantment bonuses on it.

Weapon Focus can be obtained with an Opalescent white pyramid in a Wayfinder.

Take Toughness at 1st lvl and Elemental Fist after the dragons style feats. When you have dimentional savant, ask you GM to let you retrain Elemental fist for Outflank.


Ok, I have another question regarding the monk, or rather how I can spend ki points.

Ki Pool wrote:

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

I know I can only use one swift action each round, which means I can only do one of those BUT is it possible to spend more then one ki point?

Would I be able to spend 3 ki points as swift action to get the benefits times three, like three additional attacks and so on?


Zarion Blutnagel wrote:

Ok, I have another question regarding the monk, or rather how I can spend ki points.

Ki Pool wrote:

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

I know I can only use one swift action each round, which means I can only do one of those BUT is it possible to spend more then one ki point?

Would I be able to spend 3 ki points as swift action to get the benefits times three, like three additional attacks and so on?

Νο. You can spend 2 or more ki points if the ability you want to activate requires this amount of ki. Otherwise, as long as the abilities (like the extra attack) are swift actions and not free actions (I do not know a y ki power that uses ki and is a free action), you can not use them more than once per round.


XMorsX wrote:

Νο. You can spend 2 or more ki points if the ability you want to activate requires this amount of ki. Otherwise, as long as the abilities (like the extra attack) are swift actions and not free actions (I do not know a y ki power that uses ki and is a free action), you can not use them more than once per round.

XmorsX is quite right although there are a few qinggong powers which are free actions(the feat ones iirc) or standard actions(The SLA's) and could be used along with the normal swift action ki powers.

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