Undine Monk Advice


Advice


So I'm creating a 2nd level undine monk. Thinking flowing monk archetype, but I'm running into a little bit of a struggle. First is how to play out the build, since he's gonna be in a Skull & Shackles 20 point buy game.

I've figured out his stats, but I need advice on the traits (he gets two, & one must be a campaign trait) and feats, as well as trying to decide how to play the whole lawful route (since I really don't want to play the martial artist archetype if I don't have to).

Basic idea of background is his brother was framed for crimes against the region (something along the lines of cavorting with the Chelish) and my character spoke up in his defense. He was given the option to find proof of his brother's innocence, but if he failed, he too would be exiled as well.

RPG Superstar Season 9 Top 16

One of the cool things you can do with Undine Monks is take Hydraulic Maneuver and pick up Hydraulic Push as Qinggong power. It's not super strong, but it's pretty cool.


I'll be playing in Skulls and Shackles too here within the next month or so. One thing I've been told is that you can't really play a lawful character because the act of piracy is pretty much anything but that. I could have been misinformed, or maybe you can find a way around that, but just something to take into account.

Also, the monk I was planning on playing before I was told that was a Hungry Ghost Monk. That one seemed like a lot of fun.


I'm thinking that he holds to a personal code and that even piracy has rules. Things you don't do, things you do: like honor a surrender, the captain is only captain while the crew approves (& must step down or be removed if not), things along that line. I think it can work.

I almost think martial artist might have to be the way to go...

[Edit:] I'm honestly thinking it'd just be better to go aasimar, since it allows me to be flowing monk and be neutral good, so no issues. Problem solved.


An interesting idea is a flowing monk 4 / scout ninja 16. The justifications below is taken from a post in the giantip forums by grarrrg.

"I'd recommend High Dex, Weapon Finesse, and a weapon with the Agile enchantment, and the Trip property (preferably Reach as well, but not necessary).

At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).

Combine with:
Combat Reflexes.
Improved /Greater Trip: Greater lets you make an AoO if your Trip was successful.
Vicious Stomp : If an Opponent falls prone, you can make an Unarmed AoO (now why would they fall prone?...)
Fury's Fall : Add Dex to CMB attempts
(Rogue Talent's can be used to get some of these feats)

Sample combat:
Start You standing next to Opponent.
Start a Full Attack.
In place of first attack, use the Trip Maneuver.
If trip succeeds, you get to make 2 AoO's, 1 Unarmed, 1 any (Greater Trip & Vicious Stomp).
Opponent must make TWO Reflex saves, or become Flat-Footed until the end of your next turn (Flowing Monk 2).
Finish your Full Attack by delivering a righteous beatdown upon them (Opponent is Prone and Flat-Footed, Prone > -4 AC vs Melee, Flat-Footed > Sneak Attack damage is applied).

On opponent's turn, they can either:
Stay Prone, with -4 AC vs. Melee.
Or they can attempt to stand up, which provokes an AoO.
Or they can attempt to move/crawl away, which provokes an AoO.
Regardless, the Opponent is still considered Flat-Footed.

On your turn:
If Opponent stood up, repeat Round 1.
Otherwise initiate Full Attack beatdown.

Repeat as necessary."

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