| ElMustacho |
Hello to everybody, I'm new here and I hope that my english won't be a pain to read.
As obvious, I'm playing a monk and I wish to have some advice for him.
I'll start by describing him just like the character sheet does, together with some explanation.
Ability scores: Standard Method
Rolled abilities:
Strenght 9 (It will have a sense, and somebody has already figured it)
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 15
Charisma 11
Race: Human (Dual Talent)
Ability bonus choices: Dex +2, Wis +2 (they aren't added yet to the scores above)
Traits
Heavy Hitter, Heavy Hitter 2 (for a total of +2 bonus damage with unarmed strikes)
Init +5
AC 23, Touch 22, Flat-Footed 12 (+5 dex, +4 Wis, +1 Monk, +1 Dodge, +1 Armor, +1 Deflection)
Hp 31 (Lucky dices)
Saving Throws
Fort +4, Reflex +9, Will +8
Defensive abilities: Evasion
Speed 40 ft
Melee: Unarmed strike +9 (1d8+8) or Flurry of Blows +8/+8 (1d8+8)
Special attacks: Stunning Fist (4/day, DC 16), Flurry of Blows
Strenght 9
Dexterity 18 + 2 (race) = 20
Constitution 10
Intelligence 14
Wisdom 15 + 2 (race) + 1 (4th Level) = 18
Charisma = 11
BAB +3 CMB +10 DMC 19
Feats: Improved unarmed strike, Mythic Improved unarmed strike, Stunning Fist, Weapon Finesse, Mythic Weapon Finesse (now that 9 at strenght is explained), Combat Reflexes, Dodge, Agile Maneuvers
Skill: Acrobatics +12, Escape Artist +12, Knowledge (History and Religion) +9, Perception +11, Sense Motive +9, Stealth +12
Special Qualities: Fast movement +10 ft, Ki pool (6 points, magic), Maneuver training, Scorching ray (2 ki points, removes slow fall)
Gear: Ring of Protection +1, Bracers of Armor +1, Brooch of Shielding (still new), 2 potions of cat's grace, 2 potions of shield of faith, 2 potions of cure light wounds, clothes (Just because he's not naked)
Mythic stuff: Sudden Block, 2 feats (listed above).
Our party is composed by:
- A standard Druid with a Dragonne animal companion, who buffs, makes potions, contribute to battle with that enormous thing and heals
- A Bladebound Magus, who strikes huge damage in the first 4/5 rounds, then finishes spells and arcana pool, resulting in a good but not so much good fighter
- A standard Barbarian, he battles with a speed longsword (level 4/1, how is this possible? DM gave him a far too good loot, for his level), a light mace, and his teeth, thanks to its rage
- A standard Paladin, striking bad guys and things with a lance, or, depending on the situation, with shield and trident, while supporting the druid while he's healing
- A Trapsmith Rogue, who prevents ours feet blowing up when we enter in dangerous rooms, gains information in cities, finds fool people when we have to sell the loot, support us in combat with a crossbow and get drunk whenever he can
- My self, who receives laughs (How is he supposed to beat me, he seems such weak physically!), then cause surprising damage with flurry of blows behind backs, only few seconds before making many attacks of opportunity, since people is very often running away from the dragonne
I want to level up him while boosting dex with mythic tiers and increasing wis with standard levels. He's good at defense and every time I boost dex I increase my damage too. He's striking harder than the barbarian, and he has magic weapons. The druid founds him as the greatest beneficiary of his spell, granting him a +6 AC and a +3 bonus on hit and damage.
He wants Titan Strike feat, an impact + something Amulet of Mighty Fists, and a permanent greater magic fang together with a permanent reduce person (since size and strenght won't be a problem). He's preparing himself for the snake style (up to the max) and he will also have a great time while tripping, synergizing with stunning fist, medusa's wrath, improved and greater trip, fury's fall and vicious stomp.
His problem? Health. I placed the 14 at Intelligence and not at Constitution. I play him like a sage person, who appear to do dumb moves but (almost) always have a counter move against people who thinks he's not smart, such ruining an enemy ambush because I scream in the night (suspecting something), then the guards comes to make me shut up and instead find those people hiding.
If he multiclass, he's going to have a few level of sorcerer with the Empyreal wildbloodline, just for buffing himself, or maybe an archetype of the fighter.
What I miss is the levelling in the mythic tiers, since I've found nothing perfect in Guardian (we couldn't choose our mythic path, but still we are allowed to take the Dual path feat), and some other advices too.
We are allowed to retrain all but mythic tiers.
Our DM told us that the campaign will finish at level 20, but he also said that if we wanted to continue, he has some other levels ready for us.
So, someone has some advices for me and my monk?
I'll appreciate both negative and positive advices.
I again apologize my self for my english, if someone finds it difficult.
| BobtheSamurai |
Go archmage path for your monk. Enduring Armor can cap out at a +15 armor bonus with the Mythic Paragon feat. You also want to look at Shapeshifting Mastery (1st tier, Mythic Origins), and Many Forms (3rd tier, Mythic Adventures). The first gives +1/2 tier to CL to polymorph abilities, plus changes your base attack with natural weapons to = your caster level, which applies to your unarmed strike.
The second gives you at-will alter self SLA, which is polymorph subschool, at caster level = to 10+tier.
With the Mythic Paragon feat, that's a total caster level of 10 + (tier+2) + 1/2 (tier+2), for a total of caster level 28 at tier 10.
Which is now your unarmed base attack.
That's 8 increments of Power Attack, Combat Expertise, and other similar feats.
EDIT: Missed the part where you didn't get to choose your path, but if your DM allows, Armored Might synergises with Enduring Armor, for a potential +21 armor bonus. This might be against the RAI though, since I'm not sure if it's supposed to work with armor bonuses from non-physical armor.
| Marthkus |
Dual path into champion.
Monks do not do the mythic vital strike combo, so their alternative is fleet warrior. Guardian raises defense, which is something the monk has plenty of. Grabbing Mythic resolve at 6th or 7th tier may be all you ever want from that path.
Fleet warrior, precision X2 (3 has diminishing returns on a monk) is awesome. So good, that you may consider picking up extra path ability at 3rd tier instead of another mythic feat (first mythic feat is obviously mythic weapon finesse).
| Tels |
If you were a Monk of the Four Winds and selected Mythic Elemental Fist, you can get some pretty serious elemental damage bonus on all of your attacks in a round.
But yeah, dual-path into Champion. The only abilities I really like out of Guardian are fast healing and/or DR.
Impossible Speed + Fleet Warrior on a Monk is just stupid amounts of good. Especially once you get Precision a couple of times. I have an 11th level Monk of the Four Winds that is also a 1st Tier Champion and his speed is 90 ft. a round. Even with just spending 1 Mythic Point to make a Fleet Charge, he's basically pouncing anyone, anywhere, every round.
| ElMustacho |
I've selected some feat for this monk, knowing that he's going to make a plenty of attack of opportunity, the first of them being a trip, so he get 2 other attacks of opportunity, plus the bonus of ruining the enemy action.
Fury's Fall (mistake edited)
Hammer the Gap (when he flurrys)
Greater Trip (monk)
Improved Trip (monk)
Medusa Wrath (monk)
Snake Style
Snake Fang
Snake Sidewind
Vicious Stomp
I've obviously another monk feat and two normal ones, but I don't know what he could choose. Maybe something to improve the Stunning fist? His high level tactic when he'll full attack is the following:
- Stunning fists until he stun (Thanks to the mythic version of Stunning fist)
- When he does, he gain 2 attacks thanks to Medusa Wrath, then he trip until he succeed (Very likely, with a total bonus of his class level + twice his dexterity + 4 against a CMD with a malus of -2 + -4 from being stunned while tripped and any bonus to dexterity unapplied)
- When the enemy fall, I have another 2 attacks (of opportunity) with Vicious Stomp and Greater Trip, so I hit hard an enemy with a minimum of +6 (2 stunned and 4 tripped without dexterity) on hit rolls, while Hammer the Gap start become something that could cause a lot of pain.
- At the end of the turn, the enemy is also unarmed (because of the stunning fist) and recovering for him is something very difficult, at least alone.
Did I make any mistake?
Do you have any better idea?
I'll be waiting for your posts.
| Mardiv |
Hallo,
I am Playing a Mythic monk as well and wont to go the following:
Str 11, Dex 17, Con 13, Int 13, Wis 14, Cha 7
Taken Feats:
1
Combat Expertise
Weapon Finesse
3
Improved Trip
5
Vicious Stomp
7
Ability Focus (stunning fist)
9
Greater Trip
11
Outflank
13
Dimensional Agility
15
Dimensional Assault
17
Dimensional Dervish
Monk feats:
1
Combat Reflexes
2
Dodge
6
Mobility
10
Medusa's Wrath
14
Ki Throw
Mythic Path:
Champion
Mythic Feats:
Weapon Finesse
Improved Unarmed Strike
Titan Strike
I want to be all over the Battle field and use my Trip's and Stunning fists to assist my party members, I want to use the Dimensional Feat line.
Dimensional Dervish + Outflank + Flanking with your self = Fun!
The extreme high Mobility of this monk will allow me to place tactical-strikes all over a very large battlefield.
| Mysterious Stranger |
Dual path is definitely the way to go. The Champions strike fleet alone is enough reason to pick this path. By spending a mythic point you can as a swift action move up to your speed and make a single attack in addition to any other attacks you can make. This allows you to make a full move as a swift action instead of a move action and still get a full attack with an extra attack.
Combine impossible speed with the monk’s fast movement and you will be able to move the equivalent of most characters full out run and get a ridiculous number of attacks. This also gives you the ability to take a triple move and still get in a single attack.