Help with a Monk Build (See inside for Archetypes)


Advice


So I want to use a Monk for the curse of the crimson thrones AP.
The Archetypes I am gonna use are Qinggong Monk (duh), Ki Mystic, and Monk of the Four Winds.

Probably Human for the bonus feat.

32 Point buy.

What feats should I choose?
What items are a priority for the monk to buy first and foremost.
My DM has said Brass Knuckles are going to count as they do in the Advanced Players Guide so they count for Monk Unarmed.


Perpetr8r wrote:

So I want to use a Monk for the curse of the crimson thrones AP.

The Archetypes I am gonna use are Qinggong Monk (duh), Ki Mystic, and Monk of the Four Winds.

Probably Human for the bonus feat.

32 Point buy.

What feats should I choose?
What items are a priority for the monk to buy first and foremost.
My DM has said Brass Knuckles are going to count as they do in the Advanced Players Guide so they count for Monk Unarmed.

Ok so never mind that. The Archetypes are Master of Many Styles, Kata Master, and Qinggong Monk

Scarab Sages

I'd highly recommend not taking Master of Many Styles on a single class monk. The lack of Flurry hurt your accuracy and damage output more than the gain you get from multiple styles. MoMS is better as a two level dip for a brawler or other unarmed focused class than as a monk.

Frankly, the archetype should be rewritten or banned because the early access to style feats is one of the most abusable loopholes in the game.


Monk of the 4 winds isn't very good. The 17th level capstone ability of pounce you now get with Pummelling Style (get this).

Hungry Ghost Qinggong monk is solid, with health and ki point regen. You have a serious amount of points to spend. Oni-Tiefling is also solid, +2 strength and +2 wisdom with many bonus Tiefling bonus stuff.

Focus on strength then wisdom.

Items.

Strength belt, keep high.
Knuckles, keep high.
Cloak of Resistance, whatever is reasonable or can find.
Ring of Prot. whatever is reasonable or can find.
Headband of wisdom whatever is reasonable or can find.
7-8th level look for boots of speed.
10-11 look of for monk robes.
Bracers of defence is for level 15+ when it becomes cheap, mage armour will last many hours, get a mage a Pearl of Power. +4 bracers is expensive, potions are cheap.
See Invisibility potion is sexy in times of need.

Handysack is good.

Get Pummelling Style, it's seriously overpowered.
Take Barkskin as your Qinggong ability at 4th, set you up forever, don't have to pay for the amulet, and if you wear knuckles there are many sexy pieces for that slot.


Monk of the Four Winds
Elemental Fist (Su)

At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

This ability replaces stunning fist.
Slow Time (Su)

At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity.

This ability replaces abundant step.

Aspect Master (Su)

At 17th level, a monk of the four winds must choose an aspect of one of the great spirits of the world. Once made, this choice cannot be changed. This spirit grants the monk a new appearance and new abilities, as well as changing or augmenting the monk’s personality in some way. Once this choice is made, it cannot be changed. The monk must abide by the alignment restrictions of the aspect. If the monk ever changes his alignment to something outside the aspect’s alignment restrictions, he loses this ability and cannot regain it unless his alignment later changes again to match that of the aspect.

Aspect of the Carp: The monk’s skin becomes a coat of golden, iridescent fish scales, his neck grows gills, and his fingers become webbed. He can breathe water and gains a swim speed equal to his land speed. The carp is heroic and adventurous—a monk must be nonevil to take on the aspect of the carp.

Aspect of the Ki-Rin: The monk’s skin takes on a golden luminescence, and a silvery mane that cannot be bound grows atop his head. He gains a fly speed equal to his land speed, but he must end each turn on the ground. If the monk does not land by the end of his turn, he falls from whatever height he has attained. The ki-rin is honorable, honest, and self-sacrificing—a monk must be lawful good to take on the aspect of the ki-rin.

Aspect of the Monkey: The monk’s face becomes that of a monkey, and he grows a prehensile tail. The monk can pick up objects and make unarmed attacks with his tail (though the tail does not grant additional unarmed attacks or natural attacks). In addition, the monk gains a climb speed equal to his land speed. The monkey is a creature of whimsy and a lover of pranks—a monk of any alignment can take on the aspect of the monkey.

Aspect of the Oni: The monk’s skin becomes pitch black, and his hair turns white, black, red, or violet. He can assume gaseous form (as the spell) as a standard action for 1 minute per day per monk level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The oni is treacherous and deceitful, and it hungers for the pain and death of living creatures—a monk must be evil to take on the aspect of the oni.

Aspect of the Owl: The monk grows feathers, and his head becomes avian, with wide, unblinking eyes. He gains a fly speed of 30 feet. The owl is a sage creature, deeply serious, and driven toward a single goal—a monk of any alignment can take on the aspect of the owl.

Aspect of the Tiger: Dark stripes appear on the monk’s skin, and his face becomes more feline. His eyes become catlike, with vertical pupils, and his canines enlarge. Once per hour, the monk can move at 10 times his normal land speed when he makes a charge and is treated as if he had the pounce ability. The tiger is swift, fierce, and deadly—a monk of any alignment can take on the aspect of the tiger.

This ability replaces timeless body.
Immortality (Su)

At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once.

This ability replaces perfect self.

I find the level 12 power useful, and the level 20 seems thematic


32 point buy....daaaaannnggggggg. I like taking Martial Artist and pairing it with 3 levels of Rogue Acrobat...but you give up Qi, witch is important to your build, so I just wasted our time.

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