Tank Monk for Review [Unchained]


Advice


So Magus didn't quite pan out for what I wanted, and I wanted to plan for a Tank Monk instead, as a back-up character.

Here's my proposed build:

Human
S16 (+2) D14 C12 I10 W15 CH7
Pips: +1 WIS (4th), rest to STR

Traits
Honored Fist of the Society, Indomitable Faith

Feat Progression
Racial. Endurance
Free. Imp. Unarmed Strike
1st Bonus. Dodge
1st. Diehard
2nd Bonus. Combat Reflexes
3rd. Crane Style
5th. Crane Wing
6th Bonus. Deflect Arrows
7th. Stalwart
9th. Crane Riposte
10th Bonus. Improved Critical
11th. Improved Stalwart
From then on, all feats are spent on the Dimensional feat chain.

Ki Power and Style Strike Progression
4th Ki. Qinggong Power (Barkskin)
5th Style. Flying Kick
6th Ki. Furious Defense
8th Ki. Abundant Step
10th Ki. Insightful Wisdom
10th Style. Foot Stomp
12th Ki. Diamond Resilience

I will use a Temple Sword with two hands as my main weapon, switching it up with kick-based unarmed strikes for style strikes.


The most important question for any tank build in Pathfinder: How do you stop people from just going "That seems like a lotta work, I'ma go hit that guy instead."

What can you do to make them stick around?

Until level 10, that answer seems to be "nothing". So unless you're starting at 10th, this is a bad tank.


Rynjin wrote:

The most important question for any tank build in Pathfinder: How do you stop people from just going "That seems like a lotta work, I'ma go hit that guy instead."

What can you do to make them stick around?

Until level 10, that answer seems to be "nothing". So unless you're starting at 10th, this is a bad tank.

You mean other than THREE attacks at full BAB with a 2H weapon and plenty attacks of opportunity plus chasing power if they attempt to move away? I know you get a kick from pissing on the Unchained Monk but anyone could see this guy is a threat to anyone who's close to him - and I can always switch around Foot Stomp and Flying Kick.

Of course they are not going to go for the PC first, that's what positioning is for.

I can always replaced Deflect Arrows for Improved Trip to counter anyone who wants to move past me as well. That would have been constructive feedback.

EDIT: Not to mention that the higher level strategy is about LETTING them hit me and blunting the damage with Imp. Stalwart and Diamond Resilience.


I still might consider taking out diehard, and then use the feat slot for power attack. That should give your 2 handed weapon attacks enough bite that you are hard to ignore.

The fact that all monks can get x1.5 power attack on all those 2 handed flurry hits is one of their strong points, melee wise. It has been their strength for a long time.


You asked for a "review" of the build as it was. I gave it.

Your damage isn't going to be stellar since you lack anything like Power Attack, so you NEED to have a trick that makes them stick around.

Swapping around Foot Stomp and Flying Kick would do it, pretty much, though then again your to-hit is going to be kinda low (or cost a hell of a lot).

There's also the matter of the Dimensional Agility Feat line coming on way too late to matter with this build.

I wouldn't bother with it, Flying Kick makes it less desirable.

Crane Wing and Crane Riposte are of dubious value after being "tweaked", I'd consider dropping them.

You don't have an overwhelming number of attacks of opportunity, and not much to do with them except whack somebody. Swapping Deflect Arrows for Improved Trip would help somewhat, but you also don't have a good way to make people provoke, so it's of limited value.

Swapping your weapon to a Reach weapon like a Kusarigama or Kyoketsu Shoge will help with that. They're Monk weapons, so you're proficient.

Your AC is likely to be on the middling side.

Secret Wizard wrote:


EDIT: Not to mention that the higher level strategy is about LETTING them hit me and blunting the damage with Imp. Stalwart and Diamond Resilience.

DR 8/- is neat, but letting someone hit you is still a bad prospect.


Rynjin wrote:
Secret Wizard wrote:


EDIT: Not to mention that the higher level strategy is about LETTING them hit me and blunting the damage with Imp. Stalwart and Diamond Resilience.

DR 8/- is neat, but letting someone hit you is still a bad prospect.

True. I think CaGM barbarians mostly get away with it because they can attack before the other guy gets his attack in, and that attack could be a dazing assault (which means that the enemy is knocked senseless before they can attack)

Plus, barbarians get larger hit dice than you do. Not as big a deal for unchained now (d10 and all)...but barbarians are also less MAD than you (ie- you have 12 CON, and actively wanting people to hit you)


A barbarian can have DR much higher than that with a lot more HP, so while it might seem like a good plan, I feel it really wont work out like you expect at the late for your monk.
Also I feel your AC is kinda low for a "tank". It's 15 till lv4 and then you get barkskin putting it to 17. Even with crane style I feel it's putting you into the "not super sucky ac" range rather than a "good" AC range

Have you looked at the "Invincible Barb" build? Seems to match what you're wanting, and can work really well with the unchained Barb

Scarab Sages

Why Temple Sword? As Unchained Monks have proficiency with all monk weapons, there are better choices. Sansetsukon and Seven Branched sword have better damage and better special abilities, or if you want a one-handed weapon nine section whip. Or you can use a kurasaigama or double-chained kama for reach and adjacent fighting. You'll get Flurry + 3.5 spiked chain AoO shenanigans.


I just like the Temple Sword. The rest look a little bit too ornate for me.

Ok, so the consensus is that DR 12/- at 12th level does not make a good tank?


Secret Wizard wrote:

I just like the Temple Sword. The rest look a little bit too ornate for me.

Ok, so the consensus is that DR 12/- at 12th level does not make a good tank?

DR 12/- ALONE does not make a good tank.

DR is good.

AC is good.

DR + AC is RIDICULOUSLY GOOD.


just DR 12, not so much, it definitely helps though. A barb at lv12 can have 6 all the time, then the other 8 from stalwart and even 6 more with improved DR on unchained. Then it'll also have a lot more HP then you do at lv12. And can have an awesome AC on top of that too. While having pretty good damage and pounce probably.


Chess Pwn wrote:
just DR 12, not so much, it definitely helps though. A barb at lv12 can have 6 all the time, then the other 8 from stalwart and even 6 more with improved DR on unchained. Then it'll also have a lot more HP then you do at lv12. And can have an awesome AC on top of that too. While having pretty good damage and pounce probably.

I'll have a pounce in flying kick, I'll have more attacks than the barbarian... and how does the Barb get better AC?

At 12th level, I'm getting the full +5 from Barkskin, +4 dodge from Furious Defense, all the dodge from Monk AC Bonus, bracers of armor, and the ability to add the full +6 dodge against hard hitting enemies when the DR wouldn't help enough.

A Barb is taking -2 from Rage and cannot wear better than medium armor -- and his touch AC is nowhere near mine.


Secret Wizard wrote:
Chess Pwn wrote:
just DR 12, not so much, it definitely helps though. A barb at lv12 can have 6 all the time, then the other 8 from stalwart and even 6 more with improved DR on unchained. Then it'll also have a lot more HP then you do at lv12. And can have an awesome AC on top of that too. While having pretty good damage and pounce probably.

I'll have a pounce in flying kick, I'll have more attacks than the barbarian... and how does the Barb get better AC?

At 12th level, I'm getting the full +5 from Barkskin, +4 dodge from Furious Defense, all the dodge from Monk AC Bonus, bracers of armor, and the ability to add the full +6 dodge against hard hitting enemies when the DR wouldn't help enough.

A Barb is taking -2 from Rage and cannot wear better than medium armor -- and his touch AC is nowhere near mine.

Mithral full plate, and beast totem giving up to a +6 natural armor.


lemeres wrote:
Secret Wizard wrote:
Chess Pwn wrote:
just DR 12, not so much, it definitely helps though. A barb at lv12 can have 6 all the time, then the other 8 from stalwart and even 6 more with improved DR on unchained. Then it'll also have a lot more HP then you do at lv12. And can have an awesome AC on top of that too. While having pretty good damage and pounce probably.

I'll have a pounce in flying kick, I'll have more attacks than the barbarian... and how does the Barb get better AC?

At 12th level, I'm getting the full +5 from Barkskin, +4 dodge from Furious Defense, all the dodge from Monk AC Bonus, bracers of armor, and the ability to add the full +6 dodge against hard hitting enemies when the DR wouldn't help enough.

A Barb is taking -2 from Rage and cannot wear better than medium armor -- and his touch AC is nowhere near mine.

Mithral full plate, and beast totem giving up to a +6 natural armor.

Alright, so they are taking a huge penalty to attacks from Combat Expertise then (as opposed to my -1 from Fighting Defensively with Crane Style), spending a feat on Heavy Armor Proficiency on top of Combat Expertise, Endurance, Diehard, Stalwart and Imp. Stalwart, which means they only have extra feats for Power Attack which is more penalties to attack even, and no room for Furious Focus or Raging Vitality.

Great to hear?

Also those 3 points into INT at character creation will prevent them from having the idea stats for sure.


Secret Wizard wrote:
lemeres wrote:
Secret Wizard wrote:
Chess Pwn wrote:
just DR 12, not so much, it definitely helps though. A barb at lv12 can have 6 all the time, then the other 8 from stalwart and even 6 more with improved DR on unchained. Then it'll also have a lot more HP then you do at lv12. And can have an awesome AC on top of that too. While having pretty good damage and pounce probably.

I'll have a pounce in flying kick, I'll have more attacks than the barbarian... and how does the Barb get better AC?

At 12th level, I'm getting the full +5 from Barkskin, +4 dodge from Furious Defense, all the dodge from Monk AC Bonus, bracers of armor, and the ability to add the full +6 dodge against hard hitting enemies when the DR wouldn't help enough.

A Barb is taking -2 from Rage and cannot wear better than medium armor -- and his touch AC is nowhere near mine.

Mithral full plate, and beast totem giving up to a +6 natural armor.

Alright, so they are taking a huge penalty to attacks from Combat Expertise then (as opposed to my -1 from Fighting Defensively with Crane Style), spending a feat on Heavy Armor Proficiency on top of Combat Expertise, Endurance, Diehard, Stalwart and Imp. Stalwart, which means they only have extra feats for Power Attack which is more penalties to attack even, and no room for Furious Focus or Raging Vitality.

Great to hear?

Also those 3 points into INT at character creation will prevent them from having the idea stats for sure.

I plan to respond to this later :D I'll use your monk build and I'll make a barb build. If you'd like to do a different monk build in the meantime though I'll compare to that one!


Chess Pwn wrote:
Secret Wizard wrote:
lemeres wrote:
Secret Wizard wrote:
Chess Pwn wrote:
just DR 12, not so much, it definitely helps though. A barb at lv12 can have 6 all the time, then the other 8 from stalwart and even 6 more with improved DR on unchained. Then it'll also have a lot more HP then you do at lv12. And can have an awesome AC on top of that too. While having pretty good damage and pounce probably.

I'll have a pounce in flying kick, I'll have more attacks than the barbarian... and how does the Barb get better AC?

At 12th level, I'm getting the full +5 from Barkskin, +4 dodge from Furious Defense, all the dodge from Monk AC Bonus, bracers of armor, and the ability to add the full +6 dodge against hard hitting enemies when the DR wouldn't help enough.

A Barb is taking -2 from Rage and cannot wear better than medium armor -- and his touch AC is nowhere near mine.

Mithral full plate, and beast totem giving up to a +6 natural armor.

Alright, so they are taking a huge penalty to attacks from Combat Expertise then (as opposed to my -1 from Fighting Defensively with Crane Style), spending a feat on Heavy Armor Proficiency on top of Combat Expertise, Endurance, Diehard, Stalwart and Imp. Stalwart, which means they only have extra feats for Power Attack which is more penalties to attack even, and no room for Furious Focus or Raging Vitality.

Great to hear?

Also those 3 points into INT at character creation will prevent them from having the idea stats for sure.

I plan to respond to this later :D I'll use your monk build and I'll make a barb build. If you'd like to do a different monk build in the meantime though I'll compare to that one!

Oh, no, please! Be my guest. I really want to see a practical comparison.


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Chess Pwn wrote:


I plan to respond to this later :D I'll use your monk build and I'll make a barb build. If you'd like to do a different monk build in the meantime though I'll compare to that one!

Ok, just to make this easier, here's a full character build at level 12th for comparison.

I'm using standard PC wealth (108k), with no crafting and no items worth more than 30% of your total wealth (to keep it realistic), and I'm comparing my PC's attacks and AC against, let's say, a Mountain Troll. Seems like a fair enemy.

Loadout
+2 Ki Focus Temple Sword
+2 Belt of Physical Perfection
+2 Ring of Protection
+4 Headband of Wisdom
+4 Bracers of Armor
+4 Cloak of Resistance
Quick Runner's Shirt
Boots of Speed

Ki Pool
15 points (6 base + 5 Wis + 1 trait + 3 FCB)

DEFENSIVE STATS - Fighting defensively with +AC and Ferocious Defense, with Crane Wing on the main target
AC 43 [10 +3 (Dex) +5 (Wis) +3 (Class) +4 (Bracers) +2 (Ring) +1 (Dodge) +4 (Defensively) +2 (Crane WIng) +4 (Ferocious Defense) +5 (Barkskin)]
TAC 34
FFAC 29
CMD 52
DR DR 2/-
Saves Fort +14 / Ref +15 / Will +14
HP 94 (Max HP on first level, after that, alternating between 5 and 6 - the average rolls-)
Extra +2 vs. Mind Affecting, Immune to Disease, Improved Evasion, Diehard, Endurance, Deflect Arrows

Only getting hit by the Troll on crits.

Casters have no chance in hell of hitting me with touch attacks.

DEFENSIVE STATS - Fighting defensively with +DR and Ferocious Defense, with Crane Wing on the main target
AC 39 [10 +3 (Dex) +5 (Wis) +3 (Class) +4 (Bracers) +2 (Ring) +1 (Dodge) +2 (Crane WIng) +4 (Ferocious Defense) +5 (Barkskin)]
DR DR 10/-

DEFENSIVE STATS - Fighting defensively with +AC, with Crane Wing on the main target
AC 39 [10 +3 (Dex) +5 (Wis) +3 (Class) +4 (Bracers) +2 (Ring) +1 (Dodge) +4 (Defensively) +2 (Crane WIng) +5 (Barkskin)]
DR DR 2/-

DEFENSIVE STATS - Fighting defensively with +AC
AC 37 [10 +3 (Dex) +5 (Wis) +3 (Class) +4 (Bracers) +2 (Ring) +1 (Dodge) +4 (Defensively) +5 (Barkskin)]
DR DR 2/-

Only getting hit on 15 or higher, except when not using Crane Wing on the target, which means I'm getting hit on 12s.

ALL OF THE OFFENSIVE STATS ARE FIGHTING DEFENSIVELY.

OFFENSIVE STATS - Using Boots of Speed + Ki Pool extra attack VS 29 AC
Attacks Temple Sword +20/+20/+20/+20/+20/+15/+10 (1d8+11, 17-20/2x)
Average DPR 79.8
Extra Counts as Lawful and Silver, FOUR attacks of opportunity per round, Crane Riposte if main target misses me.

OFFENSIVE STATS - Using Boots of Speed + Ki Pool extra attack, using a style strike VS 29 AC
Attacks Unarmed +18 (2d6+6, 20/x2), Temple Sword +20/+20/+20/+20/+15/+10 (1d8+11, 17-20/2x)
Average DPR 74.35

OFFENSIVE STATS - Using Boots of Speed VS 29 AC
Attacks Temple Sword +20/+20/+20/+20/+15/+10 (1d8+11, 17-20/2x)
Average DPR 66.65

OFFENSIVE STATS VS 29 AC
Attacks Temple Sword +20/+20/+20/+15/+10 (1d8+11, 17-20/2x)
Average DPR 53.50

Damage plummets without Boots of Speed, but when I need to get into damage mode, I can do that very effectively.

Of course, Stunning Fist is still trash - only a 21 DC. The good part is that it's likely that most casters will fail the save? Honestly, not even.

Considering this is such a good evasion tank... I was thinking about dropping Stalwart altogether, getting Power Attack, Weapon Focus, Furious Focus and Iron Will or something like that.


okay here's the rough outline

barb:

half orc invulnerable rager unchained barb
S16 (+2) D13 C14 I13 W13 CH7
Pips: +1 dex(4th), rest to STR

Traits
Threatening Defender, fate's favored

Feat Progression
Racial. Endurance
1st. Diehard
3rd. Power attack
5th. Extra rage power(Superstition)
7th. Stalwart
9th. combat expertise
11th. Improved Stalwart

rage Power Progression
2nd beast lesser
4th accurate stance
6th beast
8th increased DR
10th beast greater
12th increased DR

I'm wearing a breastplate

so some comparisons
HP, this is without FCB
Barb = 113 and 36 temp per rage
Monk = 88

Attack rolls
Barb = 17 with combat expertise and power attack on
Monk = 16 fighting defensively

AC
Barb = 18, 20 while raging
Monk = 23 with a ki point for barkskin 2 hours per use, 24 with ki point and immediate action

DR
Barb = 18
Monk = 10 (diamond resilience for 2 and 8 stalwart) but the 2 also uses a ki point for 1 minutes activation

Movement
Barb = pounce on charge
Monk = 40 and uses a kick

Attacks
17/12/7 for x +1.5str +15
16/16/16/11/6 for x+1.5str if you want to flying kick you lose a 16 for that kick which does less

Increasing stats
All the costs to enhance are the same, except the monk buys wis headband for AC and the barb buys amulet of natural armor which is cheaper than the headband.
Barb can get furious for his weapon which increases the bonus for cheaper

Saves
barb = fort:12 Ref:8 will:7 +4 against spells
Monk = fort:9 ref: 10 will:6 or 7

resources
Barb = 28 rounds of rage
Monk = ~9 ki points per day : barkskin and furious defense cost 1 per use, abundant step and Insightful Wisdom are 2 per use

Both have the same number of skill points

The barb could build differently and drop power attack and pickup the guardian stance instead of accurate stance to increase AC by 4 while raging but drop the damage by 12 per hit. Also this build is meant to do the same thing as the presented monk, not necessarily to "tank"


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Add items. I added items to my guy. LOOK ABOVE FOR A RUNDOWN OF OFFENSE AND DEFENSE

It looks like my guy has your beat except in, of course, HP and total DR.

My Monk has 15 points in the pool. Barkskin lasts for 2 hours at this point, and, substracting 3 points for constance Diamond Resistence, I still have 11 points to play with.

Sure, I can't Furious Defense and Ki Attack every round, but considering you don't fight monsters with +2 HD than you all the time, my dude is safe enough, deals more damage, and cannot get hit for touch attacks ever.

EDIT: I just realized I can replace Insightful Wisdom with Ki Leech and use my abilities mostly all day! Sweet.

The build really goes online after it can get a Blade of the Sword Saint (to use the blade on unarmed style strikes instead) and Power Attack at level 13th.


First your ki pool and all your AC is reduced by one, your wis is a 15+4 for 19 for a mod of 4.

Loadout
+2 furious Nodachi
+2 Belt of Physical Perfection
+2 Ring of Protection
+2 amulet of natural armor
+2 headband of wis
+4 breastplate
+4 Cloak of Resistance
Quick Runner's Shirt
Boots of Speed
I spent a little less

Rage 29 rounds

DEFENSIVE STATS - Combat expertise with +AC
AC 33 [10 +3 (Dex) +6 (armor) +4 (armor enhancement) +2 (Ring) +2 (natural enhancement) +4 (expertise) +4 (natural) -2 (rage)]
DR DR 10/-
AC goes to 29 for DR to go to 18

Saves Fort +17 / Ref +13 / Will +15 +4 against spells and SLA
HP 132 (Max HP on first level, after that, alternating between 5 and 6 - the average rolls- and FCB)
Diehard, Endurance

Only getting hit on 5 or higher, man my AC sucks, but if all hit I take on average 10 damage.

OFFENSIVE STATS - Using Boots of Speed VS 29 AC
Attacks Nodachi+22/+22/+17/+12 (1d10+28, 18-20/2x)
Average DPR 78.98
Extra Counts as Cold iron and Silver and adamantine

OFFENSIVE STATS VS 29 AC
Attacks Nodachi +22/+17/+121 (1d10+28, 18-20/2x)
Average DPR 52.01


Chess Pwn wrote:
First your ki pool and all your AC is reduced by one, your wis is a 15+4 for 19 for a mod of 4.

I'm putting a +1 on it at 4th level. It's a 20.

Honestly, looking at your build and mine, I'd say that they are both very balanced in respect to each other.

The Barb gets hit more but has higher HP and DR.

The Monk can evade a lot more due to higher AC, Touch AC and Evasion, but has lower HP and DR.

Saves and CMD are similar across the board.

Offensively the Barb puts out more damage, the Monk a bit less but fishes for crits better. The Barb also avoids adamantine DR faster than the Monk thanks to Furious, but then again, we all know Furious is awesome as hell.
The Monk, however, has a ton of options when unarmed and doesn't rely on armor - plus the Monk has Abundant step and a 70 ft. movement speed.

This is what I'm talking about though - it's a pretty good tank with its own deficiencies and its own benefits.

I didn't think my build was as TERRIBLE LOLZ AC like everyone said, and when comparing it side to side it doesn't seem to be so.

PS: I'm sure we'll both get a huge boost to damage at 13th level - with you probably picking up Improved Critical and me picking up Power Attack.


Secret Wizard wrote:

Add items. I added items to my guy. LOOK ABOVE FOR A RUNDOWN OF OFFENSE AND DEFENSE

It looks like my guy has your beat except in, of course, HP and total DR.

My Monk has 15 points in the pool. Barkskin lasts for 2 hours at this point, and, substracting 3 points for constance Diamond Resistence, I still have 11 points to play with.

Sure, I can't Furious Defense and Ki Attack every round, but considering you don't fight monsters with +2 HD than you all the time, my dude is safe enough, deals more damage, and cannot get hit for touch attacks ever.

EDIT: I just realized I can replace Insightful Wisdom with Ki Leech and use my abilities mostly all day! Sweet.

The build really goes online after it can get a Blade of the Sword Saint (to use the blade on unarmed style strikes instead) and Power Attack at level 13th.

You only out damage if you use your ki point, otherwise I'm dealing more damage on a full attack. But your full attack no hast is 1 higher, so about equal, I use less resources to get my big damage. If you don't have your furious defense and you're getting the increased DR then you're getting hit on an 8 instead of my 5. If I don't use the DR boost then I get hit on a 9 instead of your 12 and I still take off 10 damage a hit so 30 per full attack. And I'm going to fail less saves than you will.

Yeah the monk works for what it does. So does this barb.


Secret Wizard wrote:
Chess Pwn wrote:
First your ki pool and all your AC is reduced by one, your wis is a 15+4 for 19 for a mod of 4.

I'm putting a +1 on it at 4th level. It's a 20.

Honestly, looking at your build and mine, I'd say that they are both very balanced in respect to each other.

The Barb gets hit more but has higher HP and DR.

The Monk can evade a lot more due to higher AC, Touch AC and Evasion, but has lower HP and DR.

Saves and CMD are similar across the board.

Offensively the Barb puts out more damage, the Monk a bit less but fishes for crits better. The Barb also avoids adamantine DR faster than the Monk thanks to Furious, but then again, we all know Furious is awesome as hell.
The Monk, however, has a ton of options when unarmed and doesn't rely on armor - plus the Monk has Abundant step and a 70 ft. movement speed.

This is what I'm talking about though - it's a pretty good tank with its own deficiencies and its own benefits.

I didn't think my build was as TERRIBLE LOLZ AC like everyone said, and when comparing it side to side it doesn't seem to be so.

PS: I'm sure we'll both get a huge boost to damage at 13th level - with you probably picking up Improved Critical and me picking up Power Attack.

Dang, I should have FCB for Superstition instead of HP, making it a total of +8 against spells and SLA

My saves are 8 higher on spells and SLA, which I feel is most the time you'll be making a save. When unarmed I have claws, so not as good as your flurry of punches. Also note that this is the DR barb, if you want an AC barb you can get the AC quite a bit higher. swap out invulnerable for Armored Hulk and get mithral fullplate for 3 AC and switch stances for 4 AC. putting me up to 40 all the time in rage with a -4 to my attacks and freeing up some rage powers. Also with non-unchained there's a rage power to get your superstion bonus to your touch AC, which you could boost with FCB

But your right that they can both work. I forget how much barkskin gives to boost the monk to good AC.


Chess Pwn wrote:

You only out damage if you use your ki point, otherwise I'm dealing more damage on a full attack. But your full attack no hast is 1 higher, so about equal, I use less resources to get my big damage. If you don't have your furious defense and you're getting the increased DR then you're getting hit on an 8 instead of my 5. If I don't use the DR boost then I get hit on a 9 instead of your 12 and I still take off 10 damage a hit so 30 per full attack. And I'm going to fail less saves than you will.

Yeah the monk works for what it does. So does this barb.

Actually it's 9 to your 5 when not using Furious Defense and using DR on Fighting Defensively ;)

Also, yeah, my saves are a bit lower on Fort and Wis, but immunity to disease helps, and later on I'll pick up Spell Resistance.

I'll probably replace Deflect Arrows cause I forgot I need a free hand (until I get that Blade of the Sword Saint!)... I could pick up Imp. Trip or Disarm...


I would point out that the problem with both your builds is that neither of you have solid ways of dealing with invisibility or flight, and neither of you has anything that will lock someone down. I would honestly take a look at brawler fighter archetype if you wanna take a look at a tanky build.


your monk offer no damage output, especially Vs Dr.
has no grapple so no foe will stay around him (even soaking the AOO from the no power attack weapon).
he is a mosquito at best.


Vrog Skyreaver wrote:
I would point out that the problem with both your builds is that neither of you have solid ways of dealing with invisibility or flight, and neither of you has anything that will lock someone down. I would honestly take a look at brawler fighter archetype if you wanna take a look at a tanky build.

Do you have a monk or Barb that can deal with invisibility? For flight both of us could move to attack it and fall down, and the Barb is pretty decent with a bow too. And as I said in one of my posts, my barb isn't necessarily a "tank", he's just doing the same idea as what the first monk was doing.

If I wanted a "tank" barb I'd get knockback and pushing assault maybe some tripping too.


I'll get grapple at 6th level, it should work well vs. casters.

I don't believe the monk has low damage output. He avoids several types of DR and I could always use other weapons, particularly my 2d6 unarmed strikes.

Invisibility is meant for the casters to deal with, using glitterdust or what not.


Chess Pwn wrote:
Vrog Skyreaver wrote:
I would point out that the problem with both your builds is that neither of you have solid ways of dealing with invisibility or flight, and neither of you has anything that will lock someone down. I would honestly take a look at brawler fighter archetype if you wanna take a look at a tanky build.
Do you have a monk or Barb that can deal with invisibility? For flight both of us could move to attack it and fall down, and the Barb is pretty decent with a bow too.

Barb can get Scent to help with Invisibility (and Blind-Fight to clinch it) or Ultimate Clarity.

Greater Elemental Blood is good for flight (60 ft. Good for your entire Rage is pretty rad).


If I go Half-Orc I could get Scent as well!

Is there a way to increase my monk enhancement speed to flying kick further?


Rynjin wrote:
Chess Pwn wrote:
Vrog Skyreaver wrote:
I would point out that the problem with both your builds is that neither of you have solid ways of dealing with invisibility or flight, and neither of you has anything that will lock someone down. I would honestly take a look at brawler fighter archetype if you wanna take a look at a tanky build.
Do you have a monk or Barb that can deal with invisibility? For flight both of us could move to attack it and fall down, and the Barb is pretty decent with a bow too.

Barb can get Scent to help with Invisibility (and Blind-Fight to clinch it) or Ultimate Clarity.

Greater Elemental Blood is good for flight (60 ft. Good for your entire Rage is pretty rad).

Yes but Greater elemental blood isn't allowed on the unchained barb for PFS. But I agree that it's super awesome


You asked for Barb, not nerfed Barb.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

How about a build that does this at level 12:

Defense:
AC 43 (31 Touch, 31 FF)
CMD 47
DR 5/-
Saves Fort 19, Ref 23, Will 17, +2 vs. Enchant, Evasion
Immune Sneak Attack, Crit, Bleed
HP 106

Offense:
Speed Fly 120'
Melee +19 4d6 + 19 (19-29/x2), Flurry +19/+19/+14 4d6 + 19 (19-29/x2), Pummeling Style so all hits are added together, if one crits all crit, Spend ki point for additional attack.
Reach 15', 12 AoOs a round

Size Huge

Echolocation to handle Invis.


Taenia wrote:

How about a build that does this at level 12:

Defense:
AC 43 (31 Touch, 31 FF)
CMD 47
DR 5/-
Saves Fort 19, Ref 23, Will 17, +2 vs. Enchant, Evasion
Immune Sneak Attack, Crit, Bleed
HP 106

Offense:
Speed Fly 120'
Melee +19 4d6 + 19 (19-29/x2), Flurry +19/+19/+14 4d6 + 19 (19-29/x2), Pummeling Style so all hits are added together, if one crits all crit, Spend ki point for additional attack.
Reach 15', 12 AoOs a round

Size Huge

Echolocation to handle Invis.

Is this an actual build? If so will you show the details about it please?


Looks like a Shaping Focus Druid/Monk.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Yep Secret Wizard

build:

Half Orc Druid 8, Unchained Monk 4 (Use Menhir Savant for Druid or better yet Ancient Guardian and get Protection Domain (Defense Subdomain)
Racial Trait - Sacred Tattoo
S 10(14) D 22(32) C 14(16) I 10 W 14(18) C 7 (w/gear+Huge Air Elemental)
Traits Magical Knack, Fates Favored

108000
8000 +2 Ring
5000 Jingasa
5000 Dusty Rose
16000 +4 Headband
16000 +4 Belt Dex
4000 Agile AoMF
16000 Bracers
13000 Monk Robe
8000 Pink Rhomboid
9000 +3 Cloak
4000 Cracked Pale Green Prism (Saves)
4000 Cracked Pale Green Prism (Attack)

Use Shaping Focus to get Huge Air Elemental

Feats Weapon Finesse, Shaping Focus, Pummeling Style, Monastic Legacy, Piranha Strike, Improved Crit Unarmed Dodge (B) Combat Reflexes(B) Feats in no particular order

AC 10 + 11 Dex + 4 Wis + 1 Dodge + 4 Armor + 2 Deflection + 2 luck + 1 Insight + 2 Monk Lvl + 4 NA + 4 Barkskin -2 Size = 43

(w/Ancient Guardian + Protection Domain can have shield as a spell to push AC higher)

Att Flurry/Pummeling BAB 10 Dex 11 Enh 2 -3 Piranha -2 Size +1 comp +19/+19/+14, 4d6 + 19

Has only 6 points of Ki plus 1 ki power but haven't picked it yet.

CMD 10 + 11 Dex + 2 Str + 4 Wis + 2 Size + 8 Other + 10 BAB = 47

Saves Fort 4 monk 6 druid 3 con 2 luck 1 comp 3 resist = 19
Ref 4 monk 2 druid 11 dex 2 luck 1 comp 3 resist = 23
Will 1 monk 6 druid 4 wis 2 luck 1 comp 3 resist = 17 + Still mind

15' Reach, 12 AoOs around, Spd 120' (130'w/Ancient Guardian)


I smelled the Fate's Favored cheese. ;)

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

He is Half-Orc, Half-Asiago


Secret Wizard wrote:
I smelled the Fate's Favored cheese. ;)

Is there any other use of fate's favored?

If you are getting any serious use of it, I don't think any other trait can compete.

If you are actually trying...how does +1 to AC, saves, skill checks, ability checks(including initiative), attack and damage sound? I might be missing a couple of things, too.


All applications of Fate's Favored are cheese.

Sovereign Court

Snowblind wrote:
If you are getting any serious use of it, I don't think any other trait can compete.

Finding Haleen?


Charon's Little Helper wrote:
Snowblind wrote:
If you are getting any serious use of it, I don't think any other trait can compete.
Finding Haleen?

I don't tend to count traits from specific campaigns.

But if you do, then yes, Finding Haleen competes pretty damn well.

Actually, are there any other traits that come even close to those two, campaign or no? I guess Trap Finder deserves a mention, since it essentially gives you a Rogue's major class feature. Any other than that?


Magical Lineage / Wayang Spell Hunter are stronger than both. (And also on permaban basis)

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