
Evil Lincoln |

What do people think of combining slow time with vital strike? 3 vital strikes in a round at 3 short of full bab is pretty sweet.
Even without the slow time though, I have always felt that vital strike was strongest with a monk or possibly a polymorpher. But monks are likely the highest damage die characters, and they have high movement. So it possibly shapes up well. Also a monk can be a strong spell interrupter if he readies a vital strike to interrupt a casting.
I dunno. I'm far from an expert, but I think Vital Strike is weak for monks. They have 3/4 BAB on standard attacks — so basically, they are better off doing a maneuver on every turn they can't full attack, which — unless they are out of shuriken — ought to be never.

![]() |

Wow, 300+ responses! I'm glad to see Treantmonk's hard work has so many responses =)
I look forward to seeing the APG update for this as well. The APG had some interesting monk options - the Zen Archer in particular looked fascinating to me. The monk's weakness is that he's best when standing still and making a full attack - something that most archers have no issues doing many rounds in a row.

thepuregamer |
thepuregamer wrote:What do people think of combining slow time with vital strike? 3 vital strikes in a round at 3 short of full bab is pretty sweet.
Even without the slow time though, I have always felt that vital strike was strongest with a monk or possibly a polymorpher. But monks are likely the highest damage die characters, and they have high movement. So it possibly shapes up well. Also a monk can be a strong spell interrupter if he readies a vital strike to interrupt a casting.
I dunno. I'm far from an expert, but I think Vital Strike is weak for monks. They have 3/4 BAB on standard attacks — so basically, they are better off doing a maneuver on every turn they can't full attack, which — unless they are out of shuriken — ought to be never.
Yet vital strike is actually only 3 lower than a monks usual highest bab. So on turns where a monk is forced to move and take an action, he still benefits from a vital strike alot. Use it to maximize chances of interrupting a caster.
Also why would anyone use a shuriken? Its ammo, its a d2 and its 10ft range makes it a I might as well be in melee combat weapon.
Now Slow time makes a ton of things awesome with a monk. Using 3 vital strikes in a round is nuts. But beyond that. Using slow time to drop 3 combat maneuvers into a single round. All the standard action maneuvers sound cool but how about focusing on dirty trick and steal? Or if you are next to a caster. attempt to steal their spell book or focus or component pouch and leave the third standard action as a readied vital strike to stop their spell casting.
Also another side note, Vital strike is also great with a zen archer. Enlarge your zen archer, move next to a caster, expend a swift action to knock your arrow damage up to large unarmed strike dice, and ready a vital strike to interrupt. If you are over lvl 9 you also get an AoO if they attempt to move away which can go into a trip. Now you are safe against them casting a spell defensively and them moving away and then casting.
I am not saying vital strike is a replacement to using flurry, but one does not always have the opportunity to stand in place and use full-round actions. And when that time comes, vital strike is one of the better uses of a standard action for a monk.

Evil Lincoln |

thepuregamer wrote:Because it's the only ranged weapon that a Monk can flurry with.
Also why would anyone use a shuriken? Its ammo, its a d2 and its 10ft range makes it a I might as well be in melee combat weapon.
And he can spam so many that if he has a good Str bonus (and he should) that the damage really adds up.
TreantMonk is my source on this. In his guide. You know, top of the thread?
Never tried it myself, but it makes a pile of sense.

thepuregamer |
Firest wrote:thepuregamer wrote:Because it's the only ranged weapon that a Monk can flurry with.
Also why would anyone use a shuriken? Its ammo, its a d2 and its 10ft range makes it a I might as well be in melee combat weapon.
And he can spam so many that if he has a good Str bonus (and he should) that the damage really adds up.
TreantMonk is my source on this. In his guide. You know, top of the thread?
Never tried it myself, but it makes a pile of sense.
Yeah but they are d2s. Add in some str and perhaps they are a bunch of d2's that get an extra 3 to 4 damage per hit. They are ammo, meaning enchanting them is a waste of gold. Also once again, they have a 10 ft range increment. Either you are only 10 or 20 ft away and have a decent chance to hit or you are 40-50 ft away and are unlikely to hit much at all. Either way,you might as well walk over and tag your opponent with a single attack that does almost as much as a full round of pricking your opponents finger and atleast then you have a better chance of getting a full round flurry on your next turn with real weapons.
Later note: I was alil worried I was dismissing it too quickly and thus I went and opened up his guide just to peruse. And all it comes down to is that a shuriken is a somewhat neat way to increase action efficiency. IE, You do a full attack flurry and all opponents in range die before you finish your attacks. Then you pull out a shuriken and you throw it at something in range. Also you can use deadly aim with it. Yet deadly aim is mostly deadly to your aim. These are 10ft range increment thrown weapons that most likely are not magical. What are you hitting with these attacks? Most likely only the first iterative attacks will hit.
Your chances are better for hitting with a vital strike from an enchanted brass knuckle attack and the damage will be better too.

![]() |

Yeah but they are d2s. Add in some str and perhaps they are a bunch of d2's that get an extra 3 to 4 damage per hit. They are ammo, meaning enchanting them is a waste of gold. Also once again, they have a 10 ft range increment. Either you are only 10 or 20 ft away and have a decent chance to hit or you are 40-50 ft away and are unlikely to hit much at all. Either way,you might as well walk over and tag your opponent with a single attack that does almost as much as a full round of pricking your opponents finger and atleast then you have a better chance of getting a full round flurry on your next turn with real weapons.
Unless you also enchant them at +5, making them overcome most DR as well as adding to your damage. +5 from Str and +5 from enchantment means you're dealing 11 points minimum on each hit. The magic also helps mitigate that range penalty.

thepuregamer |
Unless you also enchant them at +5, making them overcome most DR as well as adding to your damage. +5 from Str and +5 from enchantment means you're dealing 11 points minimum on each hit. The magic also helps mitigate that range penalty.
I would personally rather not invest in GMW shurikens unless this is coming for free from someone in the party.

Evil Lincoln |

TriOmegaZero wrote:I would personally rather not invest in GMW shurikens unless this is coming for free from someone in the party.
Unless you also enchant them at +5, making them overcome most DR as well as adding to your damage. +5 from Str and +5 from enchantment means you're dealing 11 points minimum on each hit. The magic also helps mitigate that range penalty.
Which, odds are, you could do.
It's viable, anyway. I'm not the type to say "this is the only way", but a wizard has a number of lower-level spells slots that could go into this kind of short term enchantment as-needed.
That and busting out 8 shuriken in a shot like genesis-era Shinobi has some serious nostalgia payload for a monk player, I'm guessing.

thepuregamer |
Which, odds are, you could do.It's viable, anyway. I'm not the type to say "this is the only way", but a wizard has a number of lower-level spells slots that could go into this kind of short term enchantment as-needed.
That and busting out 8 shuriken in a shot like genesis-era Shinobi has some serious nostalgia payload for a monk player, I'm guessing.
Here is my other main problem with shurikens. They require alot for being such a easy solution. Point blank shot, precise shot, deadly aim(only used to pump your shurikens, possibly far shot, they might need to be made from special materials( cost goes up), they will need to be enchanted or improved using GMW. This is starting to seem like the opposite of a easy solution to the problem of not being next to my desired target. It would be an optimal solution if I wasn't spending 4 feats and cash to get it functional.

kyrt-ryder |
thepuregamer wrote:I would personally rather not invest in GMW shurikens unless this is coming for free from someone in the party.Which is why you save the expensive ones for enemies your inexpensive masterwork shuriken with their 6 damage minimum can't hurt.
Third Level Pearl of Power. You're Wizard can now cast Greater Magic Weapon twice in a day for one prepared slot (and if not the monk, then still SOMEBODY else in the party is going to take advantage of that other casting.)
Bam, every day turn 50 shuriken into +X relevant to level.

thepuregamer |
TriOmegaZero wrote:thepuregamer wrote:I would personally rather not invest in GMW shurikens unless this is coming for free from someone in the party.Which is why you save the expensive ones for enemies your inexpensive masterwork shuriken with their 6 damage minimum can't hurt.Third Level Pearl of Power. You're Wizard can now cast Greater Magic Weapon twice in a day for one prepared slot (and if not the monk, then still SOMEBODY else in the party is going to take advantage of that other casting.)
Bam, every day turn 50 shuriken into +X relevant to level.
Or... I keep my Brass knuckles at +1 the rest go to weapon enhancements and instead of getting 50 +x enhanced attacks I now get them on my brass knuckles. Then each hit doesn't cap out at 6-11 damage fully optimized.

Evil Lincoln |

kyrt-ryder wrote:Or... I keep my Brass knuckles at +1 the rest go to weapon enhancements and instead of getting 50 +x enhanced attacks I now get them on my brass knuckles. Then each hit doesn't cap out at 6-11 damage fully optimized.TriOmegaZero wrote:thepuregamer wrote:I would personally rather not invest in GMW shurikens unless this is coming for free from someone in the party.Which is why you save the expensive ones for enemies your inexpensive masterwork shuriken with their 6 damage minimum can't hurt.Third Level Pearl of Power. You're Wizard can now cast Greater Magic Weapon twice in a day for one prepared slot (and if not the monk, then still SOMEBODY else in the party is going to take advantage of that other casting.)
Bam, every day turn 50 shuriken into +X relevant to level.
I dunno, the ranged option is still pretty tempting. I won't say for sure that one or the other is better. I actually rather enjoy that this conversation even exists! Until TreantMonk pointed it out, I thought shuriken were completely useless.

kyrt-ryder |
thepuregamer wrote:I dunno, the ranged option is still pretty tempting. I won't say for sure that one or the other is better. I actually rather enjoy that this conversation even exists! Until TreantMonk pointed it out, I thought shuriken were completely useless.kyrt-ryder wrote:Or... I keep my Brass knuckles at +1 the rest go to weapon enhancements and instead of getting 50 +x enhanced attacks I now get them on my brass knuckles. Then each hit doesn't cap out at 6-11 damage fully optimized.TriOmegaZero wrote:thepuregamer wrote:I would personally rather not invest in GMW shurikens unless this is coming for free from someone in the party.Which is why you save the expensive ones for enemies your inexpensive masterwork shuriken with their 6 damage minimum can't hurt.Third Level Pearl of Power. You're Wizard can now cast Greater Magic Weapon twice in a day for one prepared slot (and if not the monk, then still SOMEBODY else in the party is going to take advantage of that other casting.)
Bam, every day turn 50 shuriken into +X relevant to level.
Actually Evil Lincoln. If 3.5 material is allowed, I could show you a pretty solid Shuriken based Fighter build.

thepuregamer |
thepuregamer wrote:Then each hit doesn't cap out at 6-11 damage fully optimized.You forgot Deadly Aim.
Yeah so between -1 and -4 to hit and +2 and +8 to damage.
Flurry chance to hit goes (Monk level -2 twf penalty + dex mod + enhancement bonus - deadly aim -range increment)
At 5th level 5-2+3+1-1=+6/+6 if it is within 10 ft. +4 if within 20, +2 if within 30, etc.
At 10th level 10-2+4+3-2=13/13/8/8 within 10, and chance to hit keeps going down outside what appears to be melee range.
How many of these attacks are we likely hitting with?
If these were 3.0 shurikens I would be on board with this. If we had access to master thrower I would be on board as well. If we had easy access to the wounding(3.5 con damage enhancement) enhancement I could see it being good. But in pathfinder I do not see how this is anything but suboptimal. If you want ranged options with your monk, make a zen archer.

Abraham spalding |

A little something I liked with the four wind monk and the campaign settings material:
half elf (alkenstar) ancestral weapon(firearms)
Grab yourself two scatter guns and quick draw and vital strike then hit monk of the four winds 12:
Vital strike scatter gun (6d6 exploding)
Vital strike scatter gun (6d6 exploding)
vital strike scatter gun (6d6 exploding)
Now granted it's not the best in the world -- but adding in deadly aim to that and making the scatter gun magical really does make the damage a beautiful thing (even if only twice a day).
Something else such a monk can manage:
Combat expertise, improved grapple, greater grapple, stunning fist as feats, then:
Stunning fist (first standard action)
Grapple the stunned target (second standard action)
Pin the stunned target (third standard action)
move action (hurt the target)
Not a garuantee -- but when it works it's a show stopper.

Ether_Drake |

While we wait for Treatmonk to update his guide with the APG options, I thought it might be interesting to discuss how people see the alternatives to Stunning Fist as the monk special attack power.
Specifically, what do you think about Punishing Kick and Touch of Serenity?
My own 2 cents, comparing them to Stunning Fist:
Punishing Kick:
Pro - offers some of the benefits of combat maneuvre outcomes (prone condition and relocating foes 5') without the risk of AOO or incurring prone with a fail-by-10 on your roll. Allows you to attack, damage AND inflict a combat maneuvre-like status effect at the cost of a Fortitude save. Works against undead, etc. that are immune to Stunning Fist. Don't have to buy Improved Combat Maneuvre feats in order to produce 'prone' condition.
Con - Still dependent on save DC. If you want to take it in addition to Stunning Fist you have to wait until level 11+ due to BAB+8 requirement. Prone still allows foe to take actions (unlike stun).
Touch of Serenity:
Pro - lets you shut down a foe's attacks or spell actions for 1 round. Tactical variety of allowing you to target Will saves rather than Fortitude, therefore potentially good against Fighter types who have worse Will than Fortitude. Since foe can't AOO for 1 round, you could attempt other combat maneuvres relatively risk-free if you are flurrying.
Con - you don't do damage. It also works as a regular attack not a touch attack.
My sense is that these feats do open up some interesting tactical options for monks and they do give you good nerfs without being as expensive as investing in the Improved to Greater Combat Maneuvres. Plus, you can use them in your Flurry of Blows. Of course, if you take these feats as part of the Monk of the Lotus or Hungry Ghost monk archetypes you do get some additional interesting boosts at higher levels.
If I had to choose between them for a vanilla monk with Stunning Fist, I would currently lean towards Touch of Serenity since it allows me to take advantage of lower-Will save enemies.

Mad Banker |

What I like very much in the APG is the Ki Throw and Improved Ki Throw feats and how they can rock in conjunction with Greater Trip and Greater Bull Rush.
Now, add Lunge in the mix and get Enlarge cast on you by the party wizard... And you have a 15' reach and are able to toss opponents on each others on AoO, knocking them prone.
It works even better if you and the party hitters have Combat reflexes.

Ether_Drake |

What I like very much in the APG is the Ki Throw and Improved Ki Throw feats and how they can rock in conjunction with Greater Trip and Greater Bull Rush.
Now, add Lunge in the mix and get Enlarge cast on you by the party wizard... And you have a 15' reach and are able to toss opponents on each others on AoO, knocking them prone.
It works even better if you and the party hitters have Combat reflexes.
Yeah, I was interested in the Ki Throw feats, but they really work best if you've already invested in Combat Maneuvre feats (not an issue if you've followed Treantmonk's advice), but if you invest in them, you really have to make sure your trip maneuvre is really effective, because they all hang mechanically on that.
Enlarge is necessary if you want to trip anything larger than L since, sadly, you can't use ki points to boost your trip.
All that said, if you pull off that combo you described, its FUN.

james maissen |
I would personally rather not invest in GMW shurikens unless this is coming for free from someone in the party.
Its quite reasonable to suspect that it is.
In fact, you could at mid to high levels do the following:
Pearl of power 3 (or if 3.5 material is allowed then put that amount towards a lesser rod of chain spell to claim one use for GMW).
Lesser rod of daze spell.
Get a GMW chained on all the party's weapons, including several bunches of ammo (for you and others). Get the party wizard to cast a flame arrow spell using the dazing rod.
Now granted the DC on it won't be that high, but you'll be doing d2+6(STR)+5(magic)+1d6(fire)+6(deadly aim if there, around) for 22 or so a hit plus a save against being dazed for 3 rounds.
Ask players of melee characters how often when they get their full attacks they don't need all of the attacks, now add this to the times when they are not in position to make those full attacks.
Both of these cases can be mitigated by shurikens. The investments (if any) can be worth it. Just put them in when the pricing's right. If you want to invest in Deadly aim, understand that there is a sweet spot when your hitrolls exceed monster ACs for a bit in the curve. Personally I wouldn't invest a feat in it, but the items are worthwhile getting if there are PCs in the party that can use it. A monk should have a decent relationship with the party casters, and this simply seems like quid pro quo to me. After all a monk is lawful, encouraging the party to work together like this not only benefits him but his ethos.
-James

The Speaker in Dreams |

Re: Shurikens and making them work - I find the guide "interesting" at best on it's take. It presents a feat-intensive build for a MINIMAL range increment weapon that has no method of returning, and then shatters on impact (even adamant ... FTW???). It's a bad idea. I'm with puregamer on it being a *bad* choice. 10' range increments just SUCK! Add in the changes to the way it works in PF (ie: Far Shot no longer increases weapon range increments, just reduces penalties), and it's even worse. Building a monk like Treantmonk suggests (ie: str is king) will make this even MORE ineffective as his primary stat and focus does NOTHING to help him at range ... ever!
Honestly, for the feat-investment cost, the BEST ranged options monks have were in 3.5's CW with the Ki-Blast feat and the Fiery Fist feat to pre-qualify for it.
As a ranged action here's the bullet run-down of what Ki-Blast brings to the table:
*60' Range Increment
*3d6 + Wis Modifier in damage
*Ranged Attack mods (ie: Dex can help vs. str).
*Classified as a "Ranged Touch Attack" means it's a VERY reliable ranged attack given most everything has terrible touch AC's (ie: it's not a wasted attack action).
*Being a spiritual ball of ki, the things can hit incorporeal creatures.
Cons of how it works:
*move action to generate the ki-ball, and a standard to shoot it off = Full Round Action to use
*Costs 2 Stunning Fist uses/ki-blast - pricey!
So, with shuriken, you can flurry like a mad-man and not hit the broad side of a barn ... OR you can pick up Ki-Blast and make full-round ranged touch attacks as long as you have SF uses left to fuel it. Basically, it's a nearly guaranteed 3d6+wis mod (built the way I build monks, then this is a good investment and a solid damage modifier), OR it's 1d2+str ... IF it hits in the first place.
Another feat to consider from 3.5 to help the monk: Zen Archer. Why? Because it lets you swap wis for dex in determining ranged "to hit" calculations. (see where this is going yet? *wink* *wink*)
:shrugs:
I'm not a fan of the "bolo-young" monk anyway, so take that for what it's worth.
Considering the build I'm going with anyway, if you look at the req's for ki-blast, fiery fist is actually a GOOD melee feat to use (1d6 fire damage for one SF use), and it's not a *wasted* feat or something with a "feat tax" like say the ranged chain of feats are. It will always be a good idea to pick it up - follow? Fighting something immune to Stun? use Fiery Fist! It gives a monk options (and another daily use of SF - along w/Ki Blast, too). This is a good thing, IMO. Continuing up, if Zen Archer is allowed from CW, then you're also reducing MAD on the monk. If you get an AoMF with the Guided property, you're solid gold with that feat as Wis now modifies ALL of your to hit AND damage rolls through the ki blasts. Melee is ruled by the AoMF, and wis gets to add in there. Zen Archery lets it handle ranged to hit numbers, and ki-blast modifies it's damage with wis - it's a solid investment on all sides ... FAR better than a mere shuriken, even if you're tossing 50+ of the dang things ...
(lol! hilarious image of what the AoMF can look like a shaolin prayer necklace of beads ... very simple, but very powerful for them! Ha!)

The Speaker in Dreams |

Fine - as a fall back option ... they're still pretty terrible.
;-)
At the guide's suggestion of taking the 2 feats (PB Shot and Far Shot I believe), it's a 2-feat deep chain to *maybe* make the option "not as bad" let alone things like Precise Shot (just to avoid another -4 if you're targeting something involved in a melee ... on top of range penalties). So, honestly, to make it "ok" you're looking at like 3 feats of investment, or some magical gear with similar properties (like bracers of archery, etc) to make it even viable as an option.
It's just a bad idea and a bad trade.
The 3 feats I put forth back porting from 3.5, by comparison, are all solid additions to the monk and his tactical options. Fiery Fist = elemental damage option to increase overall damage, and additional SF uses. Ki Blast = significant ranged damage and a VERY good target AC with a chance of critical strikes (3d6 on a crit = 6d6 ... hot damn!!) also granting additional SF uses. Zen Archery allows for wis to modify ranged combat (and w/ki blast it's already adding to damage at range).
Seriously ... in every way EXCEPT Pathfinder Society play, this is simply a far better option for ANY monk to function at a range.
Edit: Scary thought here - toss Deadly Aim into the mix above for the Ki-Blast and now we're talking about dumping to hit +'s on a Ranged Touch Attack - so, you can likely dump freely and just load up on the damage with virtually NO penalty what so ever (sine the target AC is so low). Nice!!!

james maissen |
Fine - as a fall back option ... they're still pretty terrible.
Edit: Scary thought here - toss Deadly Aim into the mix above for the Ki-Blast and now we're talking about dumping to hit +'s on a Ranged Touch Attack - so, you can likely dump freely and just load up on the damage with virtually NO penalty what so ever (sine the target AC is so low). Nice!!!
Two things.
1. It's not that horrible... and its certainly better than making no attacks with your remaining full attack action.
2. You can't use deadly aim with touch attacks (likewise for power attack).
-James

thepuregamer |
I think we are getting too far away from pathfinder material
1. If 3.5 is allowed we really have no problem using shurikens. We have access to strong throwing weapon prestige classes, better enhancements like 3.5 version of wounding, a ammunition container that grants magical weapon properties and enhancement to the ammo drawn from it. And likely lots more.
2. Treantmonks suggestion to use shurikens is based on pathfinder options. Just the ways to boost it are str bonus, deadly aim, and gmw and perhaps a few other ways. Also unsure how dazing spell metamagic feat allows gmw to make shrunken hits daze a target. Gmw doesn't deal damage to things.
3 Shurikens are fine as a way to finish a full attack action if your adjacent enemies fall before you run use all your iterative attacks. But things get complicated if you start trying to decide when to stand and throw shrunkens and when to take a move action to close in on an enemy. If you stand back and throw shurikens then you are a suboptimal source of ranged damage(compared to other real archers or casters) and it is doubtful that enemies will approach you instead of other more dangerous enemies. Which means next round you are still not in melee range. Forgoing a full attack action with flurry of blows is a sad event but it is often necessary. If we want to solve this problem, then we should invest in ways to make our standard actions more effective. But shuriken throwing mostly just prolongs the issue. Basically, all the things we can do to improve our shuriken throwing can be done to improve other ranged attack builds. Thus the base weapon differences are significant. d2 damage and 10ft range increment are hard holes to climb out of. Unless some throwing weapon specific material comes out, I do not see the situation getting better.
Now compare situation time. Assume mid levels like lvl 11.
You can 1 be set up to do vital strikes or you can be set up to do shuriken throws. either way 3 feats are gone.
If the enemy is less than 10 ft away, shurikens are pointless. A monk can reach an enemy 10 ft away with lunge or being enlarged.
If the enemy is within 20ft, a large monk with lunge can 5ft step to make a full attack using melee weapons. So shurikens are not too likely to used yet either.
Take an enemy that is within 30 ft, a monk will have to move or flurry shurikens to get its target. At 30 ft, They have 12/12/7/7/2 assuming they have 11 bab+ 4dex +3 enhancement +1 pbs -4 ranged penalty -3 deadly aim= 12 Against even CR enemies, Lets say 3 of the shurikens hit.
3x(d2+4str+6 deadly aim+1pbs)=37.5 damage
vs a improved vital strike attack from a enlarged monk with a monk robe and a +4 bk or something like that.
8 bab+ 4str+ 4 enhancement -1 size= +15 to hit
damage= 9d8 +4 +4= average of 48.5
We could do a more fleshed out example but what I am getting at is your chances to hit a better with a vital strike, the ways that optimize using a vital strike also improve our normal flurry attacks in melee. And the round after we use our vital strike we are in melee combat and able to use our actual strongest ability, flurry with unarmed strike damage.

james maissen |
Also unsure how dazing spell metamagic feat allows gmw to make shrunken hits daze a target. Gmw doesn't deal damage to things.
It would be the flame arrow spell that deals the 1d6 fire damage to which the dazing spell metamagic would be applied.
As to whether or not you should close, it depends upon the situation. It might be a case where you're just looking to be in between the bad guys and the wizard (for example). If the bad guys aren't closing then great.. you're doing your job and might as well deal a bit of damage (and perhaps a daze in there).
-James

thepuregamer |
thepuregamer wrote:Also unsure how dazing spell metamagic feat allows gmw to make shrunken hits daze a target. Gmw doesn't deal damage to things.It would be the flame arrow spell that deals the 1d6 fire damage to which the dazing spell metamagic would be applied.
As to whether or not you should close, it depends upon the situation. It might be a case where you're just looking to be in between the bad guys and the wizard (for example). If the bad guys aren't closing then great.. you're doing your job and might as well deal a bit of damage (and perhaps a daze in there).
-James
1. Ok, I now follow. But does that even work? The flame arrow spell doesn't deal damage. It enhances ammunition similarly to gmw. Enemies aren't getting hit by a flame arrow spell but an enhanced shuriken. Why would dazing spell apply?
2. If you are inbetween the bad guys and the wizard, are you next to the wizard? Do the bad guys even need to close. Perhaps they have a better ranged attack than you(not that hard to believe) and are targeting the wizard with it? Just because you are inbetween them, doesn't mean they can't just go around you and get to the wizard. Unless you have 10 ft reach and are right next to the wizard, you aren't keeping him safe. If you aren't next to him, then when they go around you, you will still need to make the decision of to move or to keep throwing shurikens.
3. Having to close on an enemy is an action the excludes a full round action on a turn. This is the monks and a bunch of other melee classes problem. Do shurikens solve this problem? Situationally? Or could you be tricking yourselves into spending 3 or 4 feats trying to do something that both doesn't get you into melee and also is not comparable to melee damage?
Here is my opinion, Instead of shurikens, we should instead buy a throwing amulet of mighty fists and then we can just throw our brass knuckles at enemies and deal 3d8 damage a hit. *this is pretty much a joke*

Treantmonk |

Ether_Drake wrote:While we wait for Treatmonk to update his guide with the APG options,I imagine it's going to be a long wait. Each APG option is almost adding a completely separate class. And TM tends to be conservative on what he writes about.
Probably a good guess!
I haven't been playing as often lately and that reduces my motivation to pump out guide information,
and to put it bluntly, the APG is pretty huge, with many, many very nasty options to choose from.
Then there are various other distractions at home right now.
My intention is to eventually update every guide with an APG section (which will practically be a second guide), but I have no idea when that will be (I haven't done any yet, just scattered some random notes and observations into a notepad file), probably sometime where I'm motivated enough that it doesn't feel like work ;)

Lord Twig |

I personally think that the Vital Strike feat tree is a great option for the Monk. Yes, he will be using his 3/4 attack bonus, but he will only be using his best attack out of that. At level 11 that is only a 1 point difference. If you have a Str based Monk, odds are that attacking with Vital Strike will have a better bonus to hit than a ranged weapon that uses your secondary Dex bonus instead of your primary Str bonus. For example, if your standard flurry is +18 (11 bab, +6 Str, +1 WF, -2 Flurry, +2 enhancement), you can either use Vital Strike at +17 (8 bab, +6 Str, +1 WF, +2 enhancement) OR throw shurikens at +15 (11 bab, +4 Dex, +1 PBS, -2 Flurry, +1 enhancement). The Vital Strike is more of an all-or-nothing attack, but when it hits, it will hit hard. Plus after the attack you are now in melee range and ready for a flurry.
People seem to have no problem with calling the Rogue a damage dealing machine, and they use their 3/4 attack bonus even when full attacking with two weapons. That means they have a maximum BAB of +13 vs. the Monk's +18. If the Rogue flanks to get +2 to hit and get his Sneak Attack damage on every hit, then the Monk can flank for the +2 to hit as well. The big difference is that if the target has Uncanny Dodge, the Monk is not screwed.

Lord Twig |

A few more points. Vital Strike uses all of the feats and enchantments that you used to boost your primary attack (Unarmed Strike) and you can combine it with a Stunning Fist attempt.
At level 11 Vital Strike has a range of 80' ( 30' +30' Monk +20' Ki Point, or 160' on a Charge).
For shurikens I assumed masterwork shurikens or figured you could get someone to cast Magic Weapon. Yes, they would be only 1 less to hit than Vital Strike (and 2 less than your standard flurry) if they had the same enhancement bonus, but you have to pay extra for that. Vital Strike will be using the same enchantment that you bought to boost your flurry attacks.
If you want you can add Power attack to Vital Strike. If you want to add Deadly Aim to your shurikens, you are going to need to spend another feat.

thepuregamer |
One more thing that pushes vital strike past shurikens is the 3rd level ranger spell strong jaw. If the monk is enlarged and strong jawed, a 15+ level monk can have an 8d8 base unarmed strike damage. Meaning the single hit from improved vital strike will do 24d8 at lvl 15. and if you multiclass into some full bab classes, you will be able to get greater vital strike by level 20.

![]() |

Yep, new options tend to change the effectiveness of old options.
Personally, I'm expecting to see strong jaw errated-out for monks, based on the handling of INA.
The non-updated guide listed shurikens as a good option for monks especially at low levels.
At higher levels it seems more likely to me that the monk who focused on ranged attacks would head the zen monk route and reap the benefits of strong jaw at range.
So the question becomes whether vital strike pushes past the zen archer.
The weapon master monk will go a ways in offsetting the monks less-comparable attack bonus, allowing for a higher hit rate which will substantially impact dpr.
Now, is there a pathfinder way to make brass knuckles flurry-able?
Btw, what do you mean when you say there's a 1 point difference? One point between what?
At level 11, if you're deciding between a ranged attack and a melee attack, the only time you'll pick ranged is if there's a darn good reason to stay ranged. Otherwise, you'd be using a combat maneuver of some sort. If you're just closing, then whether vital strike is superior to a combat maneuver becomes situational. A three-feat, four-levels of non-monk situational. While there might be a great hybrid you could create to take advantage of this combo, I think it'd be more likely to fall into the domain of a shapechanged druid in, what was it? Stego or Rhino form?
Anyhow, when comparing vital strike versus deadly aim with shurikens, you're really only going to do so with characters who've already decided they're not focusing on ranged damage. Thanks to some of the APG options, there's a bit more flexibility in what a monk needs. So it's very possible to work some vital striking in, but I wouldn't suggest more than the first vital strike, and definitely not switching out the last four monk levels, and their benefits, *just* for vital strike. I'm sure there are some compelling hybrids for it, but not for that feat in that comparison.
I love the vital strike chain myself. I just think for the monk here, it's a suboptimal choice.
Now, the zen archer actually has a much better ab since the monk has that much less MAD to worry about. I'll try to use your comparisons as much as possible. So:
If your standard flurry is +18 (11 bab, +6 Str, +1 WF, -2 Flurry, +2 enhancement), you can either use Vital Strike at +17 (8 bab, +6 Str, +1 WF, +2 enhancement) OR using the archer setup, using a bow at +18 (11 bab, +6(ish) Wis, +1 PBS, -2 Flurry, +2 enhancement, +1 WF). The Vital Strike is more of an all-or-nothing attack, but when it hits, it will hit hard. And you are in melee range. The archer, meanwhile, if he chooses will deal the same damage dice as the buffed unarmed strike, obviously without the vital srike increase, but get an additional +2 from weapon specialization, deal a full round of attacks, and get three rolls per attack. Also, this monk will be standing far, far away from the combatants so less risk of poundage. Granted, the monk doesn't get stunning attacks in there. That doesn't show up for two more levels.
A more melee focused monk will probably be the weapon master,if for nothing else than the perfect strike ability. Still, the question of whether the extra damage of vital strike is better than, oh, the greater bull rush prone aoo goodness will largely be situational. I tend to favor Treant's thoughts on the tactical benefits being greater than a round of double, triple, or even quadrapole damage if you're willing to lose monk levels. Sometimes just isn't worth all the expense IMO.
I might get bored later and stat up a pathfinder-optimized zen monk and the same for a weapon master monk. It'll be interesting to see how the two compare.

Kaiyanwang |

What do people think of combining slow time with vital strike? 3 vital strikes in a round at 3 short of full bab is pretty sweet.
Even without the slow time though, I have always felt that vital strike was strongest with a monk or possibly a polymorpher. But monks are likely the highest damage die characters, and they have high movement. So it possibly shapes up well. Also a monk can be a strong spell interrupter if he readies a vital strike to interrupt a casting.
If you manage to be enlarged and have the APG spell StrongJaw cast on your UA, an humble 2d6 becomes a solid 4d6, for three 12d6 + bonus attacks around level 12.
I've to say that I prefer monk use maneuvers when to flurrying, maybe stacking Stunning Fist "substitutes" at higher levels, but if you have friendly casters, magic items or wand viable...

VictorCrackus |

Fine - as a fall back option ... they're still pretty terrible.
;-)
At the guide's suggestion of taking the 2 feats (PB Shot and Far Shot I believe), it's a 2-feat deep chain to *maybe* make the option "not as bad" let alone things like Precise Shot (just to avoid another -4 if you're targeting something involved in a melee ... on top of range penalties). So, honestly, to make it "ok" you're looking at like 3 feats of investment, or some magical gear with similar properties (like bracers of archery, etc) to make it even viable as an option.
It's just a bad idea and a bad trade.
The 3 feats I put forth back porting from 3.5, by comparison, are all solid additions to the monk and his tactical options. Fiery Fist = elemental damage option to increase overall damage, and additional SF uses. Ki Blast = significant ranged damage and a VERY good target AC with a chance of critical strikes (3d6 on a crit = 6d6 ... hot damn!!) also granting additional SF uses. Zen Archery allows for wis to modify ranged combat (and w/ki blast it's already adding to damage at range).
Seriously ... in every way EXCEPT Pathfinder Society play, this is simply a far better option for ANY monk to function at a range.
Edit: Scary thought here - toss Deadly Aim into the mix above for the Ki-Blast and now we're talking about dumping to hit +'s on a Ranged Touch Attack - so, you can likely dump freely and just load up on the damage with virtually NO penalty what so ever (sine the target AC is so low). Nice!!!
I had a player ask if he could do that.
I basically said I don't allow 3.5 in Pathfinder. It keeps things from going insane.
Also. I told him I'm definitely not willing to endure all the bloody DBZ jokes everytime he shoots his blast. TeamFourStar has that covered, and he is certainly not TeamFourStar.

kyrt-ryder |
The Speaker in Dreams wrote:Fine - as a fall back option ... they're still pretty terrible.
;-)
At the guide's suggestion of taking the 2 feats (PB Shot and Far Shot I believe), it's a 2-feat deep chain to *maybe* make the option "not as bad" let alone things like Precise Shot (just to avoid another -4 if you're targeting something involved in a melee ... on top of range penalties). So, honestly, to make it "ok" you're looking at like 3 feats of investment, or some magical gear with similar properties (like bracers of archery, etc) to make it even viable as an option.
It's just a bad idea and a bad trade.
The 3 feats I put forth back porting from 3.5, by comparison, are all solid additions to the monk and his tactical options. Fiery Fist = elemental damage option to increase overall damage, and additional SF uses. Ki Blast = significant ranged damage and a VERY good target AC with a chance of critical strikes (3d6 on a crit = 6d6 ... hot damn!!) also granting additional SF uses. Zen Archery allows for wis to modify ranged combat (and w/ki blast it's already adding to damage at range).
Seriously ... in every way EXCEPT Pathfinder Society play, this is simply a far better option for ANY monk to function at a range.
Edit: Scary thought here - toss Deadly Aim into the mix above for the Ki-Blast and now we're talking about dumping to hit +'s on a Ranged Touch Attack - so, you can likely dump freely and just load up on the damage with virtually NO penalty what so ever (sine the target AC is so low). Nice!!!
I had a player ask if he could do that.
I basically said I don't allow 3.5 in Pathfinder. It keeps things from going insane.
Also. I told him I'm definitely not willing to endure all the bloody DBZ jokes everytime he shoots his blast. TeamFourStar has that covered, and he is certainly not TeamFourStar.
How about Streetfighter then? HADOKEN! xD

John John |

Monk of the Lotus: Touch of Serenity is interesting, and possibly as useful as Stunning Fist (maybe more useful once the duration is extended to 2+ rounds). Does it work on constructs and undead? It doesn't say it doesn't. (That's one of my pet peeves -- abilities that clearly should have the [mind-affecting] descriptor, but don't.) Touch of Surrender is interesting and kind of neat (although rather expensive). Touch of Peace is okay, but charm monster is probably weaker than instant death. Learned Master is harmless.
Touch of peace doesn't allow a save. That's pretty impressive.
Actually thinking about it is a little bit worrying as you don't have a limit on the number of creatures you can charm.
Ofcourse you can't make them take hostile actions but still...

![]() |
1 person marked this as a favorite. |

I've never played a monk in any edition, so I'm taking Bulmahn's competitive lunchtime campaign as an excuse to try out the class. For thematic reasons I'm interested in a monk of the empty hand (APG) who specializes in improvised weapons.
I've got a 20-point build, and while I will probably go back and tinker with things later for the basic character sketch I'm content to use Treantmonk's ability score distribution.
With one caveat. I've also never played a character that specializes in combat maneuvers, so I want to give that a try. I therefore decided to swap TM's Con and Int scores. That's a pretty significant hit to hit points, but I plan to sink all of my favored class bonuses into hit points, so at least I feel like I'm not losing anything on that front. It's a big sacrifice, but I think it's worth it.
What I'm currently tinkering with is a flurry-focused stunning fist-using unarmed combat character a la the guide. But I want to take Catch off Guard and Improved Disarm to set up a nasty punishment involving grabbing my enemy's weapon and beating the crap out of him with it.
You can do a disarm as part of a flurry, so an ideal situation would involve my monk doing a full attack flurry that starts with a disarm attempt, for which I can get a +5 as the first attack. If that works, since I am unarmed I can grab the weapon, triggering the "target is treated as flat-footed" element of Catch off Guard for the second attack of the flurry. As an empty hand monk in conjunction with Catch off Guard, I could even use the enemy's weapon in subsequent flurry attacks. With Improved Disarm, my CMD versus disarm attempts to grab the weapon back would be 20, which seems pretty good to me at first level.
Having Combat Expertise unlocks better tripping options later, and I can also see myself getting Power Attack and maybe Weapon Focus (unarmed attack) in the next few levels.
What I'm wondering is if there are any ultra-punishing exploits of an enemy's flat-footed condition that I might be able to find somewhere in the rules. The exact wording is "Unarmed opponents are flat-footed against attacks you make with an improvised weapon." I thought at first of a level-dip into rogue to get an extra 1d6 of sneak attack damage, but I am not sure that it's worth a whole level.
I know there are more powerful approaches to take than the Empty Hand/Improvised Weapon route I've outlined here, but I want to mess with that concept, optimizing as best as possible within that framework.
I'd love to hear anyone's suggestions.

hogarth |

What I'm currently tinkering with is a flurry-focused stunning fist-using unarmed combat character a la the guide. But I want to take Catch off Guard and Improved Disarm to set up a nasty punishment involving grabbing my enemy's weapon and beating the crap out of him with it.
My two cents: It's very campaign-dependent how many unarmed (i.e. without natural weapons, which basically restricts you to humanoid) opponents you'll meet. So it could be a great investment, or it could be terrible.

LoreKeeper |

@Erik:
If you take Power Attack, I'd strongly recommend Shield of Swings - which let's the monk of the empty hand flurry with a significant bonus to AC. What's nice is that you can combo that with non-damaging maneuvers:
- Shield of Swings does not require you to use Power Attack to make use of the shielding - so you retain your full bonus to-hit
- You can then make use of non-damaging things like combat maneuvers (trip, sunder and disarm) on your flurries getting the full benefit of the maneuvers, while also gaining a +4 shield bonus to AC
- ...but you'll have to use a two-handed (improvised) weapon to make use of this

Anburaid |

What I'm wondering is if there are any ultra-punishing exploits of an enemy's flat-footed condition that I might be able to find somewhere in the rules. The exact wording is "Unarmed opponents are flat-footed against attacks you make with an improvised weapon." I thought at first of a level-dip into rogue to get an extra 1d6 of sneak attack damage, but I am not sure that it's worth a whole level.I know there are more powerful approaches to take than the Empty Hand/Improvised Weapon route I've outlined here, but I want to mess with that concept, optimizing as best as possible within that framework.
I'd love to hear anyone's suggestions.
Multiclassing for the monk is generally not advised even for a bit of sneak attack damage. In the end the loss of a flurry level probably cancels out the bonus 1d6.
One thing that comes to mind is Medusa's Wrath at 10th level. Now, normally you can qualify by stunning or staggering the opponent, BUT that requires a fort save. If you can make successful disarm attempt, however, they become flatfooted, confirming your ability to medusa's wrath them mercilessly. Stunning fist does include more damage, but that extra fort check is not always a great chance, especially if you don't have an awesome DC.
The other thing that comes to mid is that the flatfooted condition helps you set up more maneuvers, lowering the opponent's effective CMD. If you end up with greater trip, you can use the flatfooted condition to help set up a damaging trip (with the AoO), AND get a +4 to hit for all your other iteratives. That aught to seriously beef up your damage.