More damage for monk 2 slayer 5


Advice


Hello, I am going to be leveling up my PC for next weeks game, and was wandering if there were a good way to up my damage output, or if I even need to. He is currently a slayer 5 monk 2 (master of many styles/of the sacred mountain) and I was planning on staying slayer and using his slayer talent to get weapon focus. What I am wondering is if there is a better way to use my slayer talent to increase my damage output? He's hasn't been focused on damage, just decent amounts and battle field control but at these higher levels I am starting to wonder if he isn't doing enough

Thank you community for your help :)

Build at 7th level:

Male Tian-Varisian slayer 5 monk (mms / msm) 2
LN Medium humanoid (human)
Init + 2; Senses Perception + 11 (13 traps)
DEFENSE
AC 22, touch 14, flat-footed 20(+ 2 Dex, + 7 armor, + 1 shield, + 1 deflection, + 1 natural)
hp 70 (10s+ 24s+ 10m+ 14c+ 5fc+ 7t)
Fort + 11, Ref + 11, Will + 8
OFFENSE
Speed 30 ft.
Melee +2 flaming katana + 12/+ 7(1d8+ 6/18-20+ 1d6 fire) or IUS + 10 (1d6+4)
Ranged longbow + 8 (1d8/x3) or throwing axe + 8 (1d6+ 4)
Space 5 ft.; Reach 5 ft.
Special Attacks 2nd studied target + 2 hit/dmg move action; stunning fist (3/day, Fort DC 14), sneak attack 1d6
STATISTICS
Str 18, Dex 15, Con 14, Int 10, Wis 13, Cha 8
Base Atk + 6, CMB + 10(+ 16 grapple), CMD 24 (30 grapple)
Feats Combat Reflexes®, Power Attack1, Improved Unarmed Strike©, Stunning Fist ©, Snapping Turtle Style ©, Improved Grapple3, Grabbing Style ©, Toughness©, Snapping Turtle Clutch 5, EWP: katana©, Greater Grapple7
Skills acrobatics 7/+ 17, bluff 7/+ 9, climb 2/+ 10, disable device 7/+ 15, intimidate 5/+ 7, perception 7/+ 11 (13 traps), sense motive 3/+ 7, stealth 4/+ 11, survival 1/+ 5 (6 track), swim 1/+ 8
Traits Ameiko’s Younger Sibling (+ 1 Will), Armor Expert (armor check + 1)
Languages Common, Varisian
SQ Slayer Talent (trapfinding, combat trick: EWP katana); Favored Target (move)(+ 2 bluff, knowledge, perception, sense motive, survival), track + 2


Well, you *are* in a perfect position to grab free Two-Weapon Fighting off of Slayer and fight with both katana and unarmed strikes at the same time. Monk unarmed strike gets full one-handed benefits from strength and Power Attack even if you use it for offhand attacks, and you can make unarmed strikes while still keeping a 'free hand' or even while grappling. A Body Wrap of Mighty Strikes is a cheaper alternative to Amulet of Mighty Fists if you're only making offhand unarmed attacks.


Yeah- bodywraps seem solely for using offhand unarmed strikes. Only way to get the light attacks to be fully useful when you are limited in the number of enhanced attacks per round. I think cestus might have an edge, since it has better crit and cheaper enhancement... but hey, style feats for unarmed strikes. So it is about even either way in my view. Either way, going with sword and punchy attack is a fantastic way to TWF for slayers.

I question using a slayer talent to get EWP katana. IF you are just 2 handing it, then you are already proficient (it uses bastard sword mechanics). It is also weaker than the falchion you are already proficient in (1d8=4.5, 2d4=5). And even if you go for TWF and need a one handed weapon... well... scimitar is just 1 average damage less (1d6=3.5), and you can make that up with what you get from your slayer talent.

That is the problem with most exotic weapons- their advantages over martial weapons tend to be small enough that it doesn't justify the feat. Its main advantage is 'slightly more damaging scimitar', adn you aren't even using it in that regard.


I was originally going to go the TWF route up to the two weapon rend but I was worried about the penalties to hit when stacked with powermattack.mif I shouldn't worry about it that's cool.

The katana was a McGuffin and does much more than what I listed. We found it right before I leveled up, so I decided to get quick,proficiency in it because it's so good.

Jade Regent spoiler:
The katana is Suishen, an intelligent +2 defending flaming katana that also allows me to airwalk, see invisible, resist energy, and cast daylight.

The way I have been plying him is to attack two handed, then release my off hand as a free action to use with grabbing and snapping turtle style. When an enemy misses me I get a free grapple check which has been quite fun and sometimes powerful. Defenestrations and coup de gras shenanigans!


eakratz wrote:

I was originally going to go the TWF route up to the two weapon rend but I was worried about the penalties to hit when stacked with powermattack.mif I shouldn't worry about it that's cool.

The katana was a McGuffin and does much more than what I listed. We found it right before I leveled up, so I decided to get quick,proficiency in it because it's so good.

** spoiler omitted **

The way I have been plying him is to attack two handed, then release my off hand as a free action to use with grabbing and snapping turtle style. When an enemy misses me I get a free grapple check which has been quite fun and sometimes powerful. Defenestrations and coup de gras shenanigans!

Still, you are creating a situation where you are not using everything available to you.

If you just wanted to 2 hand- then fine, you can do that without proficiency with your mcguffin. But you spent resources so you can use the katana while doing turtle style. But the problem with turtle style is that it removes the advantages of 2handing, and you aren't using TWF to make up for that by using that offhand.

So all you are doing is telling the enemy "hey, I am in a defensive pose, so ignore me and attack someone else". If you could TWF, then having your offhand free would not raise as much suspicion, since they think 'oh, this is just his full attack thing'.

So basically, my problem here is that you are setting up a perfectly valid style, and not actually planning to use it. Like a bard that gets str so they can do melee, and never buying a weapon. In fact, I can identify this as one of your primary causes for why you are complaining about your damage- you are only using 1 weapon/1handed, forgoing both 2 handing and TWF. Only swashbucklers can really pull that off well.

I can understand concern about TWF penalties early on. I can fully understand just 2 handing and grabbing trap finding for the first talent. But you have some levels under your belt, you have 18 str, and you have the big shiny mcguffin weapon. I think you can eat a small bit of extra penalty. So TWF is at least something to consider in the next few levels.


I do appreciate the advice, and thanks for it, but not so much the criticism of the build. I'm not sure what you mean about me not using my build. I am taking advantage of the extra damage of two-handing during my attack, but not on my attacks of opportunities. I am merely doing the opposite of what a two-hand fighting cleric does with his free actions and hand placement. I'm not complaining about the amount of damage I am doing, I am just trying to see if I can get a little extra damage out of the build I currently have. I know it's not the most optimal. I did plan out a tentative build, but the actual choices were made organically. If TWFing helps, awesome! If there is something I can do to increase the damage when I am two hand swinging, that would be great too.


Two-handing doesn't have any simple improvements beyond the obvious. Going TWF in this case will improve damage reasonably well, and some Deliquescent Gloves will help that margin. If you don't usually have Haste, TWF will be a really big damage boost. Dragon Style/Ferocity will make unarmed offhand into a sledgehammer, but at this point you'd have to retrain an old style or take Combat Style Master to fit dragon in.


Thanks, that's helpful. I never hard of those gloves and somehow missed the feat Combat Style Master. I Don't have any feats planned out at this point, so it may be a good idea to invest in Drafon Style. I'm not sure how much longer grappling will be a useful strategy.

We usually have haste up, but not always.


Combat Style Master isn't bad, but to be honest I wouldn't call it worth a feat unless he has more levels in Master of Many Styles (usually 3+ styles would be worth it). Switching to one out of two styles in a round isn't bad.

If he took Dragon Ferocity, his Katana would become almost useless, as the 1.5x Strength boost for his Unarmed Strikes would win out over the Katana's damage dice (which, with a Monk's Robes, his Unarmed Strikes would equate to a Katana's damage dice), and he cannot select Katana for Ascetic Style to benefit from Dragon Ferocity as well (as it's not a Monk weapon, which is required for Ascetic Style to function). If he could, that would be a very brutal way to TWF, and would make Two-Handing an obsolete option.

Also note that he cannot use his Katana two-handed to TWF, as it violates the FAQ precedent set by Armor Spikes. All I can say is, if he does TWF with a Katana and his Unarmed Strikes, at least he doesn't have to spend a feat on Double Slice, which is still pretty good.

My other suggestion is, since you will be specializing in Unarmed Strikes as well as your Katana, pick up an Amulet of Mighty Fists +5 ASAP (there are rules to merge this with an Amulet of Natural Armor if you're worried about having low AC), as well as acquire Natural Weapons. A Bite, some Claws, a Gore, Slam attacks, etc. are all smart decisions, and will benefit from your Amulet of Mighty Fists. You can use most of those Natural Weapons with your Unarmed Strikes and Katana, meaning that's extra damage you'd be stupid to not utilize on a given Full Attack, and they do apply when you use TWF. With a +5 Amulet of Mighty Fists, you'll be bypassing most every DR that ever existed.

Shadow Lodge

This feat might be pretty useful for Slayer, or other multiclassed sneak attack users: Accomplished Sneak Attacker


@Tomos: Nice that, plus TWF and haste will be nice. Another feat forgot about. There are so many it's getting hard to sift through.

@Darksol: I am worried about AC. Good points on Dragon Ferocity. I may lose the katana by that point. The GM warned us that it's not going to stay in play the entire game. When I was DMing my last campaign, a player did the TWF unarmed strikes with dragon ferocity and was brutal.


Darksol the Painbringer wrote:
If he took Dragon Ferocity, his Katana would become almost useless, as the 1.5x Strength boost for his Unarmed Strikes would win out over the Katana's damage dice (which, with a Monk's Robes, his Unarmed Strikes would equate to a Katana's damage dice), and he cannot select Katana for Ascetic Style to benefit from Dragon Ferocity as well (as it's not a Monk weapon, which is required for Ascetic Style to function). If he could, that would be a very brutal way to TWF, and would make Two-Handing an obsolete option.

A weapon isn't rendered "useless" in that situation. The weapon hasn't changed one bit. Besides:

1. It fits the concept he's trying to create. Even if unarmed did become strictly better than a weapon with Dragon chain, it's ridiculous to say "don't take that optimal offhand option, because then you'd (apparently) have to ditch your weapon/unarmed concept because (apparently) you must blindly optimize!".

2. The advantage of better criticals can easily equal a couple points of strength bonus in damage alone, to say nothing of critical feats/effects; Dragon Ferocity's critical feat effect plays really well off of a high-crit weapon.

3. Being able to use a Bodywraps of Mighty Striking leaves the neck slot free, so you don't have to sink an obscene fortune into a combo Mighty Fists + natural armor amulet. You've also got far less pressure to burn all your resources on getting unarmed strikes to an acceptable level if it's only an offhand issue.

So, again: if you're in a position where you'd like a weapon/unarmed concept and you're able to retrain an old style or incorporate a new one, getting Dragon Style/Ferocity will make for a really powerful offhand.


Ok, I took TWF but am a little dismayed that my US attack is only +9. I'll definitely need to make sure I flank and have favored target active. I'm thinking next level accomplished sneak attacker. We are no where near a place I can sell or buy look but that's fine for now.

I'm leaning towards amulet over body wraps because I tend to describe my unarmed strikes as kicks, head butts and so forth. He is a former Scarzni thug after all. That why I went with the snapping turtle and grappling style. Grapple then slam the enmy against something, pin and choke or stab to get sneak attack damage.

Thanks for all the help. Any more is still appreciated.


eakratz wrote:
I'm leaning towards amulet over body wraps because I tend to describe my unarmed strikes as kicks, head butts and so forth. He is a former Scarzni thug after all.

A Body Wrap affects all unarmed strikes regardless of how they're performed; the only limitation is that it only works for a certain number of attacks per round, based on BAB.

Fortunately once Studied Target becomes a swift action at Slayer 7, it gets much easier to apply it to everything.

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Are you able to flurry with your katana and/or your unarmed strike?

If you take Accomplished Sneak Attacker, at 8th level, you can do 3d6 sneak attack per attack.

Maybe see if you can draw more AoOs from your opponents? Can your allies help you with that?


@Badbird: cool, didn't know that. That would be perfect because I don't have the Dex for ITWF so I'll only be making one unaired strike at a time.

@Smilodan: nope. I lost the ability to flurry with the Master of Many Styles archetype. We are pretty good at getting in flanks. He started out with a glaive, which is nice for AoOs, but right now the katana is a family heirloom and a plot device so I'm holding on to it until the AP takes it away, which it will just don't know,when.


eakratz wrote:
@Badbird: cool, didn't know that. That would be perfect because I don't have the Dex for ITWF so I'll only be making one unaired strike at a time.

You don't need to meet the DEX requirement for ITWF if you use a Slayer Talent to pick it up at Slayer level 6. Same goes for picking up Two-Weapon Rend later. By the time you get ITWF, Bodywrap will grant 2 unarmed/round anyhow. It all works out real nice.

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Do your fellow players do anything else to help you get AoOs? Like disarm, trip, force them to move through your threatened space, etc.,?


Flanking is about as tactical as we get .


BadBird wrote:
eakratz wrote:
@Badbird: cool, didn't know that. That would be perfect because I don't have the Dex for ITWF so I'll only be making one unaired strike at a time.
You don't need to meet the DEX requirement for ITWF if you use a Slayer Talent to pick it up at Slayer level 6. Same goes for picking up Two-Weapon Rend later. By the time you get ITWF, Bodywrap will grant 2 unarmed/round anyhow. It all works out real nice.

Oh jeez I knew that. Doh! Is it worth it even with the penalty and all?


eakratz wrote:
BadBird wrote:
eakratz wrote:
@Badbird: cool, didn't know that. That would be perfect because I don't have the Dex for ITWF so I'll only be making one unaired strike at a time.
You don't need to meet the DEX requirement for ITWF if you use a Slayer Talent to pick it up at Slayer level 6. Same goes for picking up Two-Weapon Rend later. By the time you get ITWF, Bodywrap will grant 2 unarmed/round anyhow. It all works out real nice.
Oh jeez I knew that. Doh! Is it worth it even with the penalty and all?

When you get your third iterative, it is, as you have the attack bonuses to back up your extra attack being a worthwhile investment (as it will hit more consistently). But GTWF usually isn't, since you're spending a feat for yet another attack at your third iterative rate, which means unless you're BAB 16 or higher, GTWF isn't generally worth it.

The biggest problems with going the TWF route is always going to be lacking the to-hit. Being a 3/4 BAB, having to not use Light Weapons, or not having any means to shore up the to-hit penalties (Shield Master with dual shields, Two-Weapon Warrior archetype are the only ways to do this), means you're going to be losing out heavily in comparison to a given two-handed martial.

Granted, Dragon Ferocity would make going TWF via Unarmed Strikes damn worth it, since you're dealing the Strength bonuses of a Two-handed Martial on every attack, versus every iterative combo, you'll still be down to-hit, which can make or break a lot of your damage in relation to a creature's AC. Also note that this would not be usable with Flurry of Blows, and TWF feats will have the better progression since you will not be taking further levels in Monk (which would further the progression the same).

I honestly would've ditched the Sacred Mountain archetype and been a UCMonk, as the +1 Natural Armor and Toughness isn't worth it (+1 Natural Armor can be acquired through other means, and Toughness as a feat isn't particularly valuable past the first couple levels), and you'd still keep your Wisdom to AC, as well as have a better Flurry (which works better with TWF). I'd consider the MoMS archetype, but only because you could take the Crane Style and Dragon Style together, meaning you'll have some ridiculous AC and defensive abilities, as well as high damage output with your TWF via Dragon Ferocity. Another concept is to take Ascetic Style, so you can use Monk Weapons in concert with Dragon Ferocity, though unfortunately there are no 18-20/X2 Monk weapons, so crit-fishing would be out the door, meaning Ascetic Style isn't particularly worthwhile. The problem I'd have with taking MoMS is losing the UCMonk flurry, which is damn nice since it gives you an extra attack at your highest BAB, and stacks with effects like Haste, but in exchange you'd get Crane Style benefits, which may or may not be worth the extra attack you'd gain.


eakratz wrote:
Flanking is about as tactical as we get .

What our group does is we allow PCs to make an Acrobatics check, usually when moving to an enemy, and if the check is successful (usually DC 20 since they need to high-jump 5-feet), they receive a +1 circumstance bonus to hit (due to attacking from a "higher ground," such as elevation).

We houseruled the elevation bonus to be +2, so as to raise the tactical value of occupying higher ground, but a +1 bonus can still make a difference.


His sword is able to give him CL20 air walk 3/day among other things, so I do take advantage of higher ground when that is on; and lately it usually is because flying enemies and terrain problems.

unMonk wasn't out yet when I made him, but I didn't ask to switch because I wanted the MoMS so I can have grabbing and snapping turtle on at the same time. This combination has been very effective when I was able to pull it off. Plus having the +3 bonus to Will saves is nice.

I think going TWF thru TW rend will be a good damage boost. Also we use crit decks which have been life savers at times.

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At least slayer is full BAB, so your penalties from Two Weapon Fighting aren't as debilitating. Does anyone know if Two Weapon Feint would be helpful with his build?


Requires a lot of feats to make effective, and their pre-requisites are hefty. If he can't afford the pre-requisites for the TWF feat chain, he certainly can't afford the pre-requisites for Feinting.

He'd also need the entire standard Feint feat chain; that's a whole boatload of feats by itself, and that's just as brutal.

Quite frankly, I don't see Feinting being very valuable of a combat strategy, especially considering the investment you must implement to make it work (3+ Feats, just to make an enemy lose his Dexterity Bonus to AC for a round, and eats up your attacks to do so). The rules for it are also fairly confusing and can be easily countered by having investments into Sense Motive (meaning "Face" PCs cannot practically be Feinted).

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I was just spitballing. Didn't realize how ridiculous feinting was! :-O


I've played a feinting build. 3rd party swashbuckler/rogue using any 3rd edition feats. It was fun. Took a lot to set up, but I was able to get off 4 attacks per round at level 7, all sneak attacks using feint.

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In 3.5, I played a human spellthief that took Combat Expertise and Improved Feint at 1st level and used a longspear and got lots and lots of sneak attacks at reach w/o needing a flank-buddy. It was fun!

The most effective PC I ever made in that group (which were all power game to THE EXTREME!!!!!!!!!!!!!!!!!)


.....aaaannd it's all moot. He died gloriously last night, sacrificing himself to an evil clerics channels by grappling her and holding her in place until the rest of the party could get to her.

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So.... what's the next character?

Glad it was glorious!


eakratz wrote:
.....aaaannd it's all moot. He died gloriously last night, sacrificing himself to an evil clerics channels by grappling her and holding her in place until the rest of the party could get to her.

Curious as to how the Cleric killed you with nothing but Channels when you were grappling her.

Did you fail to Pin her (and therefore make her effectively unable to do anything)? Did you choose not to disarm the Holy Symbol that she carried? Did you dump your Wisdom score so damn low that you couldn't make the Will Saves and basically got killed that way?


I was already damaged pretty badly. Didn't know she was a cleric until she channeled while grappled. She was some kind of demon-sylph creature. I did pin her, but didn't think of the holy symbol and know one else did either. I don't even know if there was one. I only guess cleric because of the channels. My will save was pretty good, I just rolled low. I thought I could hold out one more round based on the damage she did the first time, but she rolled almost all sixes for the last channel.


SmiloDan wrote:

So.... what's the next character?

Glad it was glorious!

Unchained monk. I thought about going with something completely different like bard, war priest, or inquisitor but it turns out we still need a good reliable damage dealer, and I'm not sure how to do that with bards and inquisitors and wanted more than 2 skills per level. Also, I don't have a lot of time to figure out anything complicated.

build so far:

8th level UnMonk

Str 15/17/18(20)
Dex 14
Con 14
Int 10
Wis 15/16(18)
Cha 7

AC 28 hps 84
F+9 R+9 W+9

33,000

31,625
11,000 Adamantine +2 nine ring broadsword +16/+13/+8 (1d8+19/x3), flying kick +13 (1d10+12)
2000 Ring of protection +1
5000 Jingasa of the Fortunate Soldier
4000 belt of giant strength
4000 headband wisdom
3000 Bodywrap of Mighty Strikes +1
1000 cloak of resistance +1
1000 bracers of armor
375 wand of Mage armor
300 adamantine ring
3 cold iron ring
10 silver ring

Dodge, mobility, imp grapple, IUS, stunning fist DC 18 8/day

5 fears Power attack, Furious focus, weapon focus, toughness, iron will

Ki pool 8/day
Quigong barkskin, restoration, abundant step

40 skills

Acrobatics (Dex) 8/+ 13
Climb (Str) 2/+ 10
Knowledge (history) (Int) 4/+ 7
Perception (Wis) 8/+ 15
Sense Motive (Wis) 8/+ 15
Stealth (Dex) 8/+ 13
Swim (Str) 2/+ 10

Traits
Monk Weapon Skill nine-ring broadsword


Also, rolled almost max damage on the fall. He had -32 hps.

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That monk looks good. +19 damage??? Is that with Power Attack? Those crits look nasty. :-)

Inquisitors can be great at damage, too. Judgments and bane really help. And they get 6+ skills per level, which is nice.

What are all those different rings for? Your fists or your sword?


If you want a really potent UMonk combo you could take one level of Shizuru Cleric to grab the Gentle Rest Domain Power, then take Domain Strike: Gentle Rest, then take Medusa's Wrath as a bonus feat. Domain Strike will automatically trigger Medusa's Wrath, and it leaves the target staggered if they manage to survive.

Shizuru Cleric also allows katana flurry, grants a nice bump to will save, and can grant things like free Weapon Focus with Crusader or WIS based social skills through an Inquisition. You can also get +2 Divine Favor (and +2 Jingasa) with the Fate's Favored trait if you want.


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They are for the tenth ring of the sword to swap out for DR. I decided to save some gold and get an adamantine one. Yes, with power atack on.

Inquisitor is a very close second. I have until Thursday to have it built so I'll still be looking at all my options.


@Badbird: that is also something I thought of. Not to the extent you did. Another player suggested it may be a good idea to have the new character able to use the McGuffin katana. I'm waiting on other players to vote that up or down. I don't want to hog the artifact.

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