Critique my PFS Monk.


Advice


I have a trip focused monk monk in PFS and I was wondering what would be the best path to go for him.

my current idea is

Flowing Monk 1
STR 14
Dex 14
CON 14
INT 10
WIS 16
CHa 10

feats
Deflect arrows
Dirty fighting
Improved Trip(B)

then at third level going for combat reflexes and at fifth taking vicious stomp, then Greater trip at 7th. I don't really have a plan from there.

I know that my stats aren't the most optimal but I was wondering if there was a more efficient feat path. I guess I could drop deflect arrows but it's very useful low levels as it can negate an enemies entire turn. Would it be worth it to switch up the order? Like combat reflexes at 1 and vicious stomp at 3 and dirty fighting at 5?

Grand Lodge

Those were my Monk's stats when i build her for PFS.

Were you planning on using any weapons your monk? Nine-Sectioned-Whip, Kama, & Temple Sword are all trip weapons.

One problem i see with Trip Focus builds sometimes you'll run into enemies that can't be tripped [incorporeal, large/giant creatures, etc] and if you don't have a back-up strategy.

With Dirty Fighting, consider Gang Up. allows you to get a Flanking bonus without flanking.


I'll be using my unarmed strikes. While not called out as trip weapons you can't drop your hands. I'll be hurting for reach but potions of enlarge person aren't super expensive. Gang up looks like a nice feat, thought he earliest I could take it is 9th level in my current feat path.


But wouldn't it be useful to have a weapon which you can drop rather than be tripped in turn yourself? You still have your unarmed strikes available if you do have to drop your kama or whatever.

Sovereign Court

1. Make sure to include the qinggong archetype.

2. Drop CHA down to 7.

3. Either get your STR up to jack up your CMB, or dump STR & go with a Dex build.


Looking at the flowing monk archetype, you get agile maneuvers as a bonus feat. The archetype is very defensive and more of a battle support rather than a strict damage dealer, so I would advise the following:

STR 10
Dex 18
CON 12
INT 10
WIS 16
CHa 8

Feats: Agile maneuvers, Improved trip, Dirty fighting

Without flank, your bonus to trip is +6. With flanking, your bonus to trip is +10. Your AC has gone up to 17, but damage has gone down by 2. Your redirection save dc has remained the same (13), and elusive target will be a little easier to achieve with more dex.

Your trip bonus is the same as your previous array, but it makes you less MAD (and more defensive) so you can focus more on improving dexterity instead of both strength and dexterity.

What do you think?

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