| Glade |
So I was looking at this thread
Snake-Panther discussion
and thought "How would jabbing dancer combined with Circling Mongoose monk play out?" So here is my attempt at "thinking with my keyboard and at the same time hoping for comments/advice on legality and/or optimization tips. (Pathfinder only, no 3PP)
- Combat style master
- Panther style line
- Jabbing style line
- Circling Mongoose
- Greater trip
- Viscious stomp
- + requisites to the above
Notable feats:
So, as a high level monk, let's say lvl 15+, starting starting the round adjacent to the Big Bad Evil Guy (BBEG) the action sequence would be as follows:
1. Activate panther style (free action through combat style master)
2. Move 5 ft before iterative attack #1, accept the AOO from BBEG and award him with a panther claw "retaliatory strike" at full BAB before his attack hits. Latch a stunning fist attempt on to this attack - if it goes through the AOO will never happen and you will hit more easily with the remainder of your attacks due to -2 to AC (equivalent to +2 to hit for you) and potentially dropping his shield if he has one. (not included below to be conservative) + you count as flanking
3. Activate jabbing style (free action through combat style master)
4. Iterative attack #1, Full BAB (+2 if BBEG is stunned, +2 from flanking): Style strike: Leg sweep. If it hits, get a free trip attempt and move 5 ft (from jabbing dancer)
5. AOO from Greater trip. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.
6. AOO from Viscious stomp. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.
7. Flurry #1, Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.
8. Flurry #2, Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.
9. Ki flurry, Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. (Spend one ki pt)
10. Style strike: Elbow smash. Full BAB-5 (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.
11. Iterative attack #2. Full BAB-5 (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.
12. Iterative attack #3. Full BAB-10 (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.
13. Medusa's wrath strike #1. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.
14. Medusa's wrath strike #1. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.
We're looking at 14 attacks in one round with significant to-hit boost and damage boost (from jabbing master), all the while running circles around the BBEG. Haste has not even been included here, nor Blood Crow strike shenanigans...
Now if this is all kosher, what level can we make this build come together on?
| Kazaan |
It'd be pretty tight with all the feats needed. So first, lets consider a baseline and then follow up with what we have room to add.
The bare minimum you want are Jabbing Style, Circling Mongoose, and flying kick. This sets up your basic routine as you can use Stunning Fist with Flying Kick since Stunning Fist doesn't actually require a "punch", just any unarmed strike. This also means you don't necessarily need to start adjacent to your target or provoke an AoO (which the foe can choose not to take) with Panther Style, meaning you don't even need the Panther Style line. You'll also need Dodge, Mobility, Spring Attack, and 13 Dex minimum for the prereqs. Dodge, Mobility, and Spring Attack you can get from Monk Bonus Feats, but Spring Attack won't be available until lvl 10 by this method so it's a little better to just take it as a normal feat since the prereqs are easy. Also, I'd kick out Greater Trip because, while you can get Improved without prereqs, you can't get Greater without 13 Int. Lastly, you can get Mantis Style in place of Panther Style to beef up your Stunning Fist DC. So lets break it down:
UnMonk 1-15
1) Monk 1: Combat Reflexes (monk), Jabbing Style (lvl 1), 2 hit flurry
2) Monk 2: Dodge (monk)
3) Monk 3: Mantis Style (lvl 3)
4) Monk 4: +1 Wis
5) Monk 5: Style Master (lvl 5) (flying kick strike)
Note: This completes your basic opener. Start in Mantis Style to Flying Kick in with Stunning Fist, then switch to Jabbing and spend 1 ki to net 2 more attacks with extra damage.
6) Monk 6: Mobility (monk), 3 hit flurry (+1 ki)
7) Monk 7: Spring Attack (lvl 7)
8) Monk 8: +1 Wis
9) Monk 9: Circling Mongoose (lvl 9), (leg sweep strike)
Note: At this point, you have a decent foundation routine going. Your opener gets you in his face and shuts him down. Then use Circling Mongoose with impunity for flanking bonus and Jabbing style for extra damage on 3 more attacks. In the next round, you can renew Stunning Fist with a leg sweep for additional attack bonuses (if he survives). Beyond this, you're just improving your fundamental routine.
10) Monk 10 : Medusa's Wrath (monk)
11) Monk 11: Jabbing Dancer (lvl 11), 5 hit flurry (+2 medusa, +1 ki)
12) Monk 12: +1 Wis
13) Monk 13: Power Attack (lvl 13), (elbow smash strike)
14) Monk 14: Improved Trip (monk)
15) Monk 15: Jabbing Master, 2 style strikes/round
Note: at this point, you basically have all you need from Monk. You have both bonus attacks for Flurry, 2 style strikes/round, and all necessary Monk bonus feats. You deal severe Jabbing damage with Jabbing Master, good chance to stun if you bolster your Wisdom, good chance to trip an already crippled target, and 9 attacks/round (6 of which are full BAB). Anything else is just gravy. You could go Brawler Fighter the rest of your levels if you want for extra feats and Weapon Training. Or, continue with monk for all 20 levels to get Paralyze for Stunning Fist and your other high-level Monk abilities.
Monk 20 lvls
16) Monk 16: +1 Wis, 6 hit flurry (+2 medusa, +1 elbow, +1 ki)
17) Monk 17: Vicious Stomp/Mantis Wisdom (lvl 17)
18) Monk 18: (Monk bonus feat of your choice), (style strike of your choice)
19) Monk 19: Mantis Wisdom/Vicious Stomp (lvl 19)
20) Monk 20: --
Monk 15/Brawler Fighter 5
16) Monk 15/Fighter 1: +1 Wis, Mantis Wisdom/Vicious Stomp (fighter), 6 hit flurry (+2 medusa, +1 elbow, +1 ki, +1 Vicious stomp?)
17) Monk 15/Fighter 2: Weapon Focus (Unarmed Strike) (lvl 17), Vicious Stomp/Mantis Wisdom (fighter)
18) Monk 15/Fighter 3: Weapon Training (close)
19) Monk 15/Fighter 4: (feat of your choice) (lvl 17), Weapon Specialization (Unarmed Strike)
20) Monk 15/Fighter 5:
You want enough Wis to beef up the DC on stunning fist, 13+ str for Power Attack, and 13+ Dex for Circling Mongoose, and 15 Wis for Mantis Wisdom. Enough Con for some HP buffer means that Cha and Int are going to be low (but I suggest don't dump Int because you'll need some skill points. Even though you're feat-hungry, I'd suggest going Human but trading out your starting feat and skill point for an extra +2 stat since Monks are so MAD. So, lets go with the following:
Human Monk w/ double +2 ability score
20 pt buy
Str *16* (5)
Dex 14 (5)
Con 14 (5)
Int 10 (0)
Wis *17* (7)
Cha 8 (-2)
25 pt buy
Str *17* (7)
Dex 14 (5)
Con 15 (7)
Int 10 (0)
Wis *18* (10)
Cha 7 (-4)
So, with all this, you'll end up with a good 11 attacks, 7 at full-BAB, the rest at varying degrees of reduced BAB. The first one after your opener will get 2d6 bonus and the rest after that will get 4d6 as long as you keep landing hits. And with Stunned/Paralysed, flanking, and prone, you will keep landing hits. I also suggest you carry some kind of reach weapon. UnMonks get proficiency with all Monk weapons so pick one with reach (eg. Kusarigama, Double-Chain Kama). You don't need to attack with it in your routine, just end the round holding it with both hands so you threaten both adjacent an 10'. This will help you get the most out of Combat Reflexes.
| Kazaan |
In retrospect, I thought of one issue you might have with the build. Circling Mongoose requires you to start it adjacent to the target. So, in the first round, you won't benefit from it unless you're already next to the target. Therefore, your choice of opener is either flying kick or using Circling Mongoose, not both. Still, this provides a significant level of versatility. Targets won't be safe regardless of keeping their distance or getting into melee; you'll punish them either way.
| 666bender |
It'd be pretty tight with all the feats needed. So first, lets consider a baseline and then follow up with what we have room to add.
The bare minimum you want are Jabbing Style, Circling Mongoose, and flying kick. This sets up your basic routine as you can use Stunning Fist with Flying Kick since Stunning Fist doesn't actually require a "punch", just any unarmed strike. This also means you don't necessarily need to start adjacent to your target or provoke an AoO (which the foe can choose not to take) with Panther Style, meaning you don't even need the Panther Style line. You'll also need Dodge, Mobility, Spring Attack, and 13 Dex minimum for the prereqs. Dodge, Mobility, and Spring Attack you can get from Monk Bonus Feats, but Spring Attack won't be available until lvl 10 by this method so it's a little better to just take it as a normal feat since the prereqs are easy. Also, I'd kick out Greater Trip because, while you can get Improved without prereqs, you can't get Greater without 13 Int. Lastly, you can get Mantis Style in place of Panther Style to beef up your Stunning Fist DC. So lets break it down:
** spoiler omitted **...
i didnt understnad how ?
"Note: This completes your basic opener. Start in Mantis Style to Flying Kick in with Stunning Fist, then switch to Jabbing and spend 1 ki to net 2 more attacks with extra damage. "the flying kick = a limited times per day of a kick that trip.... how do you get extra 2 attacks? and how jabbing style aid you here? it just add qd6 damage
| Kazaan |
i didnt understnad how ?
"Note: This completes your basic opener. Start in Mantis Style to Flying Kick in with Stunning Fist, then switch to Jabbing and spend 1 ki to net 2 more attacks with extra damage. "the flying kick = a limited times per day of a kick that trip.... how do you get extra 2 attacks? and how jabbing style aid you here? it just add qd6 damage
Ok, I think I've parsed what you're asking here. So, from lvl 5, you've got the following:
- 2 Flurry attacks- ki pool from which you can spend 1 ki to get 1 extra attack
- Stunning Fist
- Jabbing Style, Mantis Style, and Style Master
- Flying Kick strike
Style Master lets you start the fight right off in Mantis Style which buffs your Stunning Fist DC. Flying Kick lets you move up to your Monk Fast Movement amount as part of an unarmed strike. So you use Flying Kick as the first attack of your Flurry of Blows to get yourself adjacent to a target and you can combine that with Stunning Fist to stun them. This also sets you up for Jabbing Style which requires you to have already hit the target that round with an Unarmed Strike. So that's all your very first attack in a 2-3 hit Flurry (depending on whether you spend the ki point for an extra attack). Then, for the second attack of the Flurry, they are stunned which makes them even easier to hit and you get an extra 1d6 damage on your unarmed strike. If it's advantageous to do so, you can spend 1 ki for a third attack which will also get 1d6 damage. So (presuming all your attacks hit), that's an extra 2d6 damage on top of your three attacks and the foe is stunned, possibly even K.O. if you rolled well on damage. Even if he's just stunned, he can't retaliate so AC isn't as significant a matter.
Also, there is no daily limit on Style Strikes; just round limits. You could do the flying kick opening all day every day if you wanted.
Lastly, this is just the foundation of the build. It grows from there getting more versatile. The extra damage from Jabbing Style increases once you get Jabbing Master. At that point, instead of attacks going "Nothing/+1d6/+1d6/+1d6...", they become "Nothing/+2d6/+4d6/+4d6..." Other feats and abilities focus on adding additional unarmed strikes (eg. Medusa's Wrath adds 2, Elbow Strike adds 1, etc.).
For more AC, you can buy a wand of Mage Armor and pass it off to your party's caster to cast on you when necessary; but when your designated target is either stunned, bodied, or instant-giblets at the end of your turn, especially if it was the major threat, then all you need to do is defend yourself against the mooks.