Qinggon Elemental Monk?


Advice


So... If you guys haven't read the new book yet, I highly recommend it because it has a lot of character options that are more than just fluff. One of the examples is the Elemental Monk, which trades its "Any Lawful" Alignment Restriction for a "True Neutral" and allows you to play a psuedo Avatar character (Wind, Fire, Water, Earth, Body).

So, if you don't have the book, here is what it gets. Elemental Fist at level 1 (This replaces ALL Monk Bonus Feats and Stunning Fist).

At level 2, the Monk can enter ANY of the Elemental stances (Djinni, Efreeti, Marid, Shaitan, or Janni respectively from the previous list) as a Swift Action. At level 6, they can gain the benefits of the next feat stage. Level 10 is the final feat stage. Level 14 gives the Monk immunity to damage based on the element, or enlarge/reduce person for the Janni instead. This replaces Evasion, Purity of Body, and Diamond Body.

There is more to this Archetype, but whats listed above is the main meat of the Archetype - Allowing you to Elemental Fist people in the face almost all day long while switching between the elements of fighting depending on what you need.

My question is, for a Qinggon Elemental Monk, what would you recommend? Level 12 Dragon Breath seems interesting (2 Ki Points = 12d6 Damage for Fire/Acid/Cold in a 30-foot cone or Fire/Acid/Electric in a 60-foot line, really fitting for the elemental fist archetype). Low level, I'd probably be replacing Slow Fall for Scorch Ray or Ki Throw for offensive Ki spending.

I was looking at the Monk Vows, and possibly wanted to incorporate them somehow. Any ideas on what would be interesting for the Monk Vows when using a Qinggon Elemental Monk?


While it sounds nice on the paper, having done an elemental fist build before, I think the problem is Elemental Fist tend to deplete truly fast.

While one time per day and level sounds a lot at first, it pales compared to the fact a monk can punch up to 8 times per round, which means you never have enough elemental fists uses as soon there is more than one fight per day.

Dragon Breath can sure complete the gap a bit... but if you truly want to make it more durable, so I'll recommand to find a way to replenish your ki, because wows won't probably be enough.


Hey Moonheart, thanks for the advice. While I understand that the Elemental Fist feat is limited, the fact that it can be used only once per round should keep me from blowing them all during one right. That being said, while the Archetype gains Elemental Fist instead of Stunning Fist, the whole build isn't centered around it per-say.

Also, at level 2 and at level 6, the archetype essentially gives itself a "free" elemental fist charge as long s they are in any of the Genie Fighting Styles not including Janni. (All of them say " You gain one additional Elemental Fist attempt per day."). Also, they give damage bonus to my elements equal to my Wisdom Mod. Also, at level 6, they can then Deafen/Catch Fire/Stagger/Entangle the enemy.

That being said, using the Elemental Monk archetype (possibly stacked with Qinggon Monk), what other recommendations would you have other than "replenish ki"? Do you have any questions on how to do that? Unfortunately, Ki Leech is a 10th level skill, and I won't be able to take those until 12th level due Diamond Body having been taken by the Elemental Monk archetype.


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Is there a specific reason you want to use core Monk and not unchained Monk? cMonk needs an archetype that increases it's power, and Elemental Monk does the opposite.

Quite frankly, Elemental Fist sucks. Hard. First, it's far from "all day long" - since you lose the bonus uses when switching style, you're capped at level+2 uses per day. Second, it's pretty low damage: Let's say we're level 8, with 18 wisdom, 4 encounters á 4 rounds a day. Flurry is 3 attacks a round, plus one more from Ki half the rounds. That's 56 attacks per day. Elemental Fist does an average of 7.5 damage 10 times, for 75 theoretical bonus damage over the course of the day. That's an average of 1.34 damage per attack, i.e. not much more than a trait.

The five style chains are all pretty bad as well: The damage bonus via Elemental Fist from the first feats is minuscule compared to other styles. The triggered effects from the second feats tend to have problems (entangled allows fort save, catching fire has a neigh-irrelevant effect, and deafen is a small affect against only a small number of enemies). The elemental style third feats, as well as all three Janni feats, don't work with a full attack, and thus work against the very foundation of your class.
Shaitan Skin is normally OKish because it can trigger Medusa's Wrath on a failed reflex save (easier to stick than Stunning Fist), but this archetype removes all your bonus feats, so you can't grab said feat.

I didn't even see that you lose all bonus feats without gaining anything in return* on my first read, and considered the archetype crap even than. Now, I consider it abysmal.

*) The way it's written, everyone get's to chose Elemental Fist's damage type when you use it, not when you pick it up.

To says something constructive: The standard must-have Qinggong Powers of Barkskin and Ki Leech still apply; and Gaseous Form is simply so much better than Wholeness of Body that it's a crime not to take it.
Regarding vows: Calibacy, Silence, and Truth are normally OK, and Fasting can work depending on your campaign and party.

Scarab Sages

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The Unchained Monk offers the Elemental Fury ki power, which is far superior to Elemental Fist. No reason to look back.


TheMonkeyFish wrote:
Also, at level 2 and at level 6, the archetype essentially gives itself a "free" elemental fist charge as long s they are in any of the Genie Fighting Styles not including Janni. (All of them say " You gain one additional Elemental Fist attempt per day."). Also, they give damage bonus to my elements equal to my Wisdom Mod. Also, at level 6, they can then Deafen/Catch Fire/Stagger/Entangle the enemy.

Alas, you misundertood here: you gain this extra charge upon acquiring the style, not activating it.

Also, I do wonder if this archetype isn't weaker than the Master of Many Styles I was using:
- Elemental Fist usualy gives you +1d6 damage.
- Your archetype gives you free the elemental fist feat for free, and also styles adding +wisdom to this damage.
- Master of Many Styles allows you do ALL that PLUS use Dragon Style in the same time, turning the Elemental Fist into a +4d6 elemental bonus and increasing your STR bonus and adding bonus to attack rolls

For the lolz I was ALSO adding in the mix Drunken Master, to was a nice way to further increase the damage, and also replenish some ki by drinking... but honeslty, I should probably have mixed it with Hungry Ghost Monk instead, because I never had enough ki for my tastes.

Naturaly, nothing of this prevent you to go Qinggong on top of it, I was doing it too.

On the paper, the Monk of Four Winds also look stronger to me than the Elemental Monk if used right.


Okay... So... What have I learned from this website?

1) Don't ask for advice from this website.

2) This website is full of people who are sooner to spout "DON'T DO THIS BECAUSE ITS BAD AND YOU SHOULD FEEL BAD FOR WANTING TO HAVE FUN!" instead of people actually giving advice for the archetype specifically.

Thanks for showing me that this advice thread is filled with nothing but power gamers that don't know what fun or character diversity is. ^-^


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TheMonkeyFish wrote:

This website is full of people who are sooner to spout "DON'T DO THIS BECAUSE ITS BAD AND YOU SHOULD FEEL BAD FOR WANTING TO HAVE FUN!" instead of people actually giving advice for the archetype specifically.

Thanks for showing me that this advice thread is filled with nothing but power gamers that don't know what fun or character diversity is. ^-^

You know what I learned from this thread? That if you give advise, answering all the OP's questions, but dare to include a warning that what he has chosen is weak, you get insulted.

I don't know how experienced you are. I don't know the power level of the group and the expectations of the campaign you will be playing in. What I do know is that I have played an unarmed cMonk with no combat prowess improving archetype, and I felt useless a lot.
Excuse me for wanting to keep you from doing somethign that I regretted making myself. Excuse me for presuming that someone who paints a very weak archetype in a positive light doesn't realize it's weakness. And excuse me for presuming that when you asked for recomendations for a relatively basic Monk aspect, that you might lack experience with the class.


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TheMonkeyFish wrote:
Thanks for showing me that this advice thread is filled with nothing but power gamers that don't know what fun or character diversity is. ^-^

Well I admit I got lost in my own wonderings.

But that's not a reason to be rude...

So, as a sign of goodwillness, let me answer your questions:

Quote:
My question is, for a Qinggon Elemental Monk, what would you recommend? Level 12 Dragon Breath seems interesting (2 Ki Points = 12d6 Damage for Fire/Acid/Cold in a 30-foot cone or Fire/Acid/Electric in a 60-foot line, really fitting for the elemental fist archetype). Low level, I'd probably be replacing Slow Fall for Scorch Ray or Ki Throw for offensive Ki spending.

I don't know what class powers you keep with this archetype, so I won't be able to tell you what to replace, but here are a list of elemental-themed powers, and a few advice about them:

lvl 4:
- Barksin (Earth): not too far stretched to said related to the theme and one of the best low-level powers
- Feather Step (Air): there is better to take a bit later which does the same, and much more
- Hydraulic Push (Water): a bit too much situational if you ask me. You could never find a good opportunity to use it in a whole campaign
- Ki Arrow (Air): Could seems far stretched, but you can pretend you use wind to push the arrow, not a bad one, but you need to carry arrows
- Scorching Ray (Fire): Very good ranged attack, one of the best pick for you

lvl 6:
- Cloak of winds (Air): one of those powers so situational that you could never find an use for it during a whole campaign
- Gaseous form (Air): situational... but helps in a LOTS of situations: prevent a fall (strictly better than Feather Step), get above an obstacle, pass a locked door of fence. Limits are your imagination. I personnaly love this one.
Hydraulic torrent (Water): same concern than hydraulic push

Lvl 8:
- Dragon’s breath (all elements): if you should only get one with your goals, get this one
- Silk to steel (Earth): while it fits the theme, it requiers you to build entierly differently to be usable, so skip it

Lvl 10:
- Wind Stance (Air): well, for flavor it could be good, but it's truly weak

Lvl 12:
- Diamond body (Earth): Only interesting if the Elemental Monk make you lose this ability
- Elemental Fist (all elements): lolz, you already have it

Lvl 14:
- Cloud Step (Air): While it nice, Gaseous Form helps in 90% of the same situation, and is cheaper
- Cold ice strike (Water): One of the best, if not the best, of ranged elemental attacks you can have, past level 12, it makes more damage than dragon breath and is easier to pull out without harming your allies... but it's single element only
- Sonic thrust (Air): far better than the hydraulic ones, even if still a bit too situational for me

Lvl 16:
Lightning Stance (Air): cool name, bad effect. Seriously, you only use two moves in a round when something is wrong

Quote:
I was looking at the Monk Vows, and possibly wanted to incorporate them somehow. Any ideas on what would be interesting for the Monk Vows when using a Qinggon Elemental Monk?

None are "interesting" for the "elemental" theme roleplaying-wise.

There is just no relation between any of them and this archetypes, so...

If you take one, that will be only for powergaming.

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