Monk AC


Creating a Character


Making a Monk for my first 2.0 game in 2 weeks and want to make sure I'm reading things right.

AC = 10 + DEX/DEXCAP + Armor Bonus right?

Unarmored says to substitute your unarmored proficiency modifier, so does that make it 10 + DEX/DEXCAP + UPM?

For example, my Monk has the following stats:

STR16/DEX12/CON14/INT12/WIS14/CHA10

1st level Monks are Expert in in Unarmored, so my UPM would be level + 1 = +2

AC = 10 + 1 + 2 = 13

Is this correct?


Correct. However, in regular AC, you also apply your armour proficiency (usually Trained only, so +1 at lv1).


So then, unless a DEX penalty or some other penalty is involved, the minimum AC of a 20th level character is 20?

Example: 20th level Wizard with 10 DEX and no buffs has an AC of 20?


K-kun the Insane wrote:

So then, unless a DEX penalty or some other penalty is involved, the minimum AC of a 20th level character is 20?

Example: 20th level Wizard with 10 DEX and no buffs has an AC of 20?

You still have the 10 base so it would be 30 but yah. Defensive ability scales with level for all characters.


You calculated your AC correctly, but this is very low.

An average CR1 kobold hits you on 6+ and crits you on 16+. You will die a swift and messy death. Try moving your stats around to bump dex a bit.


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Pathfinder Roleplaying Game Superscriber

Honestly I feel like monks get the short end of the stick on AC right now.

That +1 AC from expert proficiency isn't even as good as most light armor, much less medium armor.

I guess if monks are supposed to be glass cannons it's understandable.


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I think the idea is that in a world with many fewer AoOs they are designed to move a lot more so they can move in make flurry for two attacks and move out of combat. Haven't had a player be a monk though so I don't know if that actually works in practice.


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Bardarok wrote:
I think the idea is that in a world with many fewer AoOs they are designed to move a lot more so they can move in make flurry for two attacks and move out of combat. Haven't had a player be a monk though so I don't know if that actually works in practice.

i've played a monk and gmed a monk, and in both cases it felt really nice.

a feat that boggles me that isn't discussed more, for later levels, is Knockback Strike as well.

Added with flurry, it allows a monk to do a +0/+0/-5 attack routine that also repositions the target, it's brilliantly amazing imo.


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MaxAstro wrote:
Honestly I feel like monks get the short end of the stick on AC right now.

Well, it's easy enough to build a monk with 18 or 16 Dex, which is survivable, but the issue is that the math being as tight as it is means that the "Strong and Wise" monks get the short end of the stick.

For "Stat pairings 16 or more" Str/Dex works, and Dex/Wis works, but Str/Wis is the sort of thing that will get you killed at low levels before you can afford bracers.


Maybe strong monks could get like a block mechanic or a body of bronze mechanic and have a little DR from there Str bonus because of all those coiled muslceles. (it was intentionally spelled wrong move on.)


Pathfinder Roleplaying Game Superscriber
shroudb wrote:

i've played a monk and gmed a monk, and in both cases it felt really nice.

a feat that boggles me that isn't discussed more, for later levels, is Knockback Strike as well.

Added with flurry, it allows a monk to do a +0/+0/-5 attack routine that also repositions the target, it's brilliantly amazing imo.

That is pretty solid. Shouldn't that be +0/-5/-5 though?

Oh, you mean KS first then flurry. Yeah, that's pretty good.


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I wonder if allowing monks to use Wisdom in place of Dex for AC would break anything.

They'd be able to dump Dex a bit, but that affets Reflex and Acrobatics that can both be targetted by many enemies, so I imagine most will still prioritise it over Int or Cha.

A Dex 12 Monk doesn't feel out of place to me. Definitely shouldn't be made of glass for getting crit so easily. I definitely want monks prioritising Wis over Dex by default (with room for Dex builds)


I guess the important thing to me would be that the str monk and the dex monk feel different but are still effective. if interchaning the stats really dind't change how the class feels or plays then might as well not bother.


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I really enjoy my strong monk. the action economy and take cover rules gives you the tools of survive. I also agree that it's nice that depending on whether you choose strength, wisdom or dexterity, that the class plays so differently, it's very nice, one of the best things about pf2.


ikarinokami wrote:
I really enjoy my strong monk. the action economy and take cover rules gives you the tools of survive.

Agreed. It's a lot more tactical.


MaxAstro wrote:
shroudb wrote:

i've played a monk and gmed a monk, and in both cases it felt really nice.

a feat that boggles me that isn't discussed more, for later levels, is Knockback Strike as well.

Added with flurry, it allows a monk to do a +0/+0/-5 attack routine that also repositions the target, it's brilliantly amazing imo.

That is pretty solid. Shouldn't that be +0/-5/-5 though?

Oh, you mean KS first then flurry. Yeah, that's pretty good.

It's actually: knockback Strike 0/(Shove 0)/flurry -5/flurry -10

The Shove attack isn't counted in the MAP and use MAP of the Strike given by knockback attack; everything else count in the MAP.

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