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So, the monk is pretty much my favorite class for PF2 from Paizo, and one of the things I really like about it is how there are so many different interesting and unique possibilities for characters. Since I see lot of requests for monk builds, I figured I'd start this thread by sharing a build of my own and see if we can hit 101 unique builds!
Feats by level
1 Natural Ambition (Ki Strike), Monastic Archer Stance
2 Elemental Fist (Retrain to Stunning Fist with Expert EA Spellcasting), Cat Fall
3 Feather Step
4 Deflect Arrow, Oddity Identification
5 Clever Improviser
6 Eldritch Archer Dedication (Occult spell list), Quick Jump
7 Breath Control
8 Enchanting Arrow, Kip Up
9 Incredible Improvisation
10 Return Fire, Powerful Leap
11 Fleet
12 Stance Savant, Battle Medicine
13 Bounce Back
14 Seeker Arrow, Wall Jump
15 Toughness
16 Basic Eldritch Archer Spellcasting, Water Sprint
17 Heroic Presence
18 Expert Eldritch Archer Spellcasting, Disturbing Knowledge
19 Root Magic
20 Triangle Shot
Early on, your magic is coming from ki strike and elemental fist, allowing you to grab some magical damage boosts and elemental weakness targeting. I had hoped to squeeze in a couple more focus points on the build, but there was a lot of interesting stuff to choose from. You could probably use monk + eldritch archer and come up with a very different build that still matches the theme by swapping around a few build elements and making different priorities. I almost didn't grab Triangle Shot since it's not compatible with eldritch shot, but I figure it has a decent "mystical" element to it when combined with Stunning Fist and will help stretch out that feeling of being a magical archer since I didn't end up grabbing Master EA spellcasting. In a home game I might have also tried convincing the GM that EA spellcasting should allow me to take the Adapted Cantrip and Adaptive Adept ancestry feats, but I wanted to stick with a PFS-legal build.

Vlorax |
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I've made a few different Monk Archer builds.
Lizardfolk Aasimar(Lawbringer) Scout
1. Monastic Archer Stance
2. Stunning Fist, Cat Fall
3. Untrained Improvisation
4. Nimble Crawl, Guarded Movement
5. Empyreal Blessing
6. Steady Balance, One-Inch Punch
7. Incredible Initiative
8. Pinning Fire, Kip Up
9. Celestial Wings
10. Aerobatics Mastery, Prevailing Position
11. Quick Jump
12. Disrupt Ki, Shadow Mark
13. Celestial Strikes
14. Swift Sneak, Stance Savant
15. Foil Senses
16. Master of Many Styles, Water Sprint
17. Eternal Wings
18. Cloud Jump, Triangle Shot
19. Legendary Sneak
20. Golden Body, Quick Swim
The idea is to constantly be staying away from the enemy (ideally at 30+ with a longbow).
Prevailing position is nice for the added +4 since the goal is to be in archer stance often, and then when you get Stance Savant + Master Of Many styles it's a free +4 against an attack every round. Really strong combination.
Disrupt Ki is great, moreso when combined with Stunning Fist (fort save), making Disrupt Ki->Flurry (with both stunning fist and pinning fire) pretty cool.

Vlorax |
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There's this one from the APG build thread
"Drunken Assassin" Style Monk.
lvl1 - Stumbling Stance
lvl2 - Assassin Dedication
lvl4 - Expert Backstabber
lvl6 - Stumbling Feint
lvl8 - Sneak Attacker
lvl10 - Prevailing Position
lvl12 - Assassinate
Stumbling stance works well due to the free feint from Stumbling Feint to try and get the most out of sneak attacker and the improved Backstabber traits.
Thought about doing it with Cobra Style for added poison-ness and you end up with 1d4, Deadly d12, backstabber attacks so that's kinda fun.

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This build is for an orc monk specializing in grappling and control options. This time around I'm just going to focus on ancestry and class feats; the general and skill feats do a lot to round out a character but other than the fact that this character definitely focuses on Athletics and picks up both Assurance (Athletics) and Titan Wrestler early on, there's plenty of room for other skill options to round things out in useful ways. This is a Strength primary build.
Class and Ancestry feats by level
1 Ki Rush (Retrain to Ki Strike at 20th), Orc Ferocity
2 Crushing Grab
3
4 Flurry of Manuevers
5 Bloody Blows
6 Whirling Throw
7
8 Clinging Shadows Initiate
9 Undying Ferocity
10 Sleeper Hold
11
12 Align Ki (retrain to Meditative Focus at 17th)
13 Incredible Ferocity
14 Shadow's Web
15
16 Quivering Palm
17 Rampaging Ferocity
18 Ki Form
19
20 Enduring Quickness
I seriously considered grabbing Meditative Wellspring at 20th instead of Enduring Quickness, but I like this character having lots of mobility available and you should be able to get by pretty consistently with 2 focus points after each break to refocus, whereas there might be situations where you just can't do everything you want to do in a round without the extra move action. With this build using Clinging Shadows Initiate to pick up an unarmed attack with some reach, I considered looking at ways to grab Attack of Opportunity but decided to pass and leave the reaction open for using ferocity. If I were to do the same build on an elf, I might take Ancient Elf to scoop up the Fighter dedication, grab AoO instead of Whirling Throw at 6th, and then take Whirling Throw instead of Sleeper Hold at 10. This character definitely likes to get in close to enemies so he can grapple and then wear them down through a variety of means. By the time he gets Ki Form, he's basically just trying to keep right on type of enemies so he can use his reach, damage aura, throws and shut downs, and other effects to control the battlefield and whittle away at enemy options.

Mellored |
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Asimar (elf) / ranger, with max speed and max bow range.
Monastic archer stance, nimble elf (35' speed)
Ranger dedication (range 200')
Fleet (45' speed)
Stunning fist
Elven instinct
Basic hunter trick (favored terrain, swim speed).
Feather step
Far shot (range 400')
Celestial wings (fly 40')
Winding flow (speed 50 + 5 step).
... (Probably some extra damage stuff like gravity weapon)
Triangle shot (only 100' range, but still good)
Eternal wings (fly 70')
Enduring quickness
You end up with a fly speed of 70' + 5' step from winding flow. And a 400' range.

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Like with the crushing darkness build, I'm just focusing on class and ancestry feats for this one. Skill feats can be almost anything that feels cool and useful.
Ancestry and Class Feats By Level
1 Goblin Weapon Familiarity, Monastic Weaponry
2 Ancestral Weaponry
3
4 Shooting Stars Stance (replace with Flying Kick at 14)
5 Very Sneaky
6 Brawling Focus
7
8 Pinning Fire
9 Cling
10 Winding Flow
11
12 Dodging Roll
13 Very, Very Sneaky
14 Whirling Blade Stance
15
16 Flinging Blow
17 Reckless Abandon
18 Swift River
19
20 Enduring Quickness
At lower levels, this guy just wants to enjoy flurrying with a dogslicer and tossing some shurikens at range. At higher levels, he foregoes the shuriken to lean into fighting with his dogslicer in both melee and at close range, while picking up some ways to stay on top of enemies and maintain best positioning while shaking off certain negative effects that might otherwise slow him down. He's pretty much always able to get in position to flank and lay down some hurt, and has a few ways to manipulate the battlefield in his favor. I went with a dogslicer monk because I thought it was fun and thematic, but you could easily swap out Goblin Weapon Familiarity and Ancestral Weaponry for something like Goblin Scuttle and Ki Strike. Mostly I just wanted a fun build that could play like the goblin version of Drizzt Do'Urden, using dogslicers instead of scimitars.

Mellored |
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Prevailing position is nice for the added +4 since the goal is to be in archer stance often, and then when you get Stance Savant + Master Of Many styles it's a free +4 against an attack every round. Really strong combination.
I don't know if I would call it "free", since you spent 3 feats on it.
But still a good combo anyways.

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Here's my Peafowl Tengu Swordsman.
Tengu Hermit Monk
Str 14 Dex 18 Con 14 Int 10 Wis 12 Cha 10
Class Feats:
1 - Monastic Weaponry
2 - Ancestral Weaponry
4 - Peafowl Stance
6 - Stand Still
8 - Ki Strike
10 - Peafowl Strut
12 - Disrupt Ki
14 - Whirling Blade Stance
16 - Enlightened Presence
18 - Ki Form
20 - Enduring Quickness (or Golden Body if accessible)
Key Ancestry Feat:
1 - Tengu Weapon Familiarity

Vlorax |

Vlorax wrote:Prevailing position is nice for the added +4 since the goal is to be in archer stance often, and then when you get Stance Savant + Master Of Many styles it's a free +4 against an attack every round. Really strong combination.I don't know if I would call it "free", since you spent 3 feats on it.
But still a good combo anyways.
Well more free as it doesn't cost any actions not free as in it didn't cost feats.

Vlorax |
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Human, the Ki Dragon. 18/14/12/8/16/8
1 - Dragon Stance, Ki Strike
2 - Stunning Fist
4 - Wholeness of Body
6 - Ki Blast
8 - Abundant Step
10 - Wind Jump
12 - Disrupt Ki
14 - Meditative Focus
16 - Flinging Blow
18 - Ki Form
20 - Meditative Wellspring/ Golden Body*
*if available, it's kinda too good to not take with almost any build.

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Just your average tanky dwarf monk.
Ancestry and Class Feats by Level
1 Mountain Stance, Rock Runner
2 Stunning Fist
3
4 Stand Still
5 Boulder Roll
6 Mountain Stronghold
7
8 Wall Run (retrain to Tangled Forest Stance at 20th)
9 Stone Bones
10 Winding Flow
11
12 Stance Savant
13 Telluric Power
14 Mountain Quake
15
16 Enlightened Presence
17 Mountain's Stoutness
18 Diamond Fists
19
20 Fuse Stance
This guy doesn't want to move as much, but Wall Run will help him get around in some circumstances that might otherwise force him to leave Mountain Stance. He mostly just wants to slap people around while proving pretty intractable and tough. Doesn't need a lot of Dex so he can put a good chunk of his boosts into keeping Strength maxed for accuracy and damage. Should have some surprising facility for territory control.
Human, the Ki Dragon.
1 - Dragon Stance, Ki Strike
2 - Stunning Fist
4 - Wholeness of Body
6 - Ki Blast
8 - Abundant Step
10 - Wind Jump
12 - Disrupt Ki
14 - Meditative Focus
16 - Flinging Blow
18 - Ki Form
20 - Meditative Wellspring/ Golden Body**if available, it's kinda too good to not take with almost any build.
Yeah, I've been basically intentionally ignoring Golden Body in my builds since it's blatantly better than any other 20th level monk feat and is an uncommon campaign capstone option. No such limitations need to be adhered to for this, though!

Vlorax |

** spoiler omitted **
Vlorax wrote:Yeah, I've been basically intentionally ignoring Golden Body in my builds since it's blatantly better than any other 20th level monk feat and is an uncommon campaign capstone option.Human, the Ki Dragon.
1 - Dragon Stance, Ki Strike
2 - Stunning Fist
4 - Wholeness of Body
6 - Ki Blast
8 - Abundant Step
10 - Wind Jump
12 - Disrupt Ki
14 - Meditative Focus
16 - Flinging Blow
18 - Ki Form
20 - Meditative Wellspring/ Golden Body**if available, it's kinda too good to not take with almost any build.
Why Fuse Stance if you're only using Mountain Stance?

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Why Fuse Stance if you're only using Mountain Stance?
See my level 8 feat notes. Grafting Tangled Forest Stance's ability to trip up everyone who wants to move past you is going to be better for the build, which is pretty simplistic, than the effects of most other 20th level feats, and at that point you should have enough skill feats, talismans, magic items, etc. that Wall Run probably isn't pulling its weight anymore, so you retrain out of that and into Tangled Forest once you can take advantage of Tangled Forest's area control without giving up Mountain Stance's AC.

Vlorax |

Vlorax wrote:See my level 8 feat notes. Grafting Tangled Forest Stance's ability to trip up everyone who wants to move past you is going to be better for the build, which is pretty simplistic, than the effects of most other 20th level feats, and at that point you should have enough skill feats, talismans, magic items, etc. that Wall Run probably isn't pulling its weight anymore, so you retrain out of that and into Tangled Forest once you can take advantage of Tangled Forest's area control without giving up Mountain Stance's AC.
Why Fuse Stance if you're only using Mountain Stance?
ahh yea i missed that, i also for some reason thought you couldn't fuse with mountain but I was reading it wrong, gonna have to change up some builds.

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ahh yea i missed that, i also for some reason thought you couldn't fuse with mountain but I was reading it wrong, gonna have to change up some builds.
Yeah, you can’t fuse mountain with e.g. crane, because they both limit you to an exclusive type of attack, but tangled forest doesn't have that limitation, so you'd be making falling stone unarmed attacks while getting the mountain stance armor bonus and tangled forest control field.

Ventnor |
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Build 11: Bow & Foot
Versatile Heritage human, for the extra class feat. Just listing monk feats for now.
1: Dragon Stance, Monastic Archer Stance
2: Stunning Fist
4: Deflect Arrows
6: Return Fire
8: Dragon Roar
10: Prevailing Position
12: Stance Savant
14: Timeless Body
16: Master of Many Styles
18: Triangle Shot
20: Impossible Technique
Starting from level 1, the idea is essentially to swap between Dragon Stance and Monastic Archer Stance as needed. You never need to stop holding your bow either, since Dragon Tail attacks are kicks.

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An elf with a curve blade, a little bit of magic, and everything to prove.
Ancestry and Class Feats by Level
1 Elven Weapon Familiarity, Monastic Weaponry
2 Ancestral Weaponry
3
4 Ki Strike
5 Elven Weapon Elegance
6 Abundant Step
7
8 Elemental Fist
9 Elf Step
10 Knockback Strike
11
12 Dodging Roll (retrain at 20 for Meditative Focus)
13 Avenge Ally
14 Whirling Blade Stance
15
16 Medusa's Wrath
17 Tree Climber
18 Ki Form
19
20 Impossible Technique
This is just all your classic elven bladesinger wrapped up in a monk. You have "sword magic" in the form of ki strike, elemental fist, and medusa's wrath. You get to wield an elven curve blade and don't need any armor, and eventually pick up Avenge Ally, so you've got the look and the feel going on. Abundant Step gives you your magical teleportation, Elf Step, Dodging Roll, and Impossible technique give you your elven mobility and grace, and whirling blade stance is that extra little bit of magic so that your sword can fly out of your hands and keep attacking at your command. You should be able to consistently cast ki spells pretty much every or most combats, and you shouldn't have any issues at all with dealing damage and navigating the battlefield.

Mellored |

flickmace + tower shield
Flurry + raise shield + take cover (+4 AC)
Then riposte.
Gnome Weapon Familiarity, Monastic weapons
Ancestral weapons (flickmace, finesse)
Stand Still (if they move)
Swashbuckler dedication
Swashbuckler's Riposte (if they miss you).
Swashbuckler's Precise strike (or a feat).
Rogue Dedication
Rogue Sneak attack
Rogue Mobility
Rogue Sly Striker (+2d6 damage when not flat footed...)
Impossible Technique

Ventnor |

flickmace + tower shield
Flurry + raise shield + take cover (+4 AC)
Then riposte when hit.Gnome Weapon Familiarity, Monastic weapons
Ancestral weapons (flickmace, finesse)
Stand Still (if they move)
Swashbuckler dedication
Swashbuckler's Riposte (if they miss you).
I'm afraid that doesn't work. Ancestral Weaponry only allows ancestry weapons with either the finesse or agile traits to be used as monk weapons, and the Flickmace doesn't have either trait.

dpb123 |
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Build 14: "Mantis Style" Monk/Medic
Half-elf with Field Medic background
1 Battle Medicine (Bkg), Tiger Stance (Monk), Ki Strike (Natural Ambition)
2 Continual Recovery, Medic Dedication
3 Assurance: Medicine
4 Robust Recovery, Stunning Fist
5
6 Treat Condition
7
8 Holistic Care
9 Pinch Time
10 Wholeness of Body
11
12 Disrupt Ki
13
14 Meditative Focus
15
16 Medusa's Wrath
17
18 Ki Form
19
20 Impossible Technique
The idea is to simulate a "mantis style" manipulation of acupuncture points so this monk can heal himself and allies in and out of combat as well as remove conditions such as clumsy, enfeebled, sickened (Treat Condition) and frightened, stupefied, and stunned (Holistic Care). He can also use this manipulation of acupuncture points offensively to potentially stun, enfeeble w/persistent negative damage, and eventually petrify. He can zip around the battlefield to get where he's needed most due to monk's awesome mobility boosting features and uses Tiger Stance's 10 feet of step to avoid AoOs. He can get an extra stride or strike 1/day with Haste (via Pinch Time).

Mellored |

Mellored wrote:I'm afraid that doesn't work. Ancestral Weaponry only allows ancestry weapons with either the finesse or agile traits to be used as monk weapons, and the Flickmace doesn't have either trait.flickmace + tower shield
Flurry + raise shield + take cover (+4 AC)
Then riposte when hit.Gnome Weapon Familiarity, Monastic weapons
Ancestral weapons (flickmace, finesse)
Stand Still (if they move)
Swashbuckler dedication
Swashbuckler's Riposte (if they miss you).
Yea. I miss read that.
Is there any way to get a reach weapon + shield (besides whip?)

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Is there any way to get a reach weapon + shield (besides whip?)
There's the scorpion whip, but I don’t know how you're going to flurry with it.

Mellored |

Mellored wrote:There's the scorpion whip, but I don’t know how you're going to flurry with it.
Is there any way to get a reach weapon + shield (besides whip?)
Yea... i'll just stick with Crane then.
Build 13, riposte tank redo
Crane + Tower Shield
Flurry + Raise Shield + Take Cover.
*AC bonuses won't stack, but we still want to max it.
1: Crane
2: Stunning fist
4: Stand Still
6: Crane Flutter
8: Wholeness of Body (retrain to iron stance at 20)
10: Rogue Dedication
12: Rogue Sneak attack
14: Rogue Mobility
16: Rogue Sly Striker (+1d6 damage)
18: Stance Savant
20: Fuse Stance (crane + iron)

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"Ebb and Flow"
A skeleton build which you can tack on your own additional style and mechanics to, the chassis is Monk with a Bard dedication. You control traffic, debuff your enemies, and buff you allies, and with some investment (gold for scrolls or later Class Feats), are also capable of some healing. The sum is greater than the parts, as this build attempts to slowly but surely turn the tide!
Ability Scores: ST, DX, CON, CHA (14)
Ancestry Feats: Natural Ambition > Dragon Style (before 6th level)
Skill Feats: Intimidating Prowess
Skill Increases: Intimidation
Weapons: Bo Staff
1 > Monastic Weaponry
2 > Bard Dedication
4 > Stand Still
6 > Dragon's Roar
8 > Inspirational Performance
After 8th, you are free to double down on martial skills by taking Monk feats, or steer right into Multiclass Spellcasting, or after selecting Basic Muse's Whispers (or another final Bard Multiclass feat), take a second Archetype at a later level...

Vlorax |
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Ranged Devil
12/18/10/10/12/16
Tiefling, Human Cultist
1. Natural Ambition
5. Hellspawn
9. Devil Magic - Invisibility, Misdirection
13. Fiend's Door - Dimension Door
17. Light From Darkness
1: Monastic Archery, Ki Strike
2: Oracle Dedication (Flames)
4: Basic Oracle Spellcasting
6: One-Inch-Punch
8: Mysterious Breadth
10: Prevailing Position
12: Meditative Focus
14: Expert Oracle Spell Casting
16: Disrupt Ki
18: Ki Form
20: Master Oracle Spell Casting
Spells
C - Guidance, Shield
1st - Heal(Signature), Bless
2nd - Blood Vendetta, Calm Emotions(Signature)
3rd - Heroism(Signature), Searing Light
4th - Enervation, Freedom of Movement
5th - Wall of Flesh, Flame Strike
6th - Spirit Blast, Scintillating Safeguard
7th - Sunburst
8th - Divine Inspiration

dpb123 |

Build 17: Ki Dragon
This build seeks to get features similar to a Dragon Instinct Barbarian/Draconic Bloodline Sorcerer, namely a breath weapon and flight, at roughly the same level those classes get access to those features (as opposed to the delayed access an MCD gets you). It also leans heavily into the Intimidation aspects of the monk's Dragon Roar.
The build does include MCD into Draconic bloodline for RP reasons and for some spells (this is a character I’m currently playing but we’re only at level 2). I don’t think the MCD is central to the build but it does provide some nice self-buffing options. Looking to get a Ring of Wizardry (up to Type III) at later levels so I can cast those buffing spells more times a day
Starting Ability Scores: 16 STR, 14 DEX, 14 CON, 8 INT, 12 WIS, 14 CHA; @5 boost STR/DEX/CON/CHA, after that boost WIS instead of CHA
Skill Increases: Intimidation
1 Lizardfolk Lore (Anc), Multilingual (Bkg), Dragon Stance (Monk)
2 Sorcerer Dedication (Electric Arc, Shield)
3 Intimidating Prowess
4 Basic Sorcerer Spellcasting (lvl 1 Spell = True Strike)
5
6 Dragon Roar (lvl 2 Spell = Blur and make it your Signature spell)
7
8 Ki Strike (lvl 3 Spell = Haste)
9
10 Ki Blast (imagined as our “Dragon Breath”)
11
12 Wind Jump (who needs wings to fly?)
13
14 [Open, but might take something like Prevailing Position]
15
16 [Open, but might take something like Disrupt Ki, Medusa’s Wrath, or Shattering Strike]
17
18 Ki Form, retrain Wind Jump to Meditative Focus
19
20 Impossible Technique
For the character I'm playing based on this build, I describe the casting of the Shield cantrip as crackling energy coalescing around his shield arm in the form of a dragon’s wing. Wind Jump will also be described as crackling energy forming into the shape of dragon wings and Ki Blast will be described as a breath weapon composed of something akin to “force lightning”.

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A Bad Idea
Charhide Goblin
1. Rain of Embers stance (access? You are a pyro-goblin! If the GM says no, light something on fire)
1. Burn It!
2. Oracle Dedication (flames)
4. Basic Mysteries (incendiary aura focus spell)
6. Ki Strike (optional)
8. Elemental Fist (optional)
9. Scalding Spit (get some range if you are on fire)
You punch things, lighting them on fire. This uses Burn It! for +1 persistent fire damage, since it won't apply to Rain of Embers (which is neither a spell nor an item). Might be able to count an item once you can get a flaming rune on some handwraps. ELemental Fist lets Ki Strike work for it eventually, if you want to burn mid-level slots on low-level feats. You also spend a full round of actions getting it started (1 for stance, 2 for aura), so...I wouldn't call it 'good'.
Sadly, the build stub is better on an Oracle base anyway, since you can get your curse up to tier 3 to be constantly on fire, making Torch Goblin much more useful.

dpb123 |
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Build 19: The Chakra Master
This build is based on PF1’s chakra system found in Occult Adventures. In the build, I map the 2e monk’s ki-based feats to chakras, guided by the descriptions Paizo provides re: what each chakra is associated with (e.g. root chakra associated with instinct and survival). I use this mapping to create a build that, by level 18, allows our monk to master the power of all 7 chakras. And while she can’t tap into all 7 chakras at the same time due to the cap on focus points, our monk can access 3 of her chakras at the same time/in the same encounter)
Note: The build depends on the Student of Perfection archetype which has access restrictions so talk to your GM about your ability to take SoP
1 Ki Rush (Monk), Tiger Stance* (Natural Ambition) *used a Dex-based stance for synergy with Wild Winds Initiate, a central feat in the chakra-mapping (see below)
2 Student of Perfection (gives Ki Strike)
3
4 Wholeness of Body
5
6 Perfect Strike (from Student of Perfection archetype)
7
8 Wild Winds Initiate
9
10 Wind Jump
11
12 Meditative Focus
13
14 Wild Winds Gust
15
16 [Open, but Disrupt Ki, Quivering Palm, Medusa’s Wrath and even Shattering Strike are all thematic]
17
18 Empty Body
19
20 Impossible Technique
Here’s how I’ve associated chakras to ki-based feats:
Root chakra – associated with instinct and survival – Ki Rush
Sacral chakra – associated with pleasure and creativity – Wind Jump
Naval chakra – associated with power and combustion – Ki Strike
Heart chakra – associated with compassion and healing – Wholeness of Body
Throat chakra – associated with the bridge between feeling and thinking – Wild Winds Initiate
Brow chakra – associated with intuitive powers and metaphysical sight (aka ‘the third eye’) – Perfect Strike
Crown chakra – associated with unbounded consciousness and alignment with cosmic harmony – Empty Body
Btw, in some RL traditions, chakras are associated with colors. So for some fun RP, when your monk uses a ki power you can say anyone trained in Occultism (or higher proficiency to match the level of the ki feat) to see their aura flash with the color matching the ki power used. Here's what I've found in doing some research on chakras:
Root = Red
Sacral = Orange
Naval = Yellow
Heart = Green
Throat = Blue
Brow = Indigo
Crown = Violet

SpaceWhale42 |
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Kobold Drakerider
Kobold with Spellscale Heritage
1: Dragon Stance, Kobold Breath
2: Cavalier Dedication (Taking Riding Drake, of course)
4: Impressive Mount
5: Ally's Shelter
6: Ki Strike
8: Incredible Mount
9: Dracomancer
10: Ki Blast
12: Overwhelming Breath
14: Specialized Mount
16: Medusa's Wrath
18: Ki Form
20: Deadly Strikes
Hop on your Drake, and start flurrying of blows with your feet while riding your drake! Each hit gets an extra 1d4 from Drakey boy. Later levels sees increased Offensive utility through Ki Spells, so you can do the stuff while on the back of your Drake. Kobold because a little lizard riding on the back of a big lizard feels right somehow. Bonus points if your Kobold surfs on his back and swings from the sides of the Drake to deliver kicks.

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Ysoki ninja monk
1 Monastic Weaponry, Ratfolk Lore
2 Shooting Stars Stance
3
4 Deflect Arrow
5 Lab Rat
6 Water Step
7
8 Wall Run
9 Rat Form
10 Prevailing Position
11
12 Stance Savant
13 Warren Digger
14 Tongue of Sun and Moon
15
16 Enlightened Presence
17 Rat Magic
18 Swift River
19
20 Enduring Quickness
It's a rat ninja with some options to emphasize his wisdom and unusual background.

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This build works best in a party with at least one other competent ranged attacker it can hang out next to in the party's back line. Human chosen just because, pretty much any ancestry works though.
1 Monastic Archer Stance, Natural Ambition (Ki Strike)
2 Stunning Fist
3 Weapon Proficiency (Martial)
4 Deflect Arrows
5 Clever Improviser
6 Return Fire
7
8 Marshal Dedication
9 Group Aid
10 To Battle!
11
12 Focused Shot
13 Stubborn Persistence
14 Target of Opportunity
15
16 Shattering Strike
17 Heroic Presence
18 Triangle Shot
19
20 Enduring Quickness
This is a build for hanging back and supporting your allies while exercising some battlefield control. Your best damage combo comes online at 14th level, when you can start going Flurry (one action, flurry MAP) > To Battle! (two action, ranged Strike from ally at no penalty) > Target of Opportunity (reaction, no MAP and -2 penalty).
You can speed up this build by taking Versatile Heritage for Weapon Proficiency right at 1st level if you want to prioritize getting into marshal sooner.

Francisco Zermeño 121 |
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I'm working in Mystic Archer
human half elf
1 Otherworldly Magic, Monastic Archer Stance
2 stunning fist
5 Elemental wrath
6 Eldritch Archer Dedication
8/10 Basic Eldritch Spellcasting / Enchanting arrow
9/13 otherworldly accumen / pinch time
isn't finished yet, but basically is a monk that search the perfect bow style

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I'm working in Mystic Archer
human half elf1 Otherworldly Magic, Monastic Archer Stance
2 stunning fist
5 Elemental wrath
6 Eldritch Archer Dedication
8/10 Basic Eldritch Spellcasting / Enchanting arrow
9/13 otherworldly accumen / pinch timeisn't finished yet, but basically is a monk that search the perfect bow style
It's neat how going from human in the #1 build to half-elf in the #24 build led to so many differences in how the characters are put together and execute their theme, despite the basic idea being so similar.

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Build #25 Strutting Pigeon
Skyborn Tengu Monk
A build focused on tengu gale blades and supreme mobility.
1: Tengu Weapon Familiarity, Monastic Weaponry
2: Ancestral Weaponry
3:
4: Peafowl Stance
5: One-Toed Hop
6: Water Step
7:
8: Wall Run
9: Soaring Flight
10: Peafowl Strut
11:
12: Stance Savant
13: Long-Nosed Form
14: Winding Flow
15:
16: Enlightened Presence
17: Great Tengu Form
18: Swift River
19:
20: Enduring Quickness

Francisco Zermeño 121 |
Francisco Zermeño 121 wrote:It's neat how going from human in the #1 build to half-elf in the #24 build led to so many differences in how the characters are put together and execute their theme, despite the basic idea being so similar.I'm working in Mystic Archer
human half elf1 Otherworldly Magic, Monastic Archer Stance
2 stunning fist
5 Elemental wrath
6 Eldritch Archer Dedication
8/10 Basic Eldritch Spellcasting / Enchanting arrow
9/13 otherworldly accumen / pinch timeisn't finished yet, but basically is a monk that search the perfect bow style
sorry, i don't read that xD for now is my only idea for a monk, lather work in another (is for my campaign)

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Build #26 Tangled Forest Frog
It's a really solid control build I use when I play publicly with Know Direction. You use Magic Warrior Transformation to turn into a Frog and then use the 15 foot reach of the frog to keep enemies from moving using Tangled Forest Stance and Standstill. You can even flurry of blows with your tongue!
Human Monk
2. Magic Warrior Dedication
4. Magic Warrior Transformation
6. Standstill
8. Tangled Forest Stance
14. Tangled Forest Rake
Every other feat is just gravy. I tend to go Wavetouched Human for the swim speed and pick up a bunch of feats that let me jump and climb really well for extra froginess.

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sorry, i don't read that xD for now is my only idea for a monk, lather work in another (is for my campaign)
Not at all, I was totally serious! It's cool how such a minor change early in the build can have sweeping effects on its execution and the choices you make later. That is a distinct build and totally counts!

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Build #27: Wondrous Gourmand
Green Spellscale (Acid Splash) Kobold Wonder Taster Monk
A build that tasted the wonders of Numerian fluids, and now seeks to recreate them, no matter who they have to beg, plead to, or murder for lab access. Feats marked with asterisks (*) are archetype feats.
1: Cringe, Ki Strike
2: Assassin Dedication*
3:
4: Cobra Stance
5: Grovel
6: Sneak Attacker*
7:
8: Mixed Maneuver (Retrain to Expert Backstabber* after gaining Between the Scales)
9: Between the Scales
10: Cobra Envenom
11:
12: Assassinate*
13: <Dealer’s Choice of Kobold Feat>
14: Stance Savant
15:
16: Medusa’s Wrath
17: <Dealer’s Choice of Kobold Feat>
18: Diamond Fists
19:
20: Deadly Strikes

Vlorax |
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Orc knuckle stabber
1. Hold scarred, monastic weps, orc weapon familiarity
2. Ancestral weps
4. Dual weapon warrior dedication
5. Orc weapon carnage
6. One inch punch
8. Flensing slice
10. Dual weapon blitz
12. Disrupt ki
14. Dual onslaught
16. Shattering Strike
18. Diamond fists
20. Enduring quickness
Could probably be improved but liked the idea of double slice-flurry and being a blur of strikes.

dpb123 |
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Build 29: Basic Bo becomes Iron Forest
This build is for those that don’t want to incorporate some of the more mystical aspects of the monk (looking at you Water Step and Ki Blast) but still want to play a bad@ss monk that provides a nice – but not overly complicated – set of combat tactics to choose from. From levels 1-7 our monk can flurry with his bo staff or can use it to trip for a bit of battlefield control...both at reach!. From level 8 on his battlefield control prowess really comes into its own with the Tangled Forest Stance and then gets a bit more control at level 14 with Tangled Forest Rake. Chuckle as you hinder/punish baddies for daring to move without asking for your permission first.
Start with a 16 or 18 Strength and boost Athletics as early and as often as you can
1 Monastic Weaponry (the Bo Staff is what you’re all about)
2 Stunning Fist or Brawling Focus (they each have their pros and cons so choose which you like more)
3
4 Stand Still
5
6 One-Inch Punch
7
8 Tangled Forest Stance
9
10 [Open but Prevailing Position looks good]
11
12 [Open but I like Stance Savant here]
13
14 Tangled Forest Rake
15
16 [Open but I can see One-Millimeter Punch filling this slot]
17
18 Ironblood Stance
19
20 Fuse Stance (get the benefits of Tangled Forest’s control as well as Ironblood’s damage resistance)
Tbh, the addition of Ironblood Stance at level 18 isn’t needed at all in this build. I chose it because I thought “Iron Forest” had a certain cool factor

Vlorax |
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Build 30
Ol' Iron Tiger
1. Tiger Stance
2. Brawling Focus
4. Stand Still
6. Tiger Slash
8. Ironblood Stance
10. Prevailing Position
12. Stance Savant
14. Iron Blood Surge
16. Flinging Blow
18. Diamond Fists
20. Fuse Stance (Tiger + Iron Blood)
pretty straight forward tiger stance martial artist with ironblood for defense

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Okay, I'm taking advantage of the fact that I already know what the feats in Lost Omens Pathfinder Society are, but since I already announced these on stream, it's not too spoily. Also, since Natsu was raised by a dragon who taught him dragonslayer magic, I'm counting that into his background and letting it serve as his access requirement for dragon disciple.
Human Monk / Dragon Disciple
1 Natural Ambition (Ki Strike), Rain of Embers
2 Dragon Disciple Dedication (Red)
3
4 Scales of the Dragon
5 Sense Allies
6 Blazing Talon Surge
7
8 Draconic Scent
9 Hardy Traveler
10 Breath of the Dragon
11
12 Wings of the Dragon
13 Bounce Back
14 Explosive Death Drop
15
16 Elemental Fist (the fun thing about this is not only does it boost up your fire punches, but it can also simulate Natsu eating Laxus's lightning or some of the other elemental boosts he gets through the series, which makes it fit pretty well as a later addition to the build)
17 Heroic Presence
18 Disciple's Breath
19
20 Meditative Focus
So, you're fire punching from level 1, eventually you pick up all the sweet dragon abilities like flight and a fiery breath weapon, and there's very little that Natsu does in the series that you can't emulate one way or another with this build. I was kind of tempted to make Natsu an orc so he could have Spell Devourer, but decided to stay as close to the original character as I could get.

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A little housekeeping!
1) Mystic Archer (human)
2) Lizardfolk Aasimar (Lawbringer) Scout
3) Drunken Assassin
4) Crushing Darkness
5) LongShot MCGeggor
6) Goblin Weapon Master
7) Peafowl Tengu Swordsman
8) Ki Dragon (human)
9) The Rolling Stone
10) Pretty fun grappling build
11) Bow & Foot
12) Elven Bladesinger
13) "Mantis Style" Monk/Medic
14) riposte tank redo
15) "Ebb and Flow"
16) Ranged Devil
17) Ki Dragon (lizardfolk)
18) A Bad Idea
19) The Chakra Master
20) Kobold Drakerider
21) #TotallyNotSplinterFromtheNinjaTurtles
22) Shadow Monk
23) Sniper Squad Leader
24) Mystic Archer (half-elf)
25) Strutting Pigeon
26) Tangled Forest Frog
27) Wondrous Gourmand
28) Orc knuckle stabber
29) Basic Bo becomes Iron Forest
30) Ol' Iron Tiger
31) Lee Sin from League of Legends
32) Natsu Dragneel from Fairy Tail

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First 32 Monks to the party!:A little housekeeping!1) Mystic Archer (human)
2) Lizardfolk Aasimar (Lawbringer) Scout
3) Drunken Assassin
4) Crushing Darkness
5) LongShot MCGeggor
6) Goblin Weapon Master
7) Peafowl Tengu Swordsman
8) Ki Dragon 1
9) The Rolling Stone
10) Pretty fun grappling build
11) Bow & Foot
12) Elven Bladesinger
13) "Mantis Style" Monk/Medic
14) riposte tank redo
15) "Ebb and Flow"
16) Ranged Devil
17) Ki Dragon 2
18) A Bad Idea
19) The Chakra Master
20) Kobold Drakerider
21) #TotallyNotSplinterFromtheNinjaTurtles
22) Shadow Monk
23) Sniper Squad Leader
24) Mystic Archer (half-elf)
25) Strutting Pigeon
26) Tangled Forest Frog
27) Wondrous Gourmand
28) Orc knuckle stabber
29) Basic Bo becomes Iron Forest
30) Ol' Iron Tiger
31) Lee Sin from League of Legends
32) Natsu Dragneel from Fairy Tail
Looks like there are two "ki dragon" builds, but they're actually pretty distinct, so I've just numbered them 1 and 2 in my quote of your list.
Thanks for the checkpoint!