Feedback / Suggestions / Improvement for max DPR Monk build


Advice


Hello,

I would like to get your input on the following Monk build I came up with:

https://pathbuilder2e.com/launch.html?build=74637

Starting at level 10 since my last character died. Focus on damage, since our group is lacking damage but covers almost all other bases (Tank Shield Ally Champion with Bastion Archetype, Support/Heal Cloistered Cleric with Medic and Beastmaster Archetype, Scoundrel Rogue with Scout and Shadowdancer Archetype as Skill Monkey and damage). Also, my party and GM are all min-maxers, so nothing less than optimal is expected.

As you should be able to see from the build, it is capable of dishing out the standard physical damage of a monk on top of a huge variety of different types of damage either stacked onto attacks or in forms of spells such as Ki Blast. Thanks to being unarmed, my plan would be to walk into the important or "boss" encounters wielding 2 Wands of Manifold Missile.

First round of combat I would open with entering my stance (until Stance Savant), casting a 1-action Magic Missle to get the wands going and then either move into position, whack something in range or casting Shield if needed. After that, the routine would look something like this:

Move into melee => Wolf Drag
or if already in melee:
Elemental Assault => Wolf Drag
if Elemental Assault is already going or spent:
True Strike => Wolf Drag
if out of True Strikes:
Wolf Drag => Flurry of Blows
if enemy stays prone:
Ki Strike Flurry (or normal Flurry if out of Focus) => Electric Arc (preferably if another enemy is in range)
if a bunch of clumped up enemies and one is in melee reach:
Flurry => 2-action Ki Blast
if a bunch of clumped up enemies and none is in melee reach:
3-action Ki Blast or move into position => 2-action Ki Blast
if enemies are flying:
3-action Ki Blast or if out of Focus, Electric Arc (Once with Reach Spell if necessary) + all the free magic missiles from the wands of course

Aside from that, I would spam Assured Dubious Knowledge Arcana Recall Knowledge Checks once per round for free. After level 16, those would cover all Recall Knowledge checks.

Familiar gives me one extra Focus Point per day and one extra Cantrip. On higher levels I can get extra low level spell slots for more True Strikes for example, or use the familiar to cast a a 2 action spell in my stead, costing me only 1 action.

Out of combat I can support my group with Guidance spam, Recall Knowledge, solid Athletics and Acrobatics. Aside from that, I am a magic-touched, elementally charged Lizard Monk who believes he is much more intelligent than he actually is, resulting in frequently collecting and sharing wrong knowledge and facts.

Due to my aforementioned routine and many of my attacks resulting from Stand Still, I thought about switching out Stunning Fist with Brawling Focus, since unlike many other Monk builds, this one does not revolve around primarily spamming Flurry of Blows. Sadly, I cannot fix the lack of Crit Specialization with Owlbear Claw , so the trade-off is either getting Stunning Fist early or Brawling Focus. The other one would be chosen on level 16.

Overall, this is the highest DPR Monk build I could come up with, taking full advantage of unarmed Monks having their hands free. I thought about Barbarian Multiclass, but since Rage locks you out from casting spells, it is not really an option. Only other thing left would be Rogue Multiclass + Sneak Attacker. The reason why I did not want to go that route is because I wanted to avoid stepping on the toes of the Rogue player in my party. Maybe I forgot something else, feel free to let me know.

What do you guys think? Any suggestions, feedback etc. is welcome.


Subutai1 wrote:
After level 16, those would cover all Recall Knowledge checks.

If you think about Unified Theory, it's only for checks related to Traditions (recognizing spells, items, and such). Not for All Recall Knowledge checks.

And spaming Assured Dubious Knowledge seems... dubious, at best. I don't know what kind of optimization you are looking for, but this one will definitely make the combats drag for not much.


SuperBidi wrote:
If you think about Unified Theory, it's only for checks related to Traditions (recognizing spells, items, and such). Not for All Recall Knowledge checks.

Oh, I didn't know that. Thanks for the heads up. This makes Unified Theory quite useless, which is strange considering this is the legendary skill for Arcana and comparing it to stuff like Scare to Death, Cloud Jump and the likes. Anyway, in that case I will have to switch out all the Arcana related skill feats with standard martial skill feats.

Liberty's Edge

You forgot the Juggler Archetype and Feats so you can add another 2-3 Wands going off every turn while you are still able to make Unarmed Attacks the entire time.


Themetricsystem wrote:
You forgot the Juggler Archetype and Feats so you can add another 2-3 Wands going off every turn while you are still able to make Unarmed Attacks the entire time.

Are juggled items considered to be constantly wielded? I'm not sure if juggling would fulfill the following condition "This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again.". Juggle says "You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand." This seems to be pretty clear about not working for wands, as a wand is not a weapon and would fall under "other items" in said description. I would love to be proven wrong though, as this would make this build much stronger.


1 person marked this as a favorite.
Subutai1 wrote:
SuperBidi wrote:
If you think about Unified Theory, it's only for checks related to Traditions (recognizing spells, items, and such). Not for All Recall Knowledge checks.
Oh, I didn't know that. Thanks for the heads up. This makes Unified Theory quite useless, which is strange considering this is the legendary skill for Arcana and comparing it to stuff like Scare to Death, Cloud Jump and the likes. Anyway, in that case I will have to switch out all the Arcana related skill feats with standard martial skill feats.

Ranger monster hunter is the way to cover all the bases for creatures in combat and recall knowledge. At least from level 10.

Or Rogue Mastermind which does have the skill ranks to take everything.


Just letting you know, true strike will decrease your dpr unless the enemy has concealment.


citricking wrote:
Just letting you know, true strike will decrease your dpr unless the enemy has concealment.

Are you calculating the Stand Still attack in that results from the target getting prone? That attack is so much more worth than a -4 and -8 you would be getting on top of denying the enemy 1 action.


Subutai1 wrote:
citricking wrote:
Just letting you know, true strike will decrease your dpr unless the enemy has concealment.
Are you calculating the Stand Still attack in that results from the target getting prone? That attack is so much more worth than a -4 and -8 you would be getting on top of denying the enemy 1 action.

Yes, but not accounting for benefits beside damage from making the enemy prone. here's a chart I quickly made


If DPR unarmed attacked is what you're going for, and I know this is entirely different, but have you considered going Animal Barbarian archetyped into monk for flurry of blow?

D12 unarmed attacks with rage bonus on top.

Dataphiles

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

Max DPR monk build begins at level 14 and uses snares + whirling throw. The damage output per action of snares with lightning snares is insane, and then you just whirling throw the enemy into them to activate them.


Exocist wrote:
Max DPR monk build begins at level 14 and uses snares + whirling throw. The damage output per action of snares with lightning snares is insane, and then you just whirling throw the enemy into them to activate them.

Is that effective in common use?


Deriven Firelion wrote:
Exocist wrote:
Max DPR monk build begins at level 14 and uses snares + whirling throw. The damage output per action of snares with lightning snares is insane, and then you just whirling throw the enemy into them to activate them.
Is that effective in common use?

If someone else is doing the snares or you have some time to set them up it's the most reliable way to trigger them, and iirc they can get pretty strong.

Dataphiles

Pathfinder Rulebook Subscriber
Deriven Firelion wrote:
Exocist wrote:
Max DPR monk build begins at level 14 and uses snares + whirling throw. The damage output per action of snares with lightning snares is insane, and then you just whirling throw the enemy into them to activate them.
Is that effective in common use?

At level 14+? Yes, snares are insanely strong for 1a and you can trigger them yourself with whirling throw. Before that, 3a snares are very GM dependent on letting you set them up before combat.


Exocist wrote:
Deriven Firelion wrote:
Exocist wrote:
Max DPR monk build begins at level 14 and uses snares + whirling throw. The damage output per action of snares with lightning snares is insane, and then you just whirling throw the enemy into them to activate them.
Is that effective in common use?
At level 14+? Yes, snares are insanely strong for 1a and you can trigger them yourself with whirling throw. Before that, 3a snares are very GM dependent on letting you set them up before combat.

Whirling Throw requires a check. Is that easy to do most of the time against boss monsters? Or is this better against mooks?

So you would use a Bomb Snare with Bottled Lightning for 9d6 electricity damage with Greater Lightning Bombs at lvl 14?


Exocist wrote:
Max DPR monk build begins at level 14 and uses snares + whirling throw. The damage output per action of snares with lightning snares is insane, and then you just whirling throw the enemy into them to activate them.

Hard disagree.

Setting up a Snare is one action.
Whirling Throw is 2 actions (one to Grab, one to Throw) with 2 checks.
Average DPR of Snare + Whirling Throw is way under what you can achieve through attacks.

As a side note, Snare + Shove is better, allowing you to achieve the same result with the same number of actions but only one check.


That combo is, however, hilarious !


The best one is to use a Battledancer: Snare + Leading Dance + Finisher.

Dataphiles

Pathfinder Rulebook Subscriber
SuperBidi wrote:
The best one is to use a Battledancer: Snare + Leading Dance + Finisher.

Leading Dance is forced movement so it can’t move them into a Snare.


Exocist wrote:
SuperBidi wrote:
The best one is to use a Battledancer: Snare + Leading Dance + Finisher.

Leading Dance is forced movement so it can’t move them into a Snare.

So are shove and the throw AFAIK

Edit: just reviewed, whirling throw not being forced movement is kinda dumb, probly not errataed officially because paizo are allergic to publishing errata.

Quote on forced movement:

When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you’re not acting to move, this doesn’t trigger reactions that are triggered by movement.

If forced movement would move you into a space you can’t occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you’re pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can’t put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there’s doubt on where forced movement can move a creature.

Your interpretation of battledancer not being able to be used to put people in snares is based on two basis that are IMO flawed, but of course we won't know for sure until errata, if it happens.

1: snare is hazardous terrain (it is, but it's especially a concealed hazardous terrain). If snares and traps are hazardous terrain, and battledancer can't move things through hazardous terrain, then I'll make a swashbuckler that constantly dances a party member in front of himself. If he can't move forward, I've found the trap. This is a nonsense exemple to showcase why this isn't the case.

2: leading dance is a reposition:. It could easily be labeled as a push or pull, reposition to me seems to indicate allied force movement, such as an ally repositioning you. however, I would easily classify it as a reposition because it makes a lot of sense . Nonetheless, leading dance does not have any language that states it to be reposition. It seems to me that logically there can be only two parallel conclusions: 1:whirling throw is not forced movement because RAW, therefore leading dance is not reposition because RAW. 2: Whirling throw is forced movement because duh! Leading dance is a reposition (but then refer to above comment on snares).

Dataphiles

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Deriven Firelion wrote:
Exocist wrote:
Deriven Firelion wrote:
Exocist wrote:
Max DPR monk build begins at level 14 and uses snares + whirling throw. The damage output per action of snares with lightning snares is insane, and then you just whirling throw the enemy into them to activate them.
Is that effective in common use?
At level 14+? Yes, snares are insanely strong for 1a and you can trigger them yourself with whirling throw. Before that, 3a snares are very GM dependent on letting you set them up before combat.

Whirling Throw requires a check. Is that easy to do most of the time against boss monsters? Or is this better against mooks?

So you would use a Bomb Snare with Bottled Lightning for 9d6 electricity damage with Greater Lightning Bombs at lvl 14?

It’s actually not that hard - you have legendary athletics, which is fighter accuracy, and +2 to the grab check from Clinging Shadows Stance. It’s more consistent than you think.

At level 14 you use either Engulfing Snare (9d8 damage + conditions) or Scything Blade Snare (14d8 damage). At level 16 you can use Omnidirectional Spear Snare (19d8 damage) or Hail of Arrows snare (18d6 but in a 20ft area so you can hurl a mook into it for more consistency.)

Another thing to keep in mind is that larger creatures (which most high level creatures are) can hit multiple snares at the same time, so you can drop 3 snares on r1 followed by stride grab throw to deal 42d8 damage, improving to 57d8 or 54d6 area at level 16.

At level 20 with a lot of setup you can throw the tarrasque into 16 instant evisceration snares for 384d8 damage.

Dataphiles

Pathfinder Rulebook Subscriber
AlastarOG wrote:
Exocist wrote:
SuperBidi wrote:
The best one is to use a Battledancer: Snare + Leading Dance + Finisher.

Leading Dance is forced movement so it can’t move them into a Snare.

So are shove and the throw AFAIK

Shove is a push so it works.

Throw does not specify that it is forced movement, so it isn’t, unlike leading dance.


Exocist wrote:
AlastarOG wrote:
Exocist wrote:
SuperBidi wrote:
The best one is to use a Battledancer: Snare + Leading Dance + Finisher.

Leading Dance is forced movement so it can’t move them into a Snare.

So are shove and the throw AFAIK

Shove is a push so it works.

Throw does not specify that it is forced movement, so it isn’t, unlike leading dance.

See above edit.

Basically snare isn't per say hazardous terrain, or if it is, battledancer is the best trapfinder in the game.


Exocist wrote:
Deriven Firelion wrote:
Exocist wrote:
Deriven Firelion wrote:
Exocist wrote:
Max DPR monk build begins at level 14 and uses snares + whirling throw. The damage output per action of snares with lightning snares is insane, and then you just whirling throw the enemy into them to activate them.
Is that effective in common use?
At level 14+? Yes, snares are insanely strong for 1a and you can trigger them yourself with whirling throw. Before that, 3a snares are very GM dependent on letting you set them up before combat.

Whirling Throw requires a check. Is that easy to do most of the time against boss monsters? Or is this better against mooks?

So you would use a Bomb Snare with Bottled Lightning for 9d6 electricity damage with Greater Lightning Bombs at lvl 14?

It’s actually not that hard - you have legendary athletics, which is fighter accuracy, and +2 to the grab check from Clinging Shadows Stance. It’s more consistent than you think.

At level 14 you use either Engulfing Snare (9d8 damage + conditions) or Scything Blade Snare (14d8 damage). At level 16 you can use Omnidirectional Spear Snare (19d8 damage) or Hail of Arrows snare (18d6 but in a 20ft area so you can hurl a mook into it for more consistency.)

Another thing to keep in mind is that larger creatures (which most high level creatures are) can hit multiple snares at the same time, so you can drop 3 snares on r1 followed by stride grab throw to deal 42d8 damage, improving to 57d8 or 54d6 area at level 16.

At level 20 with a lot of setup you can throw the tarrasque into 16 instant evisceration snares for 384d8 damage.

So this is all theoretical with an ideal setup? You've seen this build in action against moving creatures played by a tactical minded GM? And it works to max DPR? I find that extremely hard to believe.


Double post.

Dataphiles

Pathfinder Rulebook Subscriber
Deriven Firelion wrote:
Exocist wrote:
Deriven Firelion wrote:
Exocist wrote:
Deriven Firelion wrote:
Exocist wrote:
Max DPR monk build begins at level 14 and uses snares + whirling throw. The damage output per action of snares with lightning snares is insane, and then you just whirling throw the enemy into them to activate them.
Is that effective in common use?
At level 14+? Yes, snares are insanely strong for 1a and you can trigger them yourself with whirling throw. Before that, 3a snares are very GM dependent on letting you set them up before combat.

Whirling Throw requires a check. Is that easy to do most of the time against boss monsters? Or is this better against mooks?

So you would use a Bomb Snare with Bottled Lightning for 9d6 electricity damage with Greater Lightning Bombs at lvl 14?

It’s actually not that hard - you have legendary athletics, which is fighter accuracy, and +2 to the grab check from Clinging Shadows Stance. It’s more consistent than you think.

At level 14 you use either Engulfing Snare (9d8 damage + conditions) or Scything Blade Snare (14d8 damage). At level 16 you can use Omnidirectional Spear Snare (19d8 damage) or Hail of Arrows snare (18d6 but in a 20ft area so you can hurl a mook into it for more consistency.)

Another thing to keep in mind is that larger creatures (which most high level creatures are) can hit multiple snares at the same time, so you can drop 3 snares on r1 followed by stride grab throw to deal 42d8 damage, improving to 57d8 or 54d6 area at level 16.

At level 20 with a lot of setup you can throw the tarrasque into 16 instant evisceration snares for 384d8 damage.

So this is all theoretical with an ideal setup? You've seen this build in action against moving creatures played by a tactical minded GM? And it works to max DPR? I find that extremely hard to believe.

I’ve seen it in play because I tested it myself. Monk doesn’t do a lot of damage on its own, so a 2 round burst is realistically the best you can hope for. Hitting the Whirling Throw has generally been quite consistent for me, considering it has no MAP, and there was plenty of times where I could just drop a snare at the end of a turn because the build is otherwise a Clinging Shadows controller.

It does run out of snares in longer days, but you don’t really need to do max DPR every encounter - some encounters locking enemies down with grapple/trip + reach is enough.


I can confirm that Clinging Shadows control is pretty solid.

As for snarecrafting, numbers are correct.

As a group, we decided not to use the "stacking" because of balance ( possible damage ) and realism ( given that a single creature can fit into each tile, it seems unrealisting to drop ten thousand traps in the same one ).

Not to say it prevents oneshot damage which could easily ruin combat encounter.

No raw here.
Just common sense.

Grand Lodge

Common sense is that you can’t shove og throw a monster you don’t have the strength to move. What is the Bulk of a tarrasque??


*Khan* wrote:
Common sense is that you can’t shove og throw a monster you don’t have the strength to move. What is the Bulk of a tarrasque??

To shove a tarrasque you just have to be large size and benefit from the titan wrestler feat.

Whriling Throw instead doesn't have size limits, but it gives you up to a -4 on your athletics check ( which is extremely powerful given how much even a +1 is worth in this 2e ).

This leaving apart critical weapon specializations, which allows the character to knock down ( maces or flails ) or move ( polearms or clubs ) a tarrasque on a critical hit.

But this it's all about RAW.

As for the traps, ince there's no mention about how many traps can fit in a single space, it's up to the group to deal with it ( and the most common interpretation is that if there's nothing written, you can stack any number of them ).

Grand Lodge

HumbleGamer wrote:
*Khan* wrote:
Common sense is that you can’t shove og throw a monster you don’t have the strength to move. What is the Bulk of a tarrasque??

To shove a tarrasque you just have to be large size and benefit from the titan wrestler feat.

Whriling Throw instead doesn't have size limits, but it gives you up to a -4 on your athletics check ( which is extremely powerful given how much even a +1 is worth in this 2e ).

This leaving apart critical weapon specializations, which allows the character to knock down ( maces or flails ) or move ( polearms or clubs ) a tarrasque on a critical hit.

But this it's all about RAW.

As for the traps, ince there's no mention about how many traps can fit in a single space, it's up to the group to deal with it ( and the most common interpretation is that if there's nothing written, you can stack any number of them ).

I will Throw or Shove unconscious partymember all the way to the healer from now on…


1 person marked this as a favorite.
*Khan* wrote:
HumbleGamer wrote:
*Khan* wrote:
Common sense is that you can’t shove og throw a monster you don’t have the strength to move. What is the Bulk of a tarrasque??

To shove a tarrasque you just have to be large size and benefit from the titan wrestler feat.

Whriling Throw instead doesn't have size limits, but it gives you up to a -4 on your athletics check ( which is extremely powerful given how much even a +1 is worth in this 2e ).

This leaving apart critical weapon specializations, which allows the character to knock down ( maces or flails ) or move ( polearms or clubs ) a tarrasque on a critical hit.

But this it's all about RAW.

As for the traps, ince there's no mention about how many traps can fit in a single space, it's up to the group to deal with it ( and the most common interpretation is that if there's nothing written, you can stack any number of them ).

I will Throw or Shove unconscious partymember all the way to the healer from now on…

That's a barbarian feat which takes 2 actions. Don't remember it's name but it should be a lvl 8 class feat.

edit: here it is

Friendly Toss
Traits: Barbarian,Manipulate,Rage
Requirements: You are adjacent to an ally and have one or more hands free.

You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can make a melee Strike against an enemy within their reach as a reaction.

2 Actions to make the ally being immune to reactions triggered by movements, and also the possibility for them to expend their reaction to make a meleee strike.


Exocist wrote:
SuperBidi wrote:
The best one is to use a Battledancer: Snare + Leading Dance + Finisher.
Leading Dance is forced movement so it can’t move them into a Snare.

Well, that's the same for Whirling Throw. And as it's neither a push nor a pull, the case can also be made that it can't move an enemy into a Snare.

Also, a Snare isn't Hazardous Terrain. It's normal terrain with a Snare on it.
So, per strict RAW, you can with both. If you consider a Snare is enough to transform terrain into Hazardous Terrain, then you can't with both, unless the GM decides so.


*Khan* wrote:
HumbleGamer wrote:
*Khan* wrote:
HumbleGamer wrote:
*Khan* wrote:
Common sense is that you can’t shove og throw a monster you don’t have the strength to move. What is the Bulk of a tarrasque??

To shove a tarrasque you just have to be large size and benefit from the titan wrestler feat.

Whriling Throw instead doesn't have size limits, but it gives you up to a -4 on your athletics check ( which is extremely powerful given how much even a +1 is worth in this 2e ).

This leaving apart critical weapon specializations, which allows the character to knock down ( maces or flails ) or move ( polearms or clubs ) a tarrasque on a critical hit.

But this it's all about RAW.

As for the traps, ince there's no mention about how many traps can fit in a single space, it's up to the group to deal with it ( and the most common interpretation is that if there's nothing written, you can stack any number of them ).

I will Throw or Shove unconscious partymember all the way to the healer from now on…

That's a barbarian feat which takes 2 actions. Don't remember it's name but it should be a lvl 8 class feat.

edit: here it is

Friendly Toss
Traits: Barbarian,Manipulate,Rage
Requirements: You are adjacent to an ally and have one or more hands free.

You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can make a melee Strike against an enemy within their reach as a reaction.

2 Actions to make the ally being immune to reactions triggered by movements, and also the possibility for them to expend their reaction to make a meleee strike.

He he - Nice !!!

Pretty balanced if you ask, considered that your previous concern was

Quote:
I will Throw or Shove unconscious partymember all the way to the healer from now on…

Shove, which has the attack trait, is 10 feet on a critical success ( in a specific direction, which has to be away from you, and that could be blocked by enemies or obstables ), while Friendly toss is 30 feet regardless the direction ( you choose an unoccupied space ).

In adjunct they can perform a melee strike, if they decide to expend a reaction

It's a pretty balanced feat, not to say better than "shoving" an ally, since your intention was to exploit the shove mechanic to move your friends closer to the healer.

Grand Lodge

My point was more that there is no difference between shove / throw the thin elf wizard in silk ropes or the dwarven fighter in full plate with bulky weapons and a towershield. Their equipment is not a consideration.
A dex build could properbly not lift the Fighters equipment due to bulk, but can throw him wielding it all instead….
Hence the lack of common sense.

Community / Forums / Pathfinder / Pathfinder Second Edition / Advice / Feedback / Suggestions / Improvement for max DPR Monk build All Messageboards

Want to post a reply? Sign in.