fun monks

Post/Author/DateTimePost
#1

arogenith

Apr 06, 2009 21:21:43
Okay, so I've been thinking about classes that are based off of weapon types recently, and I've also been thinking about how a monk's unarmed attacks quickly become more powerful then normal weapons, and can be enchanted just as easily. So here are two ideas I came up with recently:

(Though I already posted this one) monk with the feat Versatile Unarmed Strike so he can deal slashing damage with his unarmed attacks, and then PrC into a sexy looking dervish

2) wizard 1/monk 9/bloodstorm blade 10 Take Kung fu Genius and get a good int, get as many uses of the spell Blood Wind per day. Cast it, unarmed/natural attacks are treated as 20-foot range throwing weapons. Ricochet the air that you push at opponents off of them and yourself. Maybe take a level of barb totem to get pounce, take power/leap attack, you know what I'm talking about. You run and then start dancing on the spot while a small tornado temporarily flows around you, then all of your enemies are dead.

Anyone have any other ideas for fun and interesting monks, or even how to make these more interesting
#2

sofawall

Apr 06, 2009 21:22:51
Versitile Unarmed Strike+Kensai=Decapitating Karate Chop. (Vorpal fists)
#3

arogenith

Apr 06, 2009 21:31:49
wiz 1/monk 4/kensai 5/bloodstorm 10
versatile unarmed strike + vorpal fists + blood wind + bloodwind ricochet + kobold killing competition =....oh my god...
#4

carnivore

Apr 07, 2009 5:22:37
Surprisingly... Monks can be very effective... even in a Core only game:

Core only Monk
Dwarf
Monk 12/ Horizon Walker 8

Terrain Mastery Benefits

Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.

Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment don’t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.

Cavernous (Planar): You gain tremorsense with a 30-foot range.
#5

carnivore

Apr 07, 2009 5:32:10
here is another fun Core Only Monk based build

Show
Primary Melee Damage Dealer, Primary Scout


Dwarf(+2 Con,-2 Cha)
Monk 11/ Fighter 2/ Duelist 7


Attributes
:
10 Str(10)
14 Dex(14)
15 Con(13 +2 Racial)
14 Int(14)
14 Wis(14)
6 Cha(8-2 racial)

@20th:
10 Str(10)
24 Dex(14 +4 levels +6 Item)
20 Con(13 +2 Racial +1 lvl +4 item)
18 Int(14 +4 item)
20 Wis(14 +6 item)
6 Cha(8-2 racial)


Feats:
Imp Unarmed Strike(monk bonus)
Stunning Fist(monk bonus)
Imp Disarm(monk bonus)
Weapon Focus(Unarmed Strike)(Fighter Bonus)
Mobility(Fighter Bonus)
1st lvl: Dodge
3rd lvl: Weapon Finnesse
6th lvl: Imp Initiative
9th lvl: Imp Natural Attack(Unarmed Strike)
12th lvl: Weapon Focus(Siangham)
15th lvl: TWF
18th lvl: ITWF

+17 BAB
Saves: +17 Fort/+21 Ref/+14 Will
Imp Evasion
+15 Initiative

Equipment

Equipment: (501600gp ... 2/3 normal)
133000gp +5 Shocking Flaming Frost Adamantine Siangham
13000gp Monks Belt
36000gp +6 Gloves of Dex
16000gp +4 Headband of Int
64000gp +8 Bracers of Armor
204000gp +5 Amulet of Mighty Fists combined with +6 Amulet of Wis and +4 Amulet of Con

37600gp left to spend
#6

unundindur

Apr 07, 2009 6:01:26
My two favourite "unarmed " builds (as in primarily fighting unarmed) are still ones I made ages ago. The goal was to make viable characters that:

1. Didn't rely too much on others
2. Didn't use magic device and "tricks"
3. Were GM friendly, as in not including strange classes or a lot of artificial dipping.
4. Didn't incur multiclass XP penalties.
5. Looks and feels like a heroic adventurer at all times.

They are not crazy, but they are sure viable in a normal+ optimized environment.

Brawler
I tried to model it of the cover of a 2nd edition book where three big guys break through a door. This one was supposed to fill the fighters role, and be able to do anything except magic (sunder, damage, bull rush, charge, grapple etc), have good HP while mainly boosting STR and CON. The first Warblade level can be switched for Fighter to increase power at late levels. The reason to keep it was to make the first levels easier (having maneuvers helps a lot, and extra skills and HP are nice too). Barbarian at level 1 is only plausible if we do a double alignment change, which is GM-fodder. If allowed, Barbarian at level 1 is optimal). This character loses flurry if wearing light armor, and evasion if wearing heavier. In times of need, putting on medium armor (if using the DoU variant) or even heavy armor can be recommended.
#7

carnivore

Apr 07, 2009 8:15:24
with ToB added .. heres another fun build... focusing on Dex and Int:

note: there is more Warblade than anything else... but it is an Unarmed Character who appears just like a Monk... only a lot better
Intelligent Unarmed Spanker
Title:The Intelligent Unarmed Spanker


type: Tactical,Unarmed AoO
Race: Human
Build Stub: Monk 2/ Swashbuckler 3/ Warblade 15

Ability scores: DEX>INT>CON>STR>CHA>WIS
28-PB: 14, 16, 14, 10, 10, 10
32-PB: 16, 16, 14, 10, 10, 10

1.Monk
2.Monk
3.Swashbuckler
4.Swashbuckler
5.Warblade
6.Warblade
7.Swashbuckler
8.Warblade
9.Warblade
10.Warblade
11.Warblade
12.Warblade
13.Warblade
14.Warblade
15.Warblade
16.Warblade
17.Warblade
18.Warblade
19.Warblade
20.Warblade

feats

Improved Unarmed(monk)
Combat Reflexes(monk)
Improved Grapple(monk)
Weapon Finnesse(Swashbuckler)
Unnerving Calm(Warblade)
Blade Meditation(Warblade)
Ironheart(warblade)
Carmondine Monk
Superior Unarmed Strike
2 weapon fighting
Improved 2 weapon fighting
Double Hit
Robilars Gambit
Martial Study(Cloak of Deception,SH2)
Martial Study(Shadow Blink,SH7)

16 Str(base 10 + 6 item)
28 Dex(base 16 + 6 item +1 lvl +5 inherent)
20 Con(base 14 + 6 item)
30 Int(base 16 + 6 item +4 lvls +4 Inherent)
16 Wis(base 10 + 6 item)
16 Cha(base 10 + 6 item)

at 20th lvl......BAB +19

Full Attack
19+9 Dex+ 5 Enhancement(greater magic weapon..or ammulet)

+33/+28/+23/+18
and 3d6(2d6 @ +1 Size)+10 Int +3 Str= 3d6+13 Each
thus when flurry and 2 Wpn fight and imp 2wpn fight...attack bonus is as follows:

+31/+31/+31/+26/+26/+21/+15

and he gets 9 AoOs...which generate 2 attacks for each(Double Hit)....all at:

19+9 Dex+ 5 Enhancement(greater magic weapon..or ammulet) +10 Int(Warblade)
+43/+43...and 3d6+23damage

he gets:

Int to Damage(Unarmed)
Int to AC
Int to Confirm Crits
2xInt to Damage vs Flatfooted/Flanked
Int to Opposed checks(bull rush,trip,etc...)
Int to Attack for AoO
2xInt to Damage for AoO
Dex to Attack
Dex to AC
Dex to Initiative


Manuvers:
Diamond Mind:
Moment of Perfect Clarity
Action Before Thought
Rapid Counter
Pearl of Black Doubt(stance)

Tiger Claw:
Hunters Stance
Wolverine Stance
Wolf Pack Tactics Stance
Pouncing Charge
Dancing Mongoose
Raging Mongoose
Girallons Windmill

Shadow Hand...thru Martial Study
Cloak of Deception
Shadow Blink


The main idea.......a Character who looks unimposing...No weapons, No Spell books,or component pouches....looks like a servant or butler......

For combat.....uses Cloak of Deception to go Greater invisible then While in Wolf pack Stance...can attack and Move 5' after each attack...if he uses 2 attacks for 4 opponents...he does an extra 8d6 to each...and if they attack him he gets 2 AoO attacks if both hit..he does an extra 8d6 each time because he is still under the efects of Giralllons Windmill.....after he attacks...he uses Shadow Blink to get back to his start Position as if nothing happened...and becomes visible again

#8

pithica

Apr 07, 2009 11:20:57
I'm a fan of priest monks...though this isn't uncommon...

Something like Cloistered Cleric 2/Monk 2/Human Paragon 3/Sacred Fist 10/Priest PrC +3

Get's you 9th's and a lot of priest and monk options. You could go DMM-Persist and take Know, Law, and potentially Travel devotion if you play your cards right.

I also started working on a Kobold monk a while ago, something like....

Monk 2/Sorcerer 3/Enlightened Fist 7/Incantatrix 3/Abjurant Champion 5

Get's you 8ths base, but with Loredrake and Greater Draconic Rite of Passage get's you 9ths (19th level sorcerer casting). With Greater Mighty Wallop and a Monk's belt, I think I remember the math coming to 8d8 base damage with your unarmed strikes. Plus you have persist cheese and a whole bunch of cool tricks (swift abjuration, hold rays, etc). Arcane Disciple-Competition, and you have Full BAB on top of it.

Plus, you're a kobold, and they're always fun.
#9

smurph

Apr 07, 2009 13:53:11
heres one with Pyrokineticist

Pyrokineticist optimization + Monk...

ideally you would want to also Maximize the Flurry of blows from Monk .... try this:


Human
Monk(Sleeping tiger variant) 11/ Pyrokineticist 4

feats:

Imp unarmed Strike(monk bonus)
Weapon Finnesse(monk bonus)
Imp Initiative(monk Bonus)
Imp Sunder(monk Bonus)
Wild talent(human bonus)
1st lvl: Combat reflexes
3rd lvl: Power Attack
6th lvl: Imp Natural Attack
9th lvl: Flying Kick ........ req: Str 13, Jump 4 ranks, Imp Unarmed Strike, Power Attack
+1d12 damage on charge(with unarmed strike)
12th lvl: Sanctify Ki Strike
15th lvl: Robilars gambit

unarmed Strikes do 2d8(because +1 size to 1d10= 2d8)+ 2d6 Hand Afire + 2d6 Weapon Afire

:D

I was looking at pyrokineticist for this purpose the other day, but the PrC requires a chaotic alignment, doesn't it?
#10

Wyvernhand

Apr 07, 2009 14:21:06
Its as simple as:
Monk1 Monastic Training
Monk2
PsyWar1 Tashalatora
PsyWarX

There, full 20 level UAS progression, PsyWar goodness (Expansion, Strengh or my Enemy, Psionic Lion's Charge, etc)

More monkly than a monk with 1/10th the monk levels!

And, for ToB enthusiasts:

Swordsage20
Unarmed Variant
take Snap Kick to emulate Flurry, etc.
#11

carnivore

Apr 07, 2009 14:51:12
I was looking at pyrokineticist for this purpose the other day, but the PrC requires a chaotic alignment, doesn't it?

you can do several things.... change Alignments @ 11th lvl.... very easy... or take the feat:

Ordered Chaos[General](Fiendish Codex I : Hordes of the Abyss)Prerequisite: Non-chaotic alignment, base Will save +4.
Benefit: Your alignment is not affected by the Abyssal heritor feats you possess. Spells and effects that are keyed to alignment affect you as if you were chaotic, as well as your actual alignment. For example, you become immune to spells such as chaos hammer and word of chaos, you could wield an anarchic weapon without fear of gaining a negative level, and you could take the Primordial Scion feat despite its chaotic alignment prerequisite.

:D
#12

keithio

Apr 07, 2009 15:15:43
Warblade6/Monk4/ShadowSunNinja10

Smack people for lots of negative levels...just try to avoid becoming a vampire :D
#13

ninjarabbit

Apr 07, 2009 15:26:04
bard1/paladin17/monk2

Key feats: able learner, devoted performer, initate of milil, ascetic knight

Unarmed strike as a 19th level monk, bardic music abilites as a 18th level bard
#14

phaedrusxy

Apr 07, 2009 15:43:25
Monk 2/Ardent 8/Slayer 10 with Tashalatora (Slayer) and Practiced Manifester. BAB 17. Manifest as a 20th level ardent (with a few less powers known and mantles), with unarmed attacks and flurry of blows as a 12th level monk. Some of the granted abilities of the mantles are nice, also.
#15

carnivore

Apr 07, 2009 15:47:17
Monk 2/Ardent 8/Slayer 10 with Tashalatora (Slayer). BAB 17. Manifest as a 17th level ardent, with unarmed attacks and flurry of blows as a 12th level monk.

could be "with unarmed attacks and flurry of blows as 20th lvl Monk", if you took Monastic training for both Ardent and Slayer, and Tashalatora for Both.... but there are better things to spend feats on.... better:

Superior Unarmed Strike and Improved natural Attack(Unarmed Strike) ... and Monks belt.... 4d8 Unarmed Damage as Medium sized Character

:D
#16

arogenith

Apr 07, 2009 20:05:46
I don't know too much about psionics, but would there be a way to get a monk mindblade or something like that? I don't know where that class is so I haven't read anything about it.

I was also thinking about a build that wears spiked gaunlets, and when he punches, he actually throws them instead. Just a thought.

For that Monkstorm Blade I was thinking 1 level of cleric, 4 levels of palidan, 4 levels of monk, and 10 of bloodstorm blade. Use persist on bloodwind so it lasts more then 1 round, and it still nets you 2xcha-1 more uses of turn undead for DMM on your cleric or pally spells. Theres another level in there for whatever, I'm not quite sure what to throw in there. Maybe Cloistered Cleric if you can have both? I like utilizing domain powers for my characters, so yeah...just looking at some of those now.

Also....just got random inspiration to make a new thread.....another interesting idea......
#17

phaedrusxy

Apr 07, 2009 21:07:55
I don't know too much about psionics, but would there be a way to get a monk mindblade or something like that? I don't know where that class is so I haven't read anything about it.

Ardent is from Complete Psionic.

A monk/psychic warrior could take the online alternate class ability to get a mindblade. I forget what it was called, though. Soulbound Weapon maybe...
#18

thedragonmaster

Apr 08, 2009 5:06:12
I'd rather use Flowing Blade to flurry with my soulblade as a Monk/Soulknife than grabbing a weapon through Soulbound Weapon with a Monk/Psychic Warrior. The latter may be better with expansion and all, but it's far more satisfying to actually have your blade there when you need it than being forced to summon it all of the time.
#19

phaedrusxy

Apr 08, 2009 11:03:50
I'd rather use Flowing Blade to flurry with my soulblade as a Monk/Soulknife than grabbing a weapon through Soulbound Weapon with a Monk/Psychic Warrior. The latter may be better with expansion and all, but it's far more satisfying to actually have your blade there when you need it than being forced to summon it all of the time.

Well... I'd rather summon a blade occasionally than suck 24/7. :D

I think there is another ACF or feat that I was thinking of, also. I'm pretty sure there is a way to get a Mindblade as a Psychic Warrior (instead of having to actually be a Soulknife...), but maybe I'm actually thinking of a homebrewed or 3rd party feat...
#20

arogenith

Apr 09, 2009 0:47:16
I was thinking something that would continue progressing with the unarmed strike damage, like if you could make mindgaunlets or something, if you could take the blade and change it's shape into hands
#21

carnivore

Apr 09, 2009 5:09:17
the best way to use a Soulknife/Monk Combo... is with Soulbow.... if you really want to focus on Melee combat... try this:

Human
Monk 4/ Soulknife(hidden Talent and Bonus Feats variant) 12/ Exotic Weapon master 1/ Pious Templar 3
... not in that order ...

Feats:
Imp Unarmed Strike(Monk Bonus)
Monastic training(Soulknife)(monk Bonus)
Combat Reflexes(monk bonus)
Weapon Focus(Mindblade)(soulknife bonus)
Speed of Thought(soulknife bonus)
Greater Weapon Focus (Mindblade)(soulknife bonus)
Weapon Specialization(Mindblade)(Pious Templar bonus)
Practiced Mindblade(soulknife bonus)
Reshape Mind Blade(soulknife bonus)
Strategic Reassignment(soulknife bonus)
True Believer(human bonus)
1st lvl: Superior Unarmed Strike
3rd lvl: Flowing Blade
6th lvl: Tashalatora(Soulknife)
9th lvl: Improved Natural Attack(Unarmed Strike)
12th lvl: Versatile Unarmed Strike
15th lvl: Melee Weapon Mastery(Slashing)
18th lvl: Adamantine Mindblade

Exotic Weapon Master weapon trick:[indent]
Trip Attack – you may make Trip attacks with your non-Light Exotic Melee Weapon. If the weapon already allowed trips, the action has a +2 bonus.[/indent]

this gives you a Lot:
[indent]+16 BAB
Evasion
Mettle
Divine Spells
Greater Flurry
+4 Mindblade with +3 Specials and Adamantine of any shape or type of Weapon Needed
can reassign Specials in only 10 minutes
can use Mindblade(2 handed) in Flurry of Blows with Unarmed Strikes
Unarmed Strike 4d8 as Medium sized Creature
Weapon Specialization and Melee Weapon Mastery(Slashiong) + WF and GWF = +4 Attack +4 Damage with Mindblade
Unarmed Strikes Gain +2 Attack and +2 Damage when doing Slashing Damage[/indent]

thus you get Minimum 6 Attacks(with Greater Flurry) .... and can use a 2 handed Weapon at the same time as you Flurry and make Trip Attacks with each hit of your mind Blade


sample ECL 20 character

Human

Attributes (assume 32pt buy)

30 Str(14 +5 lvls +5 Inherent +6 Belt)
20 Dex(14 +6 gloves)
20 Con(14 +6 Amulet)
14 Int(14)
20 Wis(14 +6 Amulet)
10 Cha(10)

combat abilities:
+16 BAB +10 Str +4 Enhancement +4 (WF,GWF,MWM)=+34

Full Attack with Mindblade and Greater Flurry
+34/+34/+34/+29/+24/+19 .... and Trip with Every Hit

Damage = 1d10(5.5 average) +4 enhancement +4(Wsp, MWM) +10 Str = +23 Damage


:D