Jack Zander
2012-03-30, 04:13 PM
I'm currently playing in a pathfinder game with 6 players. Our group consists of a witch, a cavalier/bard, a magus, a rogue, and an oracle. When I rolled my stats I got pretty even scores across the board (16, 15, 15, 15, 14, 14). Another player suggested I play a monk since they generally suffer from MAD and that will be a little less of an issue with these rolls. I'm a bit of a power gamer so I liked the idea. The rest of the players aren't really into optimization, and the ones that claim they aren't aren't actually that good at it. At the very worst, I'd like my monk to be on an even field with the rest of the party. At best, I'd like the players to cry that monks are broken by the end of the game. :smallamused:
Anyway, I've been playing this build for a few sessions already, from level 2 to 5. Here's the build thus far.
Makoa the Ferocious One
Lawful Evil Half-Orc Flowing Monk of the Sacred Mountain 4/Thug 1
Str 18
Dex 15
Con 15
Int 14
Wis 16
Cha 14
53 HP rolled
Skills:
I pretty much took advantage of that +3 class bonus thing and put 1 rank into almost every class skill I had, plus I maxed out Diplomacy, Intimidate, Use Magic Device, Perception, Sense Motive, and Acrobatics.
Feats:
Improved Initiative (lvl1)
Improved Trip (mnk1)
Toughness (mnk2)
Antagonize (lvl3)
Enforcer (lvl5)
Gear:
1 masterwork temple sword
20 cold iron shurikens
20 silver shurikens
7 poisoned shurikens (fort 17 1d4 dex 6 rounds cure: 1 save)
1 necklace of natural armor +1
~1,000 gp
We are extremely poor for our level, I know...
Tactics:
Typically the witch will use his ward on my character along with a wand of mage armor and a spell of enlarge person before a fight (unless its a random encounter of course).
1st round: Charge attack with my temple sword two handed for bonus damage and trip them on their turn with my free counter attack from flowing monk OR antagonize an enemy to attack me (especially a mage) and trip them on the charge or with the free counter attack from flowing monk.
2nd round: Flurry the now prone target with non-lethal punches, first getting an intimidate check to make them frightened for 1 round, then making them shaken for a number of rounds equal to damage dealt +1, and then switching to my temple sword for the bonus to hit and damage for the remaining attack(s). The enemy now attempts to stand up and run away on their turn, allowing me to either hit them while they stand for an easier hit, or trip them again as they run away, locking them down.
3rd round: Rinse and repeat.
Remember this whole time my AoO are causing enemies to become flatfooted for the turn, giving me another 1d6 to damage. I've pretty much become the party's main source of dps and the lock down gives me a nice secondary role. Last session I dealt 52 damage in 1 round to a Tendriculous while being grappled :smallbiggrin:
So playgrounders, where do I go from here? I definitely need combat reflexes, but I feel like it won't be that useful until level 8 when I can boost my dex since I spend most of my time enlarged and at -2 dex. I was thinking of going another level of rogue to get evasion and the Strong Impression talent to pretty much guarantee I never fail an intimidate check. Then I can take 2 more monk levels to give me that delicious combat reflexes and some other goodies.
But what about after? Should I grab some lore warden levels for the bonus feats and +2 to combat maneuvers? Keep going monk for the extra counter attacks each day and favored class bonus? Which feats should I focus on? Weapon Focus + Dazzling Display to have another use for my intimidate check? (Plus the chance to frighten every enemy in a 30 ft radius) Stunning Fist to have another lock down method? Skill feats to boost my intimidate even more? Some other tactic that I haven't thought of?
Anyway, I've been playing this build for a few sessions already, from level 2 to 5. Here's the build thus far.
Makoa the Ferocious One
Lawful Evil Half-Orc Flowing Monk of the Sacred Mountain 4/Thug 1
Str 18
Dex 15
Con 15
Int 14
Wis 16
Cha 14
53 HP rolled
Skills:
I pretty much took advantage of that +3 class bonus thing and put 1 rank into almost every class skill I had, plus I maxed out Diplomacy, Intimidate, Use Magic Device, Perception, Sense Motive, and Acrobatics.
Feats:
Improved Initiative (lvl1)
Improved Trip (mnk1)
Toughness (mnk2)
Antagonize (lvl3)
Enforcer (lvl5)
Gear:
1 masterwork temple sword
20 cold iron shurikens
20 silver shurikens
7 poisoned shurikens (fort 17 1d4 dex 6 rounds cure: 1 save)
1 necklace of natural armor +1
~1,000 gp
We are extremely poor for our level, I know...
Tactics:
Typically the witch will use his ward on my character along with a wand of mage armor and a spell of enlarge person before a fight (unless its a random encounter of course).
1st round: Charge attack with my temple sword two handed for bonus damage and trip them on their turn with my free counter attack from flowing monk OR antagonize an enemy to attack me (especially a mage) and trip them on the charge or with the free counter attack from flowing monk.
2nd round: Flurry the now prone target with non-lethal punches, first getting an intimidate check to make them frightened for 1 round, then making them shaken for a number of rounds equal to damage dealt +1, and then switching to my temple sword for the bonus to hit and damage for the remaining attack(s). The enemy now attempts to stand up and run away on their turn, allowing me to either hit them while they stand for an easier hit, or trip them again as they run away, locking them down.
3rd round: Rinse and repeat.
Remember this whole time my AoO are causing enemies to become flatfooted for the turn, giving me another 1d6 to damage. I've pretty much become the party's main source of dps and the lock down gives me a nice secondary role. Last session I dealt 52 damage in 1 round to a Tendriculous while being grappled :smallbiggrin:
So playgrounders, where do I go from here? I definitely need combat reflexes, but I feel like it won't be that useful until level 8 when I can boost my dex since I spend most of my time enlarged and at -2 dex. I was thinking of going another level of rogue to get evasion and the Strong Impression talent to pretty much guarantee I never fail an intimidate check. Then I can take 2 more monk levels to give me that delicious combat reflexes and some other goodies.
But what about after? Should I grab some lore warden levels for the bonus feats and +2 to combat maneuvers? Keep going monk for the extra counter attacks each day and favored class bonus? Which feats should I focus on? Weapon Focus + Dazzling Display to have another use for my intimidate check? (Plus the chance to frighten every enemy in a 30 ft radius) Stunning Fist to have another lock down method? Skill feats to boost my intimidate even more? Some other tactic that I haven't thought of?