Talk:Monk: Difference between revisions

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A monk can gain Binding Throw as a bonus feat starting at 14th level.


A monk can gain Improved Ki Throw as a bonus feat at 14th level.


A monk may gain Ki Throw as a bonus feat at 10th level.


  there are about 14-ish feats that have 'monster' names aimed at Monks. 'Archon' feats, for example, are designed to enable monks to be 'tanky'. i was just going to delete the whole sorry mess (i hate the names), but, the actual mechanics are pretty interesting. we COULD replace some/all of the monk's clunky array of little powers with a 'style' mechanic, built out of some of those feats? just a thought!
  1st [[Combat Expertise (Feat)]]
 
2nd-bonus [[Combat Reflexes (Feat)]]
  (RD) I would suggest either renaming the feats (if the name offends but the feat is good) or deleting them. My current vision for the monk rebuild will be ''cutting'' about 12 of their powers, rather than ''adding'' new ones. They're super complicated right now, and they have more than a few powers that do literally nothing (e.g. Timeless Body). I still need to update their list of bonus feats (maybe... or I could just let them pick out their own damned feats).
  3rd [[Endurance (Feat)]]
 
  5th [[Drunken Brawler (Feat)]]
 
  7th [[Improved Combat Maneuvers (Feat)]]
== Monk Example Build ==
  7th-bonus [[Adroit Defender (Feat)]]
(Probably not actually a legal build; needs reviewed; keeping it here in case we get around to building a viable sample build later, so we can steal ideas from this one)
9th [[Goading Ki (Feat)]]
 
  11th [[Adroit Diversion (Feat)]]
 
  12th -bonus [[Quick Combat Maneuvers (Feat)]]
Human, base stats: Str 10, Dex 18, Con 14, int 14, Wis 16, Chr 8.
13th [[Pin Down (Feat)]]
 
15th [[Taunt (Feat)]]
Example Feats
  17th -bonus [[Power Attack (Feat)]]
 
17th [[Adroit Doom (Feat)]]
1st Level:  Combat Expertise, Weapon Focus, Unarmed.  Use that high Int to unlock Combat Expertise, and get better at the hop-choppy goodness.
  19th [[Critical, Improved (Feat)]]
 
21st [[Furious Focus (Feat)]]
3rd Level:  Vicious Stomp.  If things happen to fall down next to you, you can use an unarmed attack on them as an attack of Opportunity. USE ECHOING STRIKE.
  22nd -bonus [[Scorpion Style (Feat)]]
 
  23rd [[Lunge (Feat)]]
5th Level:  Swift Aid.  This gives you a little minor 'buff my party' ability.  It's neat, use it.
  25th [[Monkey Lunge (Feat)]]
 
  27th -bonus [[Mass Combat Maneuvers (Feat)]]
7th Level:  Fury's Fall.  You get Improved Trip as a freebie this level, and then this jewel allows you to add your Dex to CMB.  So, you are VERY good at trips, and when they become prone, you can use an unarmed attack on them because of vicious stomp.  But wait, it's just getting started....
  27th [[Gorgon's Fist (Feat)]]
 
  29th [[Second Chance (Feat)]]
9th Level:  Greater Trip. So, you trip them with a billion bonuses.  As they fall, you use an unarmed attack on them.  And when they land, you vicious stomp them.  Horrifying.  But no, we're not done yet with this gravy train.
  31st [[Perfect Strike (Feat)]]
 
  32nd -bonus [[Spring Attack (Feat)]]
11th Level: Improved Bull Rush.  Brush your foes out of your path like cherry blossom petals. Or some other flowery phrase. This also unlocks enhanced ki throw for later.
  33rd [[Bleeding Attack (Feat)]]
 
  35th [[Ghost Sundering Palm (Feat)]]
13th Level:  Enhanced Ki Throw.  Okay.  Here it is. You Ki throw an ogre. As he falls, you hit him with an unarmed attack via Greater Trip.  When he hits the ground, you hit him with an unarmed attack via Ki Throw.  And since he's prone, you then Vicious Stomp him. One trip, three full BAB attacks. GLEE!
 
15th Level: Improved Grapple.  Because wrestling an unarmed specialist is never a good idea, ever.
 
17th Level: Jawbreaker.  Bite attacks?  NOPE.
 
19th Level: Bonebreaker. This is just ugly, man.  UGLY.

Latest revision as of 20:35, 13 November 2020