Levels 2-5 are always going to be Monk levels. Make sure to pick up a Spear along the way, preferably the one in the Crypt. If there's a monk specific staff that would also be a good pick. Those two are the only weapon types that will grant you a D8 and still let you make Unarmed Attacks.
Now at level 6 things get interesting. We will either want 1 more Monk level or to start multiclassing into Rogue. Open Hand's lvl 6 ability is hot garbage, so unless it gets an incredible buff, it won't be worth taking. Shadow's lvl 6 ability is really, really cool and a good gap closer *sometimes*. It's definitely worth considering, but for the purpose of this guide we are an Open Hand monk and therefore we're starting to multiclass into Rogue. So get that sweet, sweet Expertise, get that Sneak Attack damage, moving on.
But yeah, there you have it. A dpr monster of a Monk, and all it took was a lot of help from other, better subclasses. One last option before I go, since this is such a glass cannon build. If you're playing on harder difficulties or just find yourself going down too often, an alternative to this build is Monk 7 / Rogue 5. That will get you Evasion from the Monk, a very good defensive skill, and Uncanny Dodge from Rogue which is crazy good. Obviously that will set you back a bit damage wise, but you'll still be able to hold your own and stay alive a lot easier.
It occurs to me that monks (generally being a Kung Fu Bruce Lee martial artist kind of character) don't really belong in a high fantasy setting in a way if you really look at the genre, High Fantasy having it's origins from Tolkien's books (at least it appears that way)... and as kick butt as it would have been to see Frodo trying in vain to outrun a squad of high flying orc monks shouting kiais as they tried to take the ring back to the east (Mordor is in the east... get it? *crickets chirp* Nothing? Huh.), I just couldn't really see it fitting the genre.
Monks exist because folks in 2nd ed liked playing Oriental Adventures characters so much that they integrated it into 3.0 D&D as a core class. In hindsight, and I know many people who play monks may disagree, but was that a good choice thematically? I know it's tough for my players to play monks in my games due to the repetitiveness of the whole "oh, he came from the east with no quantifiable backstory there because the party will never go there so it's irrelevant" thing.
To be honest a martial art is any organized fighting tradition. Fencing and Boxing are martial arts. that said the monk is an eastern flavored class- it combines many concepts from several asian martial arts and rolls it together. That said, a fantasy culture could be based on both eastern and western ideas.
So, simply as an example of what's possible it fits well. In a Tolkien-esque fantasy world? Maybe not. But who knows? There's a whole other world out there in Middle Earth. There could be monks in other parts of the world.
For those that say the monk doesn't really belong in a high fantasy setting, I say look no further than the Bloodguard from The Thomas Covenant series. I'm not a big fan of those books, but I loved the Bloodguard. Sure the Pathfinder monk has obvious Asian origins, but that doesn't always have to be the case.
The question is not are monks appropriate but are unarmed martial artists appropriate and the answer is yes. While the most well know due to movies are the eastern martial arts even a quick look at Wikipedia will show you that there have been martial arts all over the world. Just flavor your monk appropriately and your fine.
Pretty much this for me. As as far as I'm concerned, D&D hasn't been "Western European" by default for a long time. It has never been that by default for me during my time playing it. That and, as said upthread, monks don't have to be from an Asian analogue. For me, martial artists are as much a part of my generic fantasy-land expectations as barbarians, wizards, and paladins.
If you want a great example of non-Eastern monks, try R.A. Salvatore's DemonWar series. The Abellican Order were renowned for their unarmed fighting prowess (and their use of gem magic as well). In addition the world of Corona also had the Jhesta-tu which were what we would consider Asian-flavor monks.
Nothing forces you to use the printed flavor. My monk is a street urchin who joined the circus and turned his acrobat routine into a fighting style. Nothing Eastern about it. And you don't get much more non-Eastern than a length of chain. :) AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) Dork Lord Jul 27, 2010, 07:45 pm Blayde MacRonan wrote: If you want a great example of non-Eastern monks, try R.A. Salvatore's DemonWar series. The Abellican Order were renowned for their unarmed fighting prowess (and their use of gem magic as well). In addition the world of Corona also had the Jhesta-tu which were what we would consider Asian-flavor monks. Ahhhh I totally forgot about the Demonwar Trilogy! You're right, that's a solid example of western martial artist monks. Good books, btw. The thing is, 99% of the examples of martial arts monks are Eastern kung fu/shaolin types, and I'm pretty sure the class was based off those 99%... the weapon proficiencies and the ki pool are the main reasons.
I don't like mixing "obviously Asian inspired" monks in with general European nation, no. But there's a lot of other historical inspiration for unarmed and semi-unarmed fighting - from Little John (friar with staff!) to ethnic fighting techniques - pankration, etc.
"You may have more when you can snatch it from my hand."Beautiful.And on that note, I really think a traditional religious european monk has a place in the game. Limited wpn proficencies, lay on hands and mercies ala paladins, some limited spell like abilities (bless, remove curse/disease, etc) and 6 or 8 skill points would be awesome. Sort of a mix of bard and cleric if you will.
"You may have more when you can snatch it from my hand."Beautiful.And on that note, I really think a traditional religious european monk has a place in the game. Limited wpn proficencies, lay on hands and mercies ala paladins, some limited spell like abilities (bless, remove curse/disease, etc) and 6 or 8 skill points would be awesome. Sort of a mix of bard and cleric if you will. You mean a modified version of the Adept? AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) Petrus222 Jul 27, 2010, 10:00 pm Lord Fyre wrote: Petrus222 wrote: Mikaze wrote:"Please sir, may I have some more?"
"You may have more when you can snatch it from my hand."Beautiful.And on that note, I really think a traditional religious european monk has a place in the game. Limited wpn proficencies, lay on hands and mercies ala paladins, some limited spell like abilities (bless, remove curse/disease, etc) and 6 or 8 skill points would be awesome. Sort of a mix of bard and cleric if you will. You mean a modified version of the Adept? Maybe... (I haven't looked too closely at the adept to be honest.)I was however thinking of a couple of different trees they could pursue similar to rogue tricks or barbarian rage powers.
-Influence - where they exert the power of organized religion on the local powerholders and commoners to get favors, reduced prices on gear, charisma bonuses against NPC's etc
-Piety - giving them more non-offensive spells (both frequency and variety) for spell like abilities from the cleric list, maybe also divine bonuses to saves
-Knowledge - skill focus as bonus feats and a new version of bardic knowledge (fewer knowledges, but a couple of other skills)
Monks as they are most commonly interpreted, no. All of the common conceptions of the monk is of the Bruce Lee/Jackie Chan variety, and don't fit squarely into the Occidental societies typical of most PF/D&D games.
That being said, it doesn't mean that the class cannot be fit into the game, it just means that you need to change your conception. As with all the classes, the monk is just a collection of abilities that combine in one (relatively) well-balanced package. There is nothing that says there needs to be any mysticism or philosophy driving the monk, that is all purely RP.
In one of the PF campaigns I have been in recently, I played a monk, just to see how the new monk rules stacked up against 3.5, particularly in regards to combat maneuvers. In order to fit the (vaguely) occidental feel I expected from the campaign, I stripped out the idea of any monastic order or philosophy, and just looked at his raw abilities. What I saw was an athlete and a brawler. So, my character became an over-competitive barroom tough with a heart of gold. He drinks a lot, tries to solve all his problems with his fists and feet, and knows next to nothing about 'philosophy'.
Quite frankly, the monk as it exists now isn't eastern in the slightest. I see no traces of Buddhist aesthetics, I see no mention of taboos or religious practices, I see no insight into the characters' beliefs or understandings of the universe.
The monk is as western as it gets - that is to say, it's an absolutely terrible copy of an even more terrible racist 70's kung fu genre. Not really Paizo's fault, it's the sins of the forefather (lookin' at you, 1e)
I wouldn't mind seeing a primal sort of 'monk' that subbed out the various faux Asian things (particularly the weapons) for animalistic fighting styles. The 'monk' becomes more of a hermit that lives in the woods to commune with nature, and master the grappling techniques of the bear, the swift and deadly strikes of the viper, the evasive combat style of the weasel, etc. Everything is based off of animal traits, and includes some supernatural effects, at higher levels, as the lessons of the bird allow incredible leaps and the lessons of the adder teach one to 'poison' another spiritually with precise strikes.
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