Monk – The Wanderer – Pathfinder 1E
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The Wanderer
A big trope of the monk is the wandering man, in search of enlightenment or perfecting his combat style. Or both.
This build plays around with that concept. We are taking the Archetypes Wanderer and Weapon Adept, along with the Horizon Walker Prestige Class.
Our leveling should look like the following:
Class
Monk (Quiggong, Wanderer, Weapon Adept) 6 /Horizon Walker 10/Monk (Quiggong , Wanderer, Weapon Adept) +4
Race
We are taking Half-Orcs as they count as humans and thus can get into Wanderer.
We are also taking the Sacred Tattoo Alternate Racial Feature and will be putting the floating
+2 in Strength.
Ability Scores
Just put everything in Dex.
15Point-Buy
Str 16/Dex 10/Con 14/Int 10/Wis 14/Cha 10
20Point-Buy
Str 18/Dex 10/Con 14/Int 10/Wis 14/Cha 10
25Point-Buy
Str 18/Dex 14/Con 14/Int 10/Wis 14/Cha 10
Traits
Reactionary is too good to pass up, Fate’s Favored doubles Luck bonuses, including your Sacred Tattoo to all your Saving Throws (meaning if using the 25PB, you start with a +6 with all Saving Throws!)
Favored Class Bonus
Yeah, HP it is!
Skills
You need 6 ranks in Knowledge(Geography) but after that, Acrobatics, Diplomacy, Stealth, Perception are your big go to.
Feats by Level
1-Dodge
Monk-Improved Unarmed Strike Monk-Perfect Strike
Bonus 2-Combat Reflexes
Bonus 2-Weapon Focus(Quarterstaff)
3-Crane Style
Bonus 3-Endurance
5-Crane Wing
Bonus 6-Deflect Arrow
Bonus 6-Weapon Specialization(Quarterstaff)
7-Crane Riposte
9-Diehard
11-Stalwart
13-Keen Smell
15-Improved Stalwart
17-Smell Fear
19-Tenacious Survivor Bonus
20-Medusa’s Wrath
So we are always at minimum fighting defensively, which is boosted through the roof via Crane Style, and when in Total Defense, we have a DR of 8/- via Improved Stalwart, and automatically deflect one melee attack and one ranged attack per round via Crane Wing and Deflect Arrow. Our Quarterstaff deals some decent damage via Weapon Specialization and our fairly high strength, and Crane Riposte-Combat Reflexes means we can kick the asses of people outside of our turn.
Horizon Walker Favored Terrain and Terrain Mastery by Level
(F): Favored (M): Mastery (D): Dominance
7-Astral(F)
8-Desert(F), Astral(M)
9-Desert(M), Astral(D)
10-Plane of Earth(F), Plane of Earth(M)
11-Forest(F)
12-Forest(M), Desert(D)
13-Urban(F)
14-Plain(F), Forest(M)
15-Plane of Earth(D)
16-Swamp(F), All others become Favored
We get Dimension Door a few times a day, Immunity to both Fatigue and Exhaustion, and Tremorsense.
Equipment
Rags and a Quarterstaff.
Final Thoughts on the Build
Whoa, okay, so we are straight immune to one melee and one ranged attack per round, get a fairly high DR against everything, AND we are considered as having Favored Enemy against almost everything that exists for great damage boost? Plus we are a fantastic scout with high Stealth, Perception, Favored Terrain(all of em), Tremorsense AND Immunity to Fatigue and Exhaustion, plus Scent?
This is a surprisingly powerful build, not going to lie. Oh, and we get to Diplomacy too because we frickin can!