Pathfinder 1E Monk: Base Monk

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Article-At-A-Glance

  • Embodies the stoic resolve of an Oread Base Monk with earth elemental heritage.
  • Reflects unique introspective goals tied to discovering ancient and secretive traditions.
  • Leverages connection to earth, incorporating motifs of resoluteness and stability.
  • Explores isolation and seeks connection due to unique elemental lineage.
 Base Monk

Click on the level for more information

This Level 1 Monk build is all about controlling the battlefield with direct unarmed combat. With a focus on Strength, heavy-hitting strikes are the hallmark of this Oread. At level 1, it boasts improved unarmed strikes and grappling capabilities, ready to disrupt enemy plans.

Level 1 Stat Block

Monk: Male, Oread Monk 1; CR 1; Medium humanoid (earth, native); HD 1d8+1; hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +0; Grp +4; Atk Unarmed Strike +3 (1d6+3, crit x2) or Grapple +7; Full Atk Unarmed Strike +3 (1d6+3, crit x2) or Grapple +7; SA Stunning Fist 1/day; SQ Darkvision 60 ft., Granite Skin (+1 natural armor), Slow and Steady; AL Lawful Neutral; SV Fort +3, Ref +4, Will +5; Str 16, Dex 14, Con 12, Int 10, Wis 16, Cha 6.

Skills, Abilities, and Feats

Acrobatics +6, Stealth +6, Perception +7, Sense Motive +7; Toughness, Improved Unarmed Strike, Improved Grapple.

Special Attacks and Qualities:

Stunning Fist: Once per day, the monk can stun a target with an unarmed strike.

Possessions:

Simple Monk Robe, Shurikens (10), 5 gp.

At level 5, the Oread Monk efficiently combines raw power with tactical precision. With a high Strength score and multiple mobility feats, this build excels in both melee and ranged scenarios. It uses Improved Trip, Stunning Fists, and Medusa’s Wrath for devastating combos when enemies get close. In ranged combat, Shurikens and Deadly Aim offer surprising damage output.

Level 5 Stat Block

Monk: male, Oread Monk 5; CR 5; Medium humanoid (earth); HD 5d8; hp 38; Init +5; Spd 30 ft.; AC 18, touch 15, flat-footed 13; Base Atk +3; Grp +6; Atk unarmed strike +7 melee (1d8+4) or shuriken +8 ranged (1d2+4); Full Atk unarmed strike +7/+7 melee (1d8+4) or flurry of blows +5/+5/+5 melee (1d8+4); SA Flurry of Blows, Stunning Fist; SQ Granite Skin, Ki Pool (magic); AL Lawful Neutral; SV Fort +5, Ref +6, Will +6; Str 18, Dex 15, Con 14, Int 10, Wis 16, Cha 6.

Skills, Abilities, and Feats

Acrobatics +10, Stealth +10, Perception +10, Sense Motive +10; Toughness, Improved Unarmed Strike, Stunning Fist, Improved Grapple, Combat Reflexes, Power Attack, Stand Still.

Special Attacks and Qualities:

Improved Trip allows powerful control over enemy movements, effective with Power Attack and Stunning Fist. Medusa’s Wrath synergizes with these abilities for additional strikes.

Possessions:

Masterwork Shurikens, basic monk gear, potions of healing.

This Monk at level 10 excels at overpowering foes with powerful unarmed attacks. Equipped with shurikens and utilizing Medusa’s Wrath in melee combat, they are adept at locking down opponents with a combination of Improved Trip from Power Attack and Stunning Fist. Their use of Spring Attack allows them to target prioritization spellcasters effectively, retreating to safety after dealing significant damage. Combat Reflexes and Stand Still ensure that foes remain within range.

Level 10 Stat Block

Base Monk: male, Oread Monk 10; CR 10; Medium humanoid (earth); HD 10d8; hp 69; Init +6; Spd 40 ft.; AC 22, touch 18, flat-footed 20; Base Atk +7; Grp +13; Atk Unarmed Strike +13 melee (1d10+6) or Shuriken +11 ranged (1d2+4); Full Atk Flurry of Blows +13/+13/+8/+8/+3 melee (Unarmed Strike 1d10+6 or Shuriken 1d2+4); SA Stunning Fist, Flurry of Blows, Improved Trip; SQ Ki Pool (fire, magic), Slow Fall 50 ft.; AL lawful neutral; SV Fort +9, Ref +11, Will +8; Str 18, Dex 16, Con 14, Int 10, Wis 19, Cha 5.

Skills, Abilities, and Feats

Acrobatics +14, Stealth +14, Perception +14, Sense Motive +14; Improved Unarmed Strike, Toughness, Stunning Fist, Improved Grapple, Combat Reflexes, Power Attack, Stand Still, Improved Trip, Weapon Focus (Unarmed Strike), Deadly Aim, Medusa’s Wrath.

Special Attacks and Qualities:

Flurry of Blows allows multiple attacks with reduced penalty, Medusa’s Wrath provides additional attacks against a stunned or slowed foe, Ki Pool for additional attacks or increased AC.

Possessions:

Shurikens (10), Monk’s Robe, Belt of Strength +2, Boots of Speed, Ring of Protection +1, Amulet of Natural Armor +1.

By level 15, this Oread Base Monk excels as a frontline powerhouse. Utilizing the combination of Flurry of Blows and various combat maneuvers such as Trip and Stunning Fist, the Monk dominates close combat. With strategic use of Medusa’s Wrath and Spring Attack, this build delivers high damage and control on the battlefield, enabling effective harassment of enemy spellcasters and creating openings for allies. Equipped with shurikens for ranged combat, the Monk supports from afar while remaining a formidable threat at melee range.

Level 15 Stat Block

Monk: Male, Oread Monk (Quiggong) 15; CR 15; Medium humanoid (earth); HD 15d8+30; hp 97; Init +7; Spd 60 ft.; AC 28, touch 24, flat-footed 24; Base Atk +11; Grp +18; Atk Flurry of Blows +20/+20/+15/+10 (unarmed strike, 2d6+6) or Shuriken +15 (1d2+6); Full Atk Flurry of Blows +20/+20/+15/+10 (unarmed strike, 2d6+6) or Shuriken +15 (1d2+6); SA Stunning Fist (15/day), Flurry of Blows, Medusa’s Wrath; SQ Evasion, Still Mind, Ki Pool, Fast Movement +60 ft., Wholeness of Body, Diamond Body, Abundant Step, Diamond Soul; AL Lawful Neutral; SV Fort +13, Ref +13, Will +12; Str 18, Dex 15, Con 14, Int 10, Wis 17, Cha 5.

Skills, Abilities, and Feats

Acrobatics +25, Stealth +20, Perception +22, Sense Motive +22; Toughness, Improved Unarmed Strike, Stunning Fist, Improved Grapple, Combat Reflexes, Power Attack, Stand Still, Improved Trip, Weapon Focus (Unarmed Strike), Deadly Aim, Medusa’s Wrath, Vital Strike, Improved Initiative, Spring Attack, Improved Vital Strike.

Special Attacks and Qualities:

Ranged shuriken attacks provide flexible combat options, while melee prowess ensures control and damage. Spring Attack combined with Vital Strike crucial for engaging isolated foes.

Possessions:

Shurikens, monk’s robe, amulet of mighty fists, bracers of armor, cloak of resistance, ring of protection.

This Level 20 Oread Monk (Quiggong) is built for high damage and crowd control, specializing in unarmed strikes, trip maneuvers, and grappling. With feats like Stunning Fist, Medusa’s Wrath, and Improved Trip, this monk can incapacitate foes with a combination of melee attacks and strategic maneuvers. Deadly Aim allows for effective shuriken use, enabling ranged combat support. The build also emphasizes mobility with Spring Attack, allowing the monk to close distances and strike crucial foes while retreating to safety.

Level 20 Stat Block

Monk: male, Oread Monk (Quiggong) 20; CR 20; Medium humanoid (earth); HD 20d8; hp 150; Init +6; Spd 70 ft.; AC 32, touch 22, flat-footed 29; Base Atk +15; Grp +27; Atk unarmed strike +27 (2d10+9) or shuriken +21 (2d6+9); Full Atk unarmed strike +27/+22/+17 (2d10+9) and shuriken +21/+21/+21 when using Flurry of Blows; SA Stunning Fist, Medusa’s Wrath; SQ Granite Skin (DR 2/adamantine), Improved Evasion, High Jump, Slow Fall (any distance), Abundant Step, Diamond Soul (SR 30); AL Lawful Neutral; SV Fort +14, Ref +16, Will +16; Str 18, Dex 15, Con 14, Int 10, Wis 17, Cha 5.

Skills, Abilities, and Feats

Acrobatics +23, Stealth +23, Perception +23, Sense Motive +23; Toughness, Improved Unarmed Strike, Stunning Fist, Improved Grapple, Combat Reflexes, Power Attack, Stand Still, Improved Trip, Weapon Focus (Unarmed Strike), Deadly Aim, Medusa’s Wrath, Vital Strike, Improved Initiative, Spring Attack, Improved Vital Strike, Point-Blank Shot, Improved Bull Rush, Precise Shot.

Special Attacks and Qualities:

The monk can perform Trip, Disarm, or Sunder maneuvers as part of a Flurry of Blows. Improved Trip combined with Power Attack, Stunning Fist, and Medusa’s Wrath can neutralize opponents. Combat Reflexes and Stand Still prevent enemies from escaping reach. Spring Attack + Vital Strike provides hit-and-run tactics.

Possessions:

Monk’s robe, enchanted shurikens, belt of giant strength +4, headband of inspired wisdom +4, ring of protection +3, amulet of natural armor +3, bracers of armor +4.

Milestones Of Character Development

  • Levels 1-5: Establish the foundation of the build with core feats such as Toughness for added resilience and Power Attack for increased damage output. Focus on improving unarmed combat capabilities with Improved Grapple and Combat Reflexes for unparalleled battlefield control.
  • Levels 6-10: Enhance your battlefield manipulation with Improved Trip and Medusa’s Wrath, turning your Flurry of Blows into a formidable crowd-control tool. Develop ranged options with the inclusion of Deadly Aim and begin targeting spellcasters with Spring Attack.
  • Levels 11-15: Intensify your offensive potential with Vital Strike and Improved Vital Strike, allowing devastating single strikes during Spring Attacks. Leverage Improved Initiative to act swiftly and the strategic addition of feats like Improved Bull Rush to maintain offensive pressure.
  • Levels 16-20: Finalize your build with versatile combat strategies using Point-Blank Shot and Precise Shot, ensuring effective engagement at any range. Your ability to immobilize foes becomes unmatched with tactics like Stand Still, cementing your role as both a frontline powerhouse and agile skirmisher.

Core Abilities & Features

The Base Monk[1] build centers on delivering devastating blows through exceptional melee skills. As a Quiggong Monk, this character excels in unarmed combat, leveraging Improved Unarmed Strike as a fundamental skill. Each punch carries the force of their high-strength score, maximized by focusing ability points heavily in that stat. As the character progresses, their ability to disrupt opponents becomes evident with Stunning Fist, ensuring foes remain incapacitated, using it up to their Wisdom bonus times per day.

With Flurry of Blows, this build can unleash a torrent of attacks, combining it with tactical maneuvers like Improved Trip and Power Attack. This synergy not only causes substantial damage but anchors enemies in place, leaving them vulnerable to subsequent strikes. The inclusion of the Medusa’s Wrath feat further amplifies damage output against incapacitated opponents, turning each bout into a potential knockout.

To maintain versatility, the build incorporates ranged options through Shurikens, exploiting the Deadly Aim feat for enhanced damage. This adaptability allows the Monk to handle diverse combat scenarios effectively. In conjunction with Combat Reflexes and Stand Still, it can control battlefield positioning, penalizing foes attempting to maneuver past. In closing, the blend of raw power, strategic control, and adaptability makes the Base Monk[1] an imposing presence in any adventuring party.

Equipment Progression

Level RangeEquipmentDetails
L1-5Bracers of Armor +1Provides additional AC without encumbrance, essential for monks.
L6-10Amulet of Mighty Fists +1Enhances unarmed strikes with a +1 bonus, crucial for increased damage.
L11-15Belt of Giant Strength +2Boosts Strength, directly increasing attack and damage rolls.
L16-20Monk’s RobeIncreases effective monk level by 5 for AC and unarmed damage.

Combat Scenarios

  • Dungeon Crawls:
    • Use Acrobatics to navigate through tight tunnels and trigger Flurry of Blows against isolated targets. Leverage Improved Grapple to immobilize foes, preventing them from alerting others. Utilize Perception to detect traps before springing attacks.
  • Open Fields:
    • Engage enemies at range with Shurikens and Deadly Aim. Use Point-Blank Shot to increase damage potential. If the enemy closes in, switch to Spring Attack with Vital Strike to harass spellcasters before retreating to safety.
  • Ambushes:
    • With Stealth, position yourself to surprise the enemy with a pre-emptive Stunning Fist. Launch into Flurry of Blows with Medusa’s Wrath to incapacitate multiple foes quickly. Birth control over combat flow by employing Stand Still to lock them in place.
  • Defensive Stands:
    • Deploy Improved Trip with Power Attack to deter and disable incoming threats. Block pathways with strategic positioning, using Combat Reflexes to perform multiple AoOs and hinder advances. Maintain pressure with Flurry of Blows.
  • Urban Encounters:
    • Capitalize on the chaotic environment, using Acrobatics to maneuver rooftops and narrow alleys. Strike swiftly with Improved Bull Rush to push opponents into disadvantageous positions. Utilize Stunning Fist to incapacitate threats and gain tactical advantages.

Weaknesses & Counters

WeaknessCounter
Low Armor Class (AC)Utilize Monk’s high mobility to avoid direct hits. Employ Acrobatics to fast reposition and find cover.
Limited RangeUse Shurikens enhanced with Deadly Aim; they are monk weapons, allowing for Flurry of Blows at range.
Dependency on Stunning FistUse Improved Trip or Medusa’s Wrath if Stunning Fist fails; have backup maneuvers ready.
Vulnerable to SpellsUse Spring Attack to close gaps with spellcasters. Focus on disrupting them with Stunning Fist or Medusa’s Wrath.
Lack of Heavy Damage WeaponEnsure fists and shurikens are enchanted. Use Power Attack to increase damage output strategically.

Roleplaying

Imagine channeling the grit and endurance of a mountain. Playing an Oread monk embodies steadfastness. Reflect the unyielding nature of stone in your demeanor. Speak rarely but with weight. Show patience and stay calm in chaotic situations. Your connection with the earth adds motifs of resoluteness and stability.

Consider how the Oread’s heritage affects personal interactions. Being part elemental, your lineage ties to ancient traditions. Goals can be introspective, discovering forgotten knowledge akin to an earth elemental. Themed around isolation, Oreads may feel apart from others. Yet, they seek connections due to their unique heritage.

 Base Monk

FAQ

What is the best approach for a Base Monk during combat?

The Base Monk[1] thrives in dynamic combat, using Flurry of Blows to overwhelm. Keep moving with enhanced speed to dodge enemies and deliver swift strikes. Focus on disabling foes with stunning fists while avoiding direct hits. Use Ki points strategically to boost defenses or increase mobility.

How does Monastic Training enhance the Base Monk[1]’s capabilities?

Monastic Training grants monks advanced abilities like improved unarmed strikes and Ki bonuses. Access to Combat Styles refines techniques, granting versatility in combat. Choose between different paths, like the Crane or Dragon Style, to suit your strategy. Develop unique combat dances that complement your build.

Which ability scores are critical for a Base Monk build?

Prioritize Dexterity and Wisdom for your Base Monk. Dexterity enhances your armor class and initiative. Wisdom improves your Ki pool and stunning attacks. Strength aids in damage output, while Constitution boosts hit points. Balance Intelligence and Charisma for roleplaying depth.

What feats are essential for optimizing a Base Monk?

Key feats include Dodge, Improved Initiative, and Combat Reflexes. Consider Power Attack and Stunning Fist to diversify your tactics. Grapple specialties like Improved Grapple are beneficial. Deflect Arrows adds longevity in ranged-heavy encounters. Tailor the feat selection to your preferred combat style and strength.

How should a Base Monk contribute outside of combat?

A Base Monk excels as a mediator in tense situations. Use high Wisdom to detect lies and intentions. Leverage agility for exploration tasks requiring balance and stealth. Your disciplined nature aids in negotiation, with your unique abilities offering creative solutions. A swift runner, you transport messages or aid in surprise tactics.

Join us at Stellar Dragons with the Base Monk!

Explore new strategies and delve into the Base Monk[1]’s world. Consider if it might be the best build in Pathfinder 1E. Share experiences with others on the Stellar Dragons Discord server!

Author

Terms definitions
1. ↑ Monk – The Base Monk – Pathfinder 1E ( The Base Monk )

The Base Monk

Here is a simple, but effective monk build that doesn’t beat around the bush and does exactly what it claims to be doing, punching people in the face very, very hard.

Class

Monk (Quiggong) 20

Race

We will be going for an Oread, a half earth genie/elemental, with the Granite Skin Alternate Racial Feature.

Ability Scores

15Point-Buy

Str 16/Dex 14/Con 12/Int 10/Wis 16/Cha 6 Everything in Strength

20Point-Buy

Str 17/Dex 15/Con 13/Int 10/Wis 17/Cha 5 Round up Dex and Wis, then everything in Str

25Point-Buy

Str 18/Dex 15/Con 14/Int 10/Wis 17/Cha 5 Round up Dex and Wis, then everything in Str.

Traits

Heavy Hitter for more unarmed damage, Reactionary for more Initiative.

Favored Class Bonus

We are going in melee with D8 HDs, we are taking HP.

Skills

Acrobatics, Stealth, Perception and Sense Motive.

Feats by Level

1-Toughness

Monk 1-Improved Unarmed Strike Monk

1-Stunning Fists

Bonus 1-Improved Grapple Bonus

2-Combat Reflexes

3-Power Attack

5-Stand Still

Bonus 6-Improved Trip

7-Weapon Focus(Unarmed Strike)

9-Deadly Aim

Bonus 10-Medusa’s Wrath

11-Vital Strike

13-Improved Initiative Bonus

14-Spring Attack

15-Improved Vital Strike

17-Point-Blank Shot

Bonus 18-Improved Bull Rush

19-Precise Shot

As part of a Flurry of Blow, we can exchange any attacks for a Trip, Disarm or Sunder maneuver. We have Improved Trip which combines extremely well with Power Attack, Stunning Fists and Medusa’s Strike to completely and utterly shut down someone we are Flurrying. We can also Improved Grapple and Improved Bull Rush to great effects, and with Combat Reflexes and Stand Still, no one escapes the beating. Finally, we can use our improved speed in combination with Spring Attack+Vital Strike to go knock that spellcaster behind the enemy lines, stunning it and then run back to safety.

Equipment

Get yourself some Shurikens to do some ranged combat support as they are monk weapons and can thus be used as part of a Flurry of Blows, and with Deadly Aim they will deal a surprising amount of damage to your target. Also, they count as ammunition for enchantments meaning a much, much reduced cost.

Final Thoughts on the Build

If the enemy is away, flurry of blows with Shurikens. If they are away but isolated, Spring Attack to Stunning Fist them and run back behind cover/allies. If they are within melee flurry of blow+stunning fist+medusa’s wrath+Improved Trip, sprinkle Stand Still to force enemies to stay close and shut them down hard making them much easier to deal with for your allies.

Your fists deal fairly great damage tok and in a Flurry you can throw a lot of em. So that makes your damage actually something that enemies must take into account instead of just avoiding you. But if they come close they suddenly are prone, paralyzed, have a speed of zero and getting coup de graced next turn.

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