ForumFerret
Explorer
Technically, I break Flurry of Blows by trading Flurry of Blows for Decisive Strike.
Go with high Strength, high Dex, High Con. Everything else is gravy.
You want to take Imp. Natural Attack [Unarmed Strike] (improve your damage die by one size category), Intuitive Strike (+Wisdom Mod to Attack rolls), Snap Kick (after all other attacks, make an additional attack. All attacks are taken at -2), and be a Dwarf so you can take Hammer Fist (when fighting unarmed and when you have both hands free, add 1.5 Str bonus to all unarmed attacks). This typically takes me until at least level six to get the basics in place (Snap kick requires +6 BAB iirc)
Really, this build works better if you just dip monk for unarmed, stunning fist or Imp. Grapple, and Decisive Strike, then go Fighter (or even Warblade!) until you can get into Deepwarden and Shou Disciple.
Combat routine once you get snap kick is get up in your enemy's face, Decisive Strike (Full round action; give up all normal attacks for a single attack at double damage. For a Dwarf Monk, you're looking at (1d10+1.5xStrMod)x2, then Snap Kick fires for another (1d10+1.5StrMod)x2.
Later on in life, you get yourself Combat Reflexes and Robillars Gambit and Karmic Strike, so you do 2 attacks per round plus an attack every time someone attempts to strike you plus an additional attack for every time they actually SUCCEED in striking you. Add in something fun like Imp. Trip and Defensive sweep and/or defensive throw for extra chuckles, and remember that because of Decisive Strike, that's all at double damage.
Keen, eh?
Go with high Strength, high Dex, High Con. Everything else is gravy.
You want to take Imp. Natural Attack [Unarmed Strike] (improve your damage die by one size category), Intuitive Strike (+Wisdom Mod to Attack rolls), Snap Kick (after all other attacks, make an additional attack. All attacks are taken at -2), and be a Dwarf so you can take Hammer Fist (when fighting unarmed and when you have both hands free, add 1.5 Str bonus to all unarmed attacks). This typically takes me until at least level six to get the basics in place (Snap kick requires +6 BAB iirc)
Really, this build works better if you just dip monk for unarmed, stunning fist or Imp. Grapple, and Decisive Strike, then go Fighter (or even Warblade!) until you can get into Deepwarden and Shou Disciple.
Combat routine once you get snap kick is get up in your enemy's face, Decisive Strike (Full round action; give up all normal attacks for a single attack at double damage. For a Dwarf Monk, you're looking at (1d10+1.5xStrMod)x2, then Snap Kick fires for another (1d10+1.5StrMod)x2.
Later on in life, you get yourself Combat Reflexes and Robillars Gambit and Karmic Strike, so you do 2 attacks per round plus an attack every time someone attempts to strike you plus an additional attack for every time they actually SUCCEED in striking you. Add in something fun like Imp. Trip and Defensive sweep and/or defensive throw for extra chuckles, and remember that because of Decisive Strike, that's all at double damage.
Keen, eh?

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