Tarondor’s Guide to the
Pathfinder Second Edition
(Remastered) Monk
Version 1.0 October, 2025
To depart while seated or standing is all one, All I shall leave behind me Is a heap of bones In empty space I twist and soar And come down with the roar of thunder To the sea.
- Koho Kennichi (1241-1316)
- 高峰顕日
“Remember, best block. No be there.”
- Mr. Miyagi, _The Karate Kid_
Tarondor’s Guide to the Pathfinder Second Edition Monk
There are discussion pages on the Paizo forums HERE and on Reddit HERE.
1. INTRODUCTION
Monks are among the most flexible classes in Pathfinder 2e, by which I mean they are capable of being built in so many different configurations. They are highly survivable and do a decent amount of damage in combat.
You will enjoy playing a monk if you like unmatched versatility in designing a unique character; if you enjoy high mobility, great defenses, excellent action economy and rich customization and flavor.
The Color Code
In this guide, I use the classic four-color system to rate the various options.
❖ RED ( ) : Warning. This is a poor option and should be avoided. ❖ ORANGE ( ) : This option will have good utility for some strategies. ❖ GREEN ( ) : I recommend this option. It is a strong choice. ❖ BLUE ( ) : A must have. Your best possible option.
I’ve said it many times and I’ll say it again: Orange does not mean bad! It means it’s a niche option that’s not for everyone!
Monk Basics (TL:DR)
All the hundreds of pages below are a deep dive into all the options out there. If you’re new to the system or just want the “ Too Long: Didn’t Read ” version, here it is:
❖ The monk is a highly flexible martial class, capable of taking on a variety of roles and configurations. It seems to work best as a Tank, a Skirmisher or a fighting spellcaster. ❖ A monk's Flurry of Blows ability works with any "Unarmed Strikes.” This includes any unarmed attacks to which you have access, whether from Powerful Fist, an ancestral unarmed attack (like a bite, claws or
Tarondor’s Guide to the Pathfinder Second Edition Monk
horns) or an attack granted by a stance. It also works with certain weapons if you have the Monastic Weaponry feat. ❖ The monk is dependent on multiple ability scores. In gamer parlance, it is MAD (Multiple Ability Dependent). In allocating Ability Scores, you should maximize your Key Ability (either Dexterity or Strength), and in general Strength, Dexterity and Constitution should all be high. You can prioritize Intelligence, Wisdom or Charisma for your fourth ability score, but you’re always going to need at least some Wisdom for Will saving throws. ❖ No matter what, you will need to get yourself Handwraps of Mighty Blows in order to succeed as a monk. ❖ As a monk, you can fight with just the Powerful Fists you gain at 1st level, but you are most likely going to specialize in one or more stances or with monastic weapons (or stances and weapons). This is the most important decision you will make and the rest of your build will flow from that, so consider the choice of weapons or of stances carefully. ❖ Don’t forget to check out the Dragonblood Versatile Heritage. It’s kinda awesome. ❖ You will need an item that grants a bonus to Athletics as soon as you can get it. Check out the Lifting Belt. Later, check out the Sash of Prowess.
That’s it. The next several hundred pages are details. If you don’t want to read everything, go to Section 14 and grab either the Stumbling Stance Monk build or the Wolf Stance Monk build and go have fun!
2. GLOSSARY
Guides such as this often use words not familiar to speakers of standard English, words which have arisen in the parlance of role-playing games or even more often in the slang of video gamers. At least to me, many of these words, abbreviations and acronyms are strange and incomprehensible. It is easy to forget that not everyone knows your slang. Thus, where space permits I have striven to spell out words often abbreviated (e.g., Intelligence, not Int; hit points, not hp) and to explain the use of gamer
Tarondor’s Guide to the Pathfinder Second Edition Monk
slang. Here are a few words I’ve used which will be familiar to nearly every gamer, but not necessarily to those new to gaming.
1e The first edition of the Pathfinder Roleplaying Game
2e The second edition of the Pathfinder Roleplaying Game
Action Compression A feat or other ability that allows you to take more actions than normally possible, such as a feat that allows you to move and strike for one action. These are to be highly prized.
Action Economy Pathfinder is in many ways a game about resource management. You manage your spells, your items and your other resources. One of the rarest and most precious of resources in the game is the number of actions you can take in a single round, and how quickly you can take them. When four adventurers fight a single supervillain, they’re going to be able to take approximately four times as many actions, thus “winning” the action economy.
BBEG “Big Bad Evil Guy” the ultimate villain of an adventure, often very difficult to overcome.
Blaster A spellcaster who specializes in damage-causing spells, particularly area-of-effect spells like _fireball_.
Boss A creature in an encounter that is significantly higher level than the party and able to represent a serious threat on its own.
Buff A spell or effect that grants a bonus or advantage to the target. Thus, “buffing” is the act of casting spells or using an ability to improve your combat abilities.
Build A particular way of constructing a Pathfinder character.
Crit Fishing Making an attack that is unlikely to hit, just hoping to roll a natural “20” on the die in order to convert a failed attack into a success. This is often the case for a character’s third attack of a round.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Damage Curve The potential to deal injury to one’s foes that increases in power as the character’s level increases. Different builds and different classes will have different Damage Curves.
Debuff A spell or effect that imposes a penalty or disadvantage to the target. Thus “debuffing” is the act of casting spells or using an ability to degrade your enemies’ combat abilities.
Face The “face” is the party member who does most of the talking, diplomacy and deception. They’re the most social members of the adventuring team.
Feat Tree A collection of feats which require an earlier feat or feats as prerequisites.
GM The Game Master.
Legacy The older format for the Pathfinder 2nd Edition game, published from 2019-2023. As opposed to the Remastered version.
MAD Multiple Ability Dependent. Some characters, such as most wizards, are reliant upon a single ability (e.g., Intelligence). They are called SAD (Single Ability Dependent). Other classes (such as monks) must excel in several abilities in order to function well. These classes, archetypes and builds are known as MAD.
MAP Multiple Attack Penalty. Yes, I say “MAP penalty” many times in the guide despite it being redundant.
Meat Shield Slang for a martial character (like a barbarian, champion or fighter) whose job is to stand between the enemy and their more lightly-armored allies. _See also_ “tank.”
Nerf named after a soft indoor toy, to “nerf” is to reduce the effectiveness of an action, option or class.
NPC Non-Player Character. This is a character not directly under the control of a player (e.g., under the control of the Game Master).
Tarondor’s Guide to the Pathfinder Second Edition Monk
PFS Pathfinder Society. This refers to the real-world Pathfinder Society Roleplaying Guild, not the in-world name for Golarion’s premier society of adventurers.
Remaster The newer format for the Pathfinder 2nd Edition game, published from November, 2023. As opposed to the Legacy version.
Spam Slang. To do something repeatedly.
Stack To be cumulative with. An effect stacks if it still has its effect when paired with another effect. In Pathfinder, similar bonuses (e.g., two status bonuses) do not stack with each other, but dissimilar bonuses (e.g., a status bonus and an item bonus) do.
Switch Hitter a character built specifically to switch between ranged combat and melee combat.
Tank Both a noun and a verb. A character whose goal is to hold the enemy’s attention and attacks while their allies attack the enemy.
TPK Total Party Kill. When the entire party is slain in combat or some other extreme mishap.
3. MONK CLASS FEATURES
Key Ability: A monk player may choose to have their character’s key ability be either STRENGTH or DEXTERITY and each supports a different style of play, though both are important to any monk.
❖ Hit Points ( ) You gain 10 hit points per level.
❖ Perception ( ) You become Expert in Perception at level 5, then
never improve. You’ll have a decent Wisdom, but will still never be really good at Perception until at least 17th level when you could apply the benefits of Canny Acumen.
❖ Saving Throws ( ) You have the best initial saving throws in
the game, with all three starting at Expert. You’ll be able to raise two
Tarondor’s Guide to the Pathfinder Second Edition Monk
of these to Master at 7th and 11th level and one to Legendary at 15th level. But one will never rise above Expert unless you apply Canny Acumen, and then only at 17th level. ➢ Which Saving Throws should you prioritize? It’s a completely personal call and there is no right answer, but for me it would be Will > Fortitude > Reflex. Failing a Fortitude save could be a disaster for you, but failing a Will save could be a disaster for the whole party.
❖ Skills ( ) You receive the standard 4+Intelligence modifier.
That’s going to be all you need in most circumstances.
❖ Attacks ( ) You’re a typical martial class in regards to how
good you are at hitting things. You become Expert in unarmed attacks (and simple weapons) at level 5 and Master at level 13. The amount and type of damage you inflict will depend on your chosen stance or, more rarely, your chosen monastic weapon.
❖ Defenses ( ) Your defenses are superb. You won’t be
wearing any armor, but you start play as an Expert in unarmored defense. With a high AC, you can actually start the game with the highest AC (19). You’ll ascend all the way to Legendary in unarmored defense, ensuring that your Armor Class is always among the best.
❖ Special Abilities ( ) The monk has so many excellent
Special Abilities they’re almost too many to list. ➢ Flurry of Blows ( ) Gained at 1st level, this is one of your main abilities. You can strike twice for a single action and combine the damage before any resistances are applied. This is a Flourish ability, which means you can use it only once in a round. ■ You can use Flurry of Blows with any stance's unarmed attacks (like Dragon Stance, Crane Stance, etc.) and with monk weapons if you have the Monastic Weaponry feat. It can also be used with monk-trait bows when using the Monastic Archer Stance, allowing for ranged flurries. ■ A Hidden But Powerful Feature One thing that players new to the monk class often miss is that Flurry of Blows gives the monk unparalleled Action Economy. The monk almost always has a third action free for useful activities like Raising a Shield, Commanding an Animal Companion or simply Striding out of the enemy’s reach. A monk with a
Tarondor’s Guide to the Pathfinder Second Edition Monk
spellcasting archetype can cast a spell and strike twice in a single turn. Heck, with electric arc and Flurry of Blows, you can make four attacks in a round. ➢ Powerful Fist ( ) Your unarmed strikes are now lethal and your fist strike does 1d6 damage. You won’t often use a plain fist strike, but having all your unarmed strikes be lethal is enormously important. ➢ Incredible Movement ( ) At 3rd level, you gain a +10-foot status bonus to your Speed. It will increase again at 7th, 11th, 15th and 19th level for a final total of a +30-foot bonus.^1 ➢ Mystic Strikes ( ) At 3rd level, your unarmed attacks count as magical. Another ability which is “not bad”, but is made superfluous by the existence of Handwraps of Mighty Blows +1, a 2nd level item. ➢ First Path to Perfection ( ) At 7th level, advance one of your saving throws to Master. Also, when you roll a success on the chosen saving throw, you get a critical success instead. ➢ Weapon Specialization ( ) At 7th level, you gain automatic bonuses to damage, depending on your proficiency. ➢ Metal Strikes ( ) Your unarmed strikes count as both silver and cold iron. This is very useful when facing certain enemies (werewolves, devils and fey, mostly). ➢ Second Path to Perfection ( ) At 11th level, advance another of your saving throws to Master. Also, when you roll a success on the chosen saving throw, you get a critical success instead. ➢ Greater Weapon Specialization ( ) At 15th level, you double the damage bonuses supplied by Weapon Specialization. ➢ Third Path to Perfection ( ) At 15th level, advance one save from Master to Legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage. You’re not going to find a better deal on saving throws than that!
(^1) A 19th level Fleetwind Centaur monk with Adopted Ancestry (Elf), the Nimble Elf ancestry feat and the Fleet general feet in Stoked Flame Stance would have a base speed of 80 feet, without magical additions. Add _qi rush_ and you’re moving 160 feet in a single action! Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Adamantine Strikes ( ) Your unarmed attacks are treated as adamantine. You can ignore resistance to non-adamantine weapons, but you can’t ignore hardness. ➢ Perfected Form ( ) On your first Strike of your turn, if you roll lower than 10, you can treat the attack roll as a 10. This means you will almost always hit on the first strike. Nice!
4. ATTRIBUTES
As a monk, your character will be either Dexterity-based or Strength-based, so your priorities vary slightly between the two:
❖ Strength ➢ Dexterity-Based Monk ( ) Your damage will be based on your Strength, so even for a Dexterity-based monk, this is an important attribute. ➢ Strength-Based Monk ( ) Your attack rolls, damage and class DC depend on Strength. ❖ Dexterity ➢ Dexterity-Based Monk ( ) This will affect your Armor Class, Reflex Saving Throws and (if you use weapons or stances with the Finesse trait,) your attack rolls. Your Class DC, too. ➢ Strength-Based Monk ( ) This will affect your Armor Class and Reflex Saving Throws. Keep it as high as possible for most builds. ❖ Constitution ( ) Critical for survivability. Both hit points and Fortitude saving throws are based on Constitution. ❖ Intelligence ( ) You can absolutely do without any extra intelligence, but more skills will help you be more useful out of combat. ❖ Wisdom ( ) Used for Perception and Will saves. Also, some Qi spells will need a high wisdom to cast effectively. You can definitely stick to Qi spells that don’t require saving throws, but if you want to use attack spells, you’ll need a high Wisdom. ❖ Charisma ( ) You can safely dump Charisma, but it’s very useful in social situations. Not all of Pathfinder is combat, you know! Also, it’s used to Demoralize your foes!
Tarondor’s Guide to the Pathfinder Second Edition Monk
In general, the monk is dependent upon multiple attributes to do well (Strength, Dexterity, Constitution and, in most cases, Wisdom). This is why it’s often called a MAD (Multiple Attribute Dependent) class.
Starting Attributes for a DEXTERITY-Based Monk
STR : +3; DEX : +4, CON : +1; INT : +0; WIS : +1; CHA : +0
Or STR : +2; DEX : +4, CON : +2; INT : +0; WIS : +1; CHA : +0 Or STR : +1; DEX : +4, CON : +3; INT : +0; WIS : +1; CHA : +0
Starting Attributes for a STRENGTH-Based Monk
STR : +4; DEX : +2, CON : +2; INT : +0; WIS : +1; CHA : +0
Or STR : +4; DEX : +1, CON : +3; INT : +0; WIS : +1; CHA : +0 Or STR : +4; DEX : +3, CON : +1; INT : +0; WIS : +1; CHA : +0
Which is Better, Dexterity or Strength?
As a Key Attribute, both Dexterity and Strength are highly viable and make great characters. Dexterity-based monks have slightly higher AC and higher Reflex saves, while Strength-based monks do slightly more damage and are better at combat maneuvers. Personally, I think it’s a complete toss-up. Neither one is better.
Every monk (except one using Mountain Stance) will need both a high Strength and high Dexterity.
Tarondor’s Guide to the Pathfinder Second Edition Monk
5. TYPES OF MONKS
Unlike most classes, monks have no “sub-classes” that define them. They are defined almost entirely by their fighting style and that is defined almost entirely by their choice of weapons and feats. I have identified three broad types of monks and I refer to them as such in this guide. All three are really strong options, but do different things well.
❖ Stance Monks ( ) : ➢ Stances bring you a very wide variety of attack types, damage dice and passive benefits. It is easy to tailor your fighting style to your tastes. ➢ The various stances generally do as much or more damage than monastic weapons and often come with additional benefits in the form of traits, AC bonuses or combat maneuver bonuses. ➢ The downside of stances is that you must spend an action at the start of battle to enter a stance. Flurry of Blows mostly negates this cost, however. ❖ Weapon Monks ( ) : ➢ Using the Monastic Weaponry feat, the monk can use a variety of weapons, including monk weapons and any agile or finesse weapons you have familiarity with (usually through an ancestry feat) (See Table at 10.2) ➢ You can use melee monk weapons with most of your monk feats or monk abilities that normally require unarmed attacks. ➢ There are many different reasons to prefer monk weapons, even though it may not do as much damage as some stances: ■ Access to the Reach trait. Combined with the Trip trait, reach can be a powerful battlefield control option. ■ To Bypass Enemy Defenses. Some enemies produce harmful effects on unarmed attacks (like fire and poisons). ■ To benefit from a different critical specialization effect. Most unarmed weapons are in the Brawling class. Using weapons lets you choose your critical specialization effect. ■ Monk weapons allow for the use of multiple talismans and property runes not always available to an unarmed strike, adding a wide array of effects to attacks. ❖ Qi Monks ( ) :
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Any monk with the appropriate feats can use Qi spells, so this category really refers to a monk whose build is designed to make use of Qi spells as a primary tactic. ➢ A monk with low wisdom can make use of Qi spells that only affect himself, but it requires a monk with high wisdom to make use of the many offensive Qi spells.
A Recommendation I think a beginner should always start with a simple stance. Go Wolf Stance and you’ll have a ton of fun and be very relevant in combat. But for a more advanced player? I wouldn’t even bother with a stance at low level. Pick up Monastic Weaponry and a bo staff, trip at range and don’t spend an action every fight getting into your stance. Then pick up a complementary stance at mid-level.
6. WHAT IS A MONK’S ROLE?
Another way of categorizing monks is by their intended role. Because the monk class is so flexible, it is possible to build your monk to fill a variety of roles. Here are the main ones:
❖ Front Line Warrior The monk’s excellent defenses and saving throws as well as a variety of decent attacks allow them to stay in the heat of melee much longer than some other martial characters, still doing damage when the barbarian has been knocked out. ❖ Highly Mobile Skirmisher The monk’s high mobility allows them to move easily around the battlefield, picking off enemy targets with little concern for enemy martial characters. This makes them excellent at killing mages, healers and archers, characters normally difficult to get at. They can also Stride in + Flurry of Blows + Stride out and with their great speed, be well outside of a single action Stride for most enemies. ❖ Controller Monks can be excellent at combat maneuvers: Grapple, Reposition, Shove and Trip. Combined with Reach, monks can shut down single targets very effectively. ❖ Tank With stances like Mountain Stance or Tangled Forest Stance, a monk can become an immovable wall that can shout “None Shall Pass!” with the best of them.
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Archers The Monastic Archer monk is one of the most effective ranged combatants on the battlefield.
7. ANCESTRIES
Weapon Familiarity Feats
The various Weapon Familiarity feats have become much simpler and more streamlined. Whereas in the Legacy version it would have been necessary to take three feats to fully utilize an ancestry’s weapons, it has become one feat in the Remastered version, available at level 1.
“Familiarity”
So I don’t have to repeat the same definition for every Weapon Familiarity feat, the term “familiarity” as used is in the Player Core means that _“for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.”_ And that _“at 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.”_
Weapon Familiarity and Legacy Ancestries
Technically, any Legacy ancestry is stuck with the Legacy system of three feats to make ancestry weapons viable. But it’s easy to see how the Remastered skill is done. Simply replace those three feats with a single Weapon Familiarity feat that grants familiarity with the weapons mentioned. I urge all GM’s and players to do this rather than use the older Legacy feats while waiting for your favorite ancestry to be updated.
Ancestry Lore Feats
Each ancestry addressed in the Remaster has an ancestry lore feat (e.g., Elf Lore, Centaur Lore) which grants Trained proficiency in two skills and the Additional Lore feat in that ancestry’s lore skill, whereas the Legacy rules only gave Trained proficiency in the ancestry lore skill. I urge all GM’s to use the Remastered style of ancestry lore, even for ancestries not yet updated to the Remastered rules.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Alternate Ancestry Boosts
The _Player Core_ has an “Alternate Ancestry Boosts” rule which permits players to ignore the standard ancestry boosts and do whatever they wish with their boosts. Specifically, it states _“You always have the option to replace your ancestry’s listed attribute boosts and attribute flaws entirely and instead select two free attribute boosts when creating your character.”_
Your humble guide writer does not like this rule one little bit. It bleeds half the distinctiveness from the many, many ancestries and makes them less unique. But here we are. So, an ancestry’s boosts and flaws no longer matter, and therefore nearly every ancestry is perfectly acceptable as a monk and can all be rated GREEN.
Anyway, my ratings below assume you’re NOT using the Alternate Ancestry Boosts. Because if you are, then the only difference is the ancestry feats.
What Makes a Good Ancestry for a Monk?
You’ll want an ancestry that boosts Strength, Dexterity or Constitution and doesn’t give a penalty to any of those three attributes. But you’ll also want to look for feats that help in combat.
The Ancestries at a Glance
WILL IT MAKE A GOOD MONK?
Terrible Okay Good Excellent
Azarketi Elf Dwarf Human Ratfolk Fetchling Gnome Centaur
Poppet Hobgoblin Goblin Minotaur Shoony Kholo Halfling Samsaran
Sprite (non-Pixie)
Kitsune Leshy Jotunborn
Tarondor’s Guide to the Pathfinder Second Edition Monk
Merfolk Orc Versatile Heritage: Dragonblood
Tanuki Athamaru Wayang Catfolk
Tripkee Kobold Vanara Lizardfolk
Awakened Animal
Nagaji
Conrasu Tengu
Fleshwarp Anadi Ghoran Android
Goloma Automaton Kashrishi
Sarangay Skeleton
Strix Shisk
Sprite (Pixie only)
Surki Yaoguai
Author’s Note:
In previous guides of this series, I have reviewed and rated every heritage and feat for every ancestry, regardless of its perceived appropriateness for the role of the class under consideration (in this case, monks). In this guide, I am going to review and rate all the Common ancestries, but add to that
Tarondor’s Guide to the Pathfinder Second Edition Monk
only the Uncommon and Rare ancestries with something to offer that especially recommends them for the role of a monk.
ANY ANCESTRY WILL MAKE A GOOD MONK! Ancestries will neither make or break a good build, so if you like an elf or tanuki or tripkee for your monk, feel good about that choice. It will be fine!
7.1. COMMON ANCESTRIES
Dwarf ( )
The dwarf’s bonuses to Constitution and Wisdom are great for a monk and there are several useful feats. The speed penalty is going to be a non-issue once Incredible Movement sets in at 3rd level.
Dwarf Heritages
❖ Ancient Blooded Dwarf ( ) “Call on Ancient Blood” is a reaction with a bonus to saves versus magic. ❖ Anvil Dwarf ( ) Trained in Crafting and you gain the Specialty Crafting feat (with two specialties). ❖ Death Warden Dwarf ( ) If you roll a success on a saving throw against an effect that has the void trait or was created by an undead creature, you get a critical success instead. ❖ Elemental Heart Dwarf ( ) Gain the ability to impose elemental damage on all those around you once per day. ❖ Forge Dwarf ( ) Grants fire resistance. ❖ Forge-Blessed ( ) Innate divine spells are fantastic, but once a week is fairly infrequent. Marginally useful in most games. ❖ Oathkeeper Dwarf ( ) You’re better at detecting lies and convincing people you speak the truth and are terrible at lying. This is flavorful, but it will only be occasionally useful. ❖ Rock Dwarf ( ) Bonuses against Trip and Shove are fairly situational, but will be useful for a monk who is always in the thick of combat ❖ Strong-Blooded ( ) Better saves against diseases and poisons. Your strong fortitude saves probably don’t need the help.
Dwarf Ancestry Feats
❖ 1st Level
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Adaptive Vision ( ) (Uncommon) Gain a +1 to saves vs. visual effects and turns successes into critical successes. ➢ Avenge in Glory ( ) (Uncommon) Gain hit points as a reaction when your ally receives a dying condition. ➢ Clan Lore ( ) A decent way to gain more skills. ➢ Clan Pistol ( ) (Uncommon) You’re trained with a clan pistol. These are decent weapons with the fatal d10 trait, but they are slower to reload than shortbows. You’re much better off with Dwarven Weapon Familiarity. ➢ Clan’s Edge ( ) If you’re down to using a dagger, something has gone terribly wrong. ➢ Dongun Education ( ) (Uncommon) You gain two of Engineering Lore, Explosive Lore, or Firearm Lore and they scale with your level. ➢ Dwarven Doughtiness ( ) At the end of your turn, reduce your frightened condition by 2 instead of 1. Frightened is a super-common condition in PF2e, and well worth getting rid of. However, be aware that some effects such as the bard’s dirge of doom can prevent this feat from taking full effect. ➢ Dwarven Lore ( ) Gain the Trained proficiency in the Crafting, Religion and Dwarven Lore skills. ➢ Dwarven Weapon Familiarity ( ) You gain Familiarity with all Dwarf weapons (including the Dwarven Scattergun, Clan Pistol, Dwarven Dorn-Derger, Wrecker, Dwarven War Axe and the Long Hammer) plus the battle axe, pick, and warhammer. None of these weapons can be used with Monastic Weaponry. ➢ Explosive Savant ( ) You have familiarity with all simple and martial firearms. If you want your monk to use a firearm, but don’t want to spend the class feats for a gunslinger dedication, this is the way. ➢ Eye for Treasure ( ) You’re trained in Crafting and gain a +1 to Recall Knowledge about Crafting. You gain the Crafter’s Appraisal feat. ➢ Fire Savvy ( ) (Uncommon) Your flat check to remove persistent fire damage is DC 10 instead of DC 15. Persistent fire damage is reasonably common. ➢ Forge-Day's Rest ( ) (Uncommon) Gaining Fast Recovery is nice (although you could just take that feat), but
Tarondor’s Guide to the Pathfinder Second Edition Monk
your non-dwarf allies are often not going to want to rest for 12 hours. ➢ Mountain Strategy ( ) You get a +1, +2 or +3 circumstance bonus to damage against creatures with the giant, goblin, hryngar, or orc trait, and you get the same bonus against any creature that scores a critical hit on you. ➢ Rivethun Disciple ( ) (Uncommon) This strange feat makes you better at some skills when you’re suffering a penalty to others. Flavorful, but weird. ➢ Rock Runner ( ) A lot of difficult terrain is stone or earth-related. Being able to move unhindered through that is useful for a monk who may want to charge the enemy or reposition to protect an ally. Moreover, being able to fight on a bridge or near a chasm without being Off Guard may not come up often, but you’ll love this feat when it does! ➢ Stonemason's Eye ( ) This subsumes and improves the feat formerly known as “Stonecunning”. You now become Trained in Crafting or gain the Specialty Crafting skill feat. You gain bonuses to find unusual stonework and traps in stone and gain a chance to notice secret doors when you’re not even looking for them. ➢ Surface Culture ( ) Trained in Society and you gain the Additional Lore feat for your culture. ➢ Unburdened Iron ( ) You won’t be wearing armor, so no need to concern yourself with what is otherwise the best dwarf feat!
❖ 5th Level
➢ Blast Resistance ( ) A small resistance to sonic damage and you’re better at saves vs. the Deafened condition. Like so many feats, it’s so situational as to be worth little more than flavor. ➢ Boulder Roll ( ) This is powerful! You move into an enemy’s square and it is forced to step back, even off a bridge or into a hazard! It takes damage unless it critically saves! Note that this isn’t technically an attack so that it doesn’t trigger the Multiple Attack Penalty when you then also strike the foe. ➢ Clan Protector ( ) Daggers are not really worth your time in most cases. Just don’t do it.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Defy the Darkness ( ) You gain Greater Darkvision, but can’t use spells or effects with the Darkness Trait. ➢ Dwarven Reinforcement ( ) You can harden objects and structures. Flavorful, but it won’t come up as useful all that often. ➢ Protective Sheath ( ) Look, what I’m saying is, forget the #$*& clan dagger! ➢ Sheltering Slab ( ) As long as you remain on the ground and are adjacent to a vertical stone wall that rises to your height or taller, you aren't Off Guard against attacks as a result of being flanked. This works even if you are at the outside corner of the wall. This is a nice way to avoid being sneak attacked. ➢ Spark Fist ( ) Once per minute you set your fists on fire and both you and your opponent take fire damage. No thanks! ➢ Tomb-Watcher's Glare ( ) Requires the Death Warden heritage. You can impose the Enfeebled condition on undead. Pretty amazing in an undead-heavy campaign.
❖ 9th Level
➢ Battleforger ( ) It’s kind of awesome that you can sharpen and treat weapons and armor so well that they gain a temporary +1 potency rune, but at this level your party is likely to have +1 potency runes on all your stuff already. ➢ Demolitionist ( ) Your bombs ignore item hardness. ➢ Echoes in Stone ( ) You spend an action to gain imprecise tremorsense with a range of 20 feet for one round. Great way to locate hidden or invisible foes! ➢ Energy Blessed ( ) You create an aura of fire around you with a variable radius. This is amazing for a monk who likes to grapple. ➢ Heroes' Call ( ) A once-per-day casting of heroism and extra hit points! ➢ Kneel for No God ( ) So situational as to rarely be useful. ➢ Mountain's Stoutness ( ) Extra hit points and an easier time recovering from the dying condition. Combine with Toughness to make it even easier to recover. ➢ Returning Throw ( ) For two actions, you can hurl a thrown weapon and have it return to your hand. If this is something you do often, you’re better off with a Returning rune.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Rivethun Spiritual Attunement ( ) Once per day, you gain spiritsense as an imprecise sense with a range of 60 feet. ➢ Smoke Sight ( ) You can see better through smoke and are harder to find in smoke. I can’t think of the last time I saw a character hampered by smoke. Highly situational. ➢ Stone Bones ( ) When you are struck by a critical hit, attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit. Are you kidding me? A 20% chance to negate a critical hit every round? Sign me up! ➢ Stonewalker ( ) Gain the one with stone spell as a divine innate spell. If you have the Stonemason's Eye feat, you’re even better at it.
❖ 13th Level
➢ Crafter's Instinct ( ) Turn a misfire with a firearm into a simple failure and a failure into a success with minimal damage. ➢ Explosive Expert ( ) You gain Expert proficiency with bombs and firearms. ➢ March the Mines ( ) You gain a burrow speed and can bring a buddy with you! ➢ Scrutinizing Gaze ( ) You’re good at sniffing out possession and haunts. ➢ Telluric Power ( ) You gain a small amount of extra damage against foes standing on the same earthen surface as you. But you gain it on every strike.
❖ 17th Level
➢ Forge-Blessed Shot ( ) Once per day, gain a +2 circumstance bonus on a strike with a ranged weapon and ignore concealment and cover. ➢ Stonegate ( ) You gain magic passage as a 7th-level divine innate spell that you can cast once per day, only to pass through stone or earth. ➢ Stonewall ( ) As a reaction, you become Petrified for a round, ignoring the damage that triggered the reaction.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Elf ( )
Elves make just okay monks. They receive 6 hit points. They’re traditionally smart but frail, pretty much the opposite of what a monk needs. Elves can be fast, but monks are already fast. Better to acquire those ancestry feats from Adopted Ancestry if you want them. The best aspect of the elf ancestry feats is the availability of so many arcane and primal spells. For a monk who like some more spellcasting without taking an archetype, Elf offers a viable alternative.
Elf Heritages
❖ Ancient Elf ( ) Grants a free class dedication. This is amazing, as it saves you a class feat. A sorcerer dedication can seriously broaden your spellcasting abilities. A fighter dedication could allow you to pick up some good melee feats. The possibilities are vast. ❖ Arctic Elf ( ) Grants cold resistance. ❖ Cavern Elf ( ) These thinly-disguised drow have Darkvision. ❖ Desert Elf ( ) Grants fire resistance. ❖ Seer Elf ( ) Grants detect magic as an innate cantrip and a In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. ❖ Whisper Elf ( ) You are better at the Seek action to find hidden or undetected creatures within 30 feet of you. ❖ Woodland Elf ( ) You can climb trees well and can always use the Take Cover action in jungles or woodland.
Elf Ancestry Feats
❖ 1st Level
➢ Ancestral Linguistics ( ) You can speak any one language you have access to and can change that language daily. Keen! But it doesn’t support your core mission. ➢ Ancestral Longevity ( ) Temporarily become Trained in any skill. That’s kind of awesome! This includes any Lore skill, of course. ➢ Demonbane Warrior ( ) You gain a small bonus to damage when fighting demons.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Elemental Wrath ( ) You gain caustic blast as an innate cantrip. ➢ Elven Aloofness ( ) If a non-elf rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (and thus can't try to Coerce you again for 1 week). When a non-elf attempts to Demoralize you, you become temporarily immune for 1 day, instead of 10 minutes. ➢ Elven Lore ( ) gain the Trained proficiency in Arcana and Nature and also gain the Additional Lore feat for Elven Lore. ➢ Elven Verve ( ) +1 save against effects that immobilize, and reduce all effects by 2 whenever they would reduce by 1. ➢ Elven Weapon Familiarity ( ) You gain Familiarity with all Elf weapons (including the Elven Branched Spear, Elven Curve Blade, Mithral Tree or a Three Peaked Tree plus the longbow, composite longbow, longsword, rapier, shortbow and composite shortbow. Of those, the rapier, Elven Branched Spear and Elven Curve Blade can all work with Monastic Weaponry. ➢ Forlorn ( ) +1 saves v. emotion effects and successes become critical successes. ➢ Free Heart ( ) Trade one ancestry feat for training in two skills and one skill feat. ➢ Know Your Own ( ) If you critically fail a check to Recall Knowledge about elves, elven society, or elven history, you get a failure instead. ➢ Nimble Elf ( ) Nothing wrong with piling on the speed, but you are already quite fast. ➢ Otherworldly Magic ( ) Gain an arcane cantrip like Electric Arc, Gouging Claw, Tangle Vine or Telekinetic Projectile. ➢ Political Acumen ( ) You gain a +2 circumstance bonus to Perception checks made to Sense Motive against other elves and to your Perception DC against Lies spoken by agents of Tanglebriar. This is really only relevant if you’re playing in or near the nation of Kyonin, but GM’s could easily rule that this applies to an elven nation in their own game setting. ➢ Share Thoughts ( ) Gain the very cool mindlink spell as an innate arcane spell once per day. Only being able to mindlink with elves and half-elves makes it considerably less useful. It is, however, the prerequisite for Sense Thoughts.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Traditional Ways ( ) You gain a +2 circumstance bonus to Nature, Society, and Lore skill checks related to Kyonin or the elves that live there, as well as a +1 circumstance bonus to saves against enchantment effects that would force you to act against your will. ➢ Unwavering Mien ( ) Better at resisting sleep effects. ➢ Wildborn Magic ( ) Gain a Primal cantrip such as electric arc or scatter scree. ➢ Woodcraft ( ) When you Sense Direction, Subsist, or Cover Tracks in woods or jungle, successes become critical successes.
❖ 5th Level
➢ Ageless Patience ( ) Gain a +2 bonus to Perception and skill checks when you take twice as long to perform them. Great for searching for traps! ➢ Ancestral Suspicion ( ) +2 saves against effects that would make you controlled, and to Perception checks when trying to determine if a creature is controlled. When you roll a success on a saving throw against such an effect, you get a critical success instead. ➢ Defiance Unto Death ( ) (Uncommon) Use a Will save to become Paralyzed instead of Confused, Controlled or Fleeing. ➢ Elven Instincts ( ) A +2 circumstance bonus to Perception-based Initiative checks and you win ties. Note that this does not stack with Incredible Initiative. ➢ Forest Stealth ( ) Can Hide in underbrush and foliage in a single action. ➢ Martial Experience ( ) A monk doesn’t get much from this. ➢ Shame the Sin ( ) When you critically hit a demon, you also trigger its vulnerability (or in the absence of vulnerability, do extra damage). ➢ Swamp Stealth ( ) In a swamp, you can Take Cover and then use that cover to Hide. ➢ Wildborn Adept ( ) Gain three Primal cantrips.
❖ 9th Level
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Brightness Seeker ( ) Cast augury once per day and gain a bonus to the action you asked about in the augury. C’mon, that’s cool! ➢ Demon Hunter ( ) Extra spirit damage to demons with melee strikes. ➢ Elf Step ( ) Being able to take two Steps with one action is a good way to maneuver out of melee or from being flanked. ➢ Expert Longevity ( ) Now you can use your Ancestral Longevity to gain Expert proficiency in any skill. Also, you can retrain one skill every day at no cost or effort. Really good. ➢ Otherworldly Acumen ( ) Gain a 2nd-level innate spell. You can change this spell with a day of downtime. This gives you access to spells like enlarge, shrink, water breathing, animal form, oaken resilience and many others. ➢ Political Virtuoso ( ) Your circumstance bonus from Political Acumen becomes +4 instead of +2. ➢ Sense Thoughts ( ) (Uncommon) Cast mind reading (a 3rd level spell) as an innate occult spell once per day. ➢ Tree Climber ( ) Gain a Climb speed of 10 feet. This is a great ability, but it’s a little late in the game.
❖ 13th Level
➢ Anchoring Arrow ( ) Your arrows can prevent demons from teleporting away. If you’re in a demon-heavy campaign, this is awesome. Otherwise, it’s very niche. ➢ Avenge Ally ( ) When a nearby ally is dying, Make a Strike. Roll twice on the attack roll and use the higher result. ➢ Cold Iron Stomach ( ) You shed the Sickened condition easily and resist certain effects of demons. ➢ Treehealer ( ) You can heal trees of demonic corruption. You can heal plant creatures of damage and counteract any one curse or disease afflicting that plant creature. ➢ Universal Longevity ( ) Change your temporary skills from Ancestral Longevity and Expert Longevity an extra time per day. ➢ Wandering Heart ( ) This makes all the environment based heritages better.
❖ 17th Level
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Demon Slayer ( ) Oncer per day, you can inflict an additional 10d6 damage to a demon with a Strike. If it kills the demon, all the nearby demons also suffer the damage. ➢ Magic Rider ( ) You make teleportation magic better, even if you don’t cast it.
Gnome ( )
Gnomes receive 8 hit points and they do get a bonus to Constitution, but they also receive a penalty to Strength. That’s not insurmountable, but it’s not great, either. Because small size affects combat maneuvers, gnomes should avoid being Strength-based monks, but can still make good Dexterity-based monks. And many gnomish feats are very strong.
Gnome Heritages
❖ Chameleon Gnome ( ) One action to gain +2 to Stealth. ❖ Fey-Touched Gnome ( ) Gain a free Primal cantrip that can change each day. ❖ Kijimuna Gnome ( ) (Uncommon) Either you gain the Combat Climber feat, and if you roll a success on the Athletics check to Climb, you get a critical success instead or you gain a swim Speed of 15 feet. ❖ Sensate Gnome ( ) Gain Scent as an imprecise sense. Gain a +2 bonus to Seek creatures within Scent range. ❖ Umbral Gnome ( ) Gain Darkvision. ❖ Vivacious Gnome ( ) Gains resistance to void damage. ❖ Wellspring Gnome ( ) You can choose a free arcane, divine, or occult cantrip. There are so many good ones to choose from!
Gnome Ancestry Feats
❖ 1st Level
➢ Animal Accomplice ( ) Gain a familiar. Your familiar will be mostly useful outside of combat. ➢ Animal Elocutionist ( ) You can speak with and conduct diplomacy with animals.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Empathetic Plea ( ) You gain a reaction to make sad puppy-dog eyes at the enemy, who may withhold their attack. If you have a strong Diplomacy, this could be useful. ➢ Fey Fellowship ( ) The utility of this feat depends on how often you will meet fey, particularly in a social setting. But this could be very useful in the right campaign (hello, Kingmaker!) ➢ First World Magic ( ) You gain one cantrip from the primal spell list as a primal innate spell. Electric Arc, Gale Blast, Stabilize and Vitality Lash are all good choices. ➢ Fisheye ( ) (Kijmuna Gnome) Gain the Breath Control feat for an hour once a day. Wow. Terrible. ➢ Gnome Obsession ( ) You become deeply knowledgeable about one Lore skill and can change that skill after a day of downtime. So good! ➢ Gnome Polyglot ( ) You speak many languages. Rarely useful in most Pathfinder games, to be honest. ➢ Gnome Weapon Familiarity ( ) You are familiar with and have access to all gnome weapons, plus the glaive and kukri. Gnome weapons include the Gnome Amalgam Musket, Gnome Flickmace, Gnome Hooked Hammer and the Switchscythe. Of these, only the kukri can be used with Monastic Weaponry. ➢ Grim Insight ( ) (Umbral Gnome) Turning a fear success into a critical success is good, and having the source of the fear be flat footed to you is useful for any spells that target AC. ➢ Illusion Sense ( ) Gnomes and illusions are a flavorful mix, and the ability to sense them unconsciously is cool. This is a prerequisite for the Intuitive Illusions and Natural Illusionist ancestry feats at 5th level. ➢ Inventive Offensive ( ) This probably takes too much time, even for a monk, but it is interesting! ➢ Life-Giving Magic ( ) Free temporary hit points once per minute. Note that you will also need an innate spell to cast. ➢ Natural Performer ( ) You don’t really need this. ➢ Razzle-Dazzle ( ) When you blind or dazzle your opponent, extend the duration by 1 round. People seriously underestimate the power of the dazzled condition, perhaps because it was so minor in other editions.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Theoretical Acumen ( ) Once a day, you can use your skill or lore check about a creature to replace any one of several skill rolls, saves or even your own AC against that creature when you make a successful Recall Knowledge check. ➢ Unexpected Shift ( ) 25% chance of excellent damage resistance as a reaction. This is a prerequisite for Fortuitous Shift. ➢ Vibrant Display ( ) (Chamelon Gnome) Feint is a great action for a monk if you have a decent Deception. If you want to feint, this is a great feat!
❖ 5th Level
➢ Briny Beverage ( ) (Kijmuna Gnome) once per day, you can take a gulp of seawater using an Interact action to gain imprecise wavesense with a range of 20 feet. Awesome in an aquatic campaign. ➢ Eclectic Obsession ( ) Once per day, you become Trained in any Lore skill. ➢ Energized Font ( ) Once per day, you can regain a focus point. This is great in a tough fight when you don’t have time to refocus. Be sure that you have at least one occult innate spell from a gnome heritage or ancestry feat. ➢ Intuitive Illusions ( ) As a monk, you probably won’t be using illusions. If you are, this is rated BLUE ( ). ➢ Natural Illusionist ( ) Once per day, you can cast illusory disguise , item facade , or ventriloquism. The spells are not innate spells and do heighten automatically. ➢ Project Persona ( ) Use illusion magic to make your armor appear to be any sort of clothing you can imagine.
❖ 9th Level
➢ Cautious Curiosity ( ) You gain misdirection and silence , usable once per day each. ➢ First World Adept ( ) You gain faerie fire and invisibility as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day. ➢ Fortuitous Shift ( ) 50% chance of significant damage resistance as a reaction. One of my favorite feats. ➢ Life Leap ( ) You can move through enemies.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Scarlet Strands ( ) (Kijmuna Gnome) You can make a strong rope and once per day, you can cast 4th-rank web as an innate primal spell. ➢ Vivacious Conduit ( ) If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level.
❖ 13th Level
➢ Arboreal Conversationalist ( ) (Kijmuna Gnome) You can cast speak with plants as a 4th-rank innate primal spell twice per day. ➢ Instinctive Obfuscation ( ) You gain a reaction that gives you the effects of mirror image but with two images instead of three. That’s pretty great for anyone in melee. ➢ Kijimuna Whistle ( ) (Kijmuna Gnome) Once per day, you cast summon plant or fungus as a 5th-rank primal innate spell without the manipulate trait
❖ 17th Level
➢ Homeward Bound ( ) You gain plane shift as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the First World and the Material Plane. Depending on your campaign, this could be very useful, raising as high as GREEN ( ) or even BLUE ( ) in rare cases.
Goblin ( )
Goblins make fun monks. With Unbreakable Goblin and Bouncy Goblin, you could actually survive in melee… for a while. With their small size and bonus to Dexterity, goblins make better Dexterity-based monks than Strength-based ones, but can fill either role adequately.
Goblin Heritages
❖ Charhide Goblin ( ) Gains fire resistance. You’re a goblin. You’ll definitely get set on fire at some point.
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Dokkaebi Goblin ( ) (Uncommon) Not only can you cast figment as an innate occult cantrip at will, there are several excellent ancestry feats open only to a Dokkaebi goblin. Leads to many great ancestry feats that grant useful spells. ❖ Irongut Goblin ( ) You gain a +2 bonus vs. afflictions and the Sickened condition. Plus, you get to eat garbage! ❖ Razortooth Goblin ( ) Gain an unarmed finesse attack with your teeth. Like all Unarmed attacks, this weapon can be used with Flurry of Blows. ❖ Snow Goblin ( ) Gains cold resistance. ❖ Tailed Goblin ( ) You climb well, and gain the Combat Climber feat. The ancestry feat available only to Tailed Goblins (Hard Tail, Tail Spin). ❖ Treedweller Goblin ( ) +2 bonus to certain Stealth and Survival checks in woodlands or jungle. ❖ Unbreakable Goblin ( ) Extra hit points right up front. The falling damage thing is just gravy. One thing goblins really need is more hit points. A prerequisite for several good ancestry feats, including Bouncy Goblin and Unbreakable-er Goblin).
Goblin Ancestry Feats
❖ 1st Level
➢ Bouncy Goblin ( ) Trained in Acrobatics and +2 to move through another creature’s space. ➢ Burn It! ( ) Your fiery spells do more damage and do persistent fire damage. ➢ City Scavenger I honestly don’t care enough about the Subsist and Earn Income actions to rate this. As heroic as doing your taxes. ➢ Dokkaebi Fire ( ) You can cast ignition as an innate occult cantrip at will, but this has the illusion and mental traits instead of fire. However , it will still work with Burn It!. 😀 ➢ Extra Squishy ( ) Trained in Acrobatics. If you roll a success to Squeeze, you get a critical success instead. While you're Squeezing, you gain a +4 circumstance bonus to your Fortitude or Reflex DCs against attempts to Shove you or otherwise move you from your space.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Fang Sharpener ( ) If you’re a razortooth goblin, your jaws unarmed attack deals 1d8 piercing damage, loses the finesse trait and causes persistent bleed damage. Again, this goes very nicely with Flurry of Blows. ➢ Goblin Lore ( ) Become Trained in Nature, Stealth and Goblin Lore. ➢ Goblin Scuttle ( ) This feat makes it easy for you to move around the battlefield and get into prime position. ➢ Goblin Song ( ) Leave this to the spellcasters. ➢ Goblin Weapon Familiarity ( ) You gain access to all uncommon weapons with the goblin trait. You have familiarity with weapons with the goblin trait. These include dogslicer, horsechopper, Big Boom Gun, Explosive Dogslicer, Flingflenser, and Spoon Gun. Of these, only the Dogslicer will work with the Monastic Weaponry feat. ➢ Hard Tail ( ) Your tail becomes a non-finesse weapon. It’s a decent back-up weapon. ➢ Junk Tinker ( ) You can craft shoddy items from junk. ➢ Phantom Visage ( ) (Dokkaebi Goblin) You gain an alternate illusory form that lasts indefinitely and costs only a single action to put on or take off. Pretty awesome for misdirection purposes. Prerequisite for Phantom Resemblance. ➢ Rough Rider ( ) You don’t really need to ride on a wolf as you’ll be faster than the wolf. ➢ Tangle of Limbs ( ) (Dokkaebi Goblin) You become trained in Athletics, and you gain the Titan Wrestler feat. Really nice for a monk who wants to grapple, shove or trip. ➢ Twitchy ( ) You gain a rare +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. The bonus to initiative is even higher in certain circumstances. Note that the initiative bonus does not stack with Incredible Initiative. ➢ Very Sneaky ( ) Move farther when you sneak, and remain unobserved even when you don’t have cover at the end of an action, so long as you have cover when you end your turn.
❖ 5th Level
➢ Ankle Bite ( ) Use your bite attack as a reaction when grabbed.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Chosen of Lamashtu ( ) Gain a second heritage. You could have both Razortooth Goblin and Unbreakable Goblin. ➢ Glorious Gamtu ( ) (Dokkaebi Goblin) Once per day, you create a magical hat anyone can wear, and which grants the effects of a 2nd-rank invisibility spell. ➢ Kneecap ( ) Reduce your opponent’s Speed with a strike. Note that the strike does no damage. ➢ Loud Singer ( ) The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it. Great feat, but leave it to the spellcasters. ➢ Phantom Resemblance ( ) When you use Phantom Visage, you gain the effects of a 3rd-rank illusory disguise for 1 hour. ➢ Tail Spin ( ) (Tailed Goblin) Attempt a single Athletics check to Trip up to two adjacent creatures. If you roll a success against a target, you get a critical success against that target instead. ➢ Torch Goblin ( ) (Charhide Goblin) Stupid and hilarious! ➢ Tree Climber ( ) (Tailed or Treedweller Goblin) Gain a Climb speed and the Combat Climber feat. ➢ Vandal ( ) Trained in Thievery. Ignore 5 Hardness of a Trap or Unattended Object.
❖ 9th Level
➢ Cave Climber ( ) Gain a Climb speed. ➢ Cling ( ) When you strike an opponent, you cling to them and can choose to move with them if they move. ➢ Freeze It! ( ) You can make up to two targets Clumsy with one attack. ➢ Goblin Club ( ) (Dokkaebi Goblin) Once per day, you can create a +1 striking ghost touch club that anyone can use for 1 minute. At 13th level, it becomes a +2 greater striking ghost touch club. ➢ Hungry Goblin ( ) Requires Fang Sharpener. Regain hit points whenever you cause persistent bleed damage with your teeth.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Roll with It ( ) (Unbreakable Goblin) 75% chance of damage reduction, but you are moved, prone and stunned. Hilarious! ➢ Scalding Spit ( ) This doesn’t really do much damage. ➢ Skittering Scuttle ( ) Really move around the battlefield! ➢ Whispers in the Night ( ) (Dokkaebi Goblin) You can cast darkness and ventriloquism as 2nd-rank innate occult spells, each once per day.
❖ 13th Level
➢ Flames of Vision ( ) (Dokkaebi Goblin) You can cast clairvoyance as a 4th rank innate occult spell twice per day. This is an incredibly useful scouting spell. ➢ Unbreakable-er Goblin ( ) (Unbreakable Goblin) Permanent hit point increase and take no falling damage. Love it! ➢ Very, Very Sneaky ( ) You can pretty much hide in plain sight!
❖ 17th Level
➢ Perfected Gamtu ( ) (Dokkaebi Goblin) +1 item bonus to Stealth checks when wearing the Glorious Gamtu, and it grants your choice of 2nd-rank invisibility or 6th-rank invisibility. ➢ Reckless Abandon ( ) Ha ha! What a fun feat! You can take little or no damage from something that’s heroic, stupid or both for a single round because you’re just that lucky and hard to get rid of.
Halfling ( )
Halflings make great Dexterity-based monks, but should avoid being Strength-based monks because of their penalty to Strength and their small size. They receive only 6 hit points and have a penalty to Strength. They have no particularly interesting heritages (making them good candidates for
Tarondor’s Guide to the Pathfinder Second Edition Monk
a versatile heritage, below). Where halflings shine is their line of Halfling Luck feats.
Halfling Heritages
❖ Gutsy Halfing ( ) Any success against a mental effect is instead a critical success. See the Irrepressible 9th level ancestry feat. ❖ Hillock Halfling ( ) Gain more hit points from Treat Wounds. ❖ Jinxed Halfling ( ) (Uncommon) You gain the Jinx action once per day and can’t take the the Halfling Luck feat. ❖ Nomadic Halfling ( ) More languages. ❖ Observant Halfling ( ) +1 to Perception DC, but not Perception checks. Boring! ❖ Twilight Halfling ( ) You gain low-light vision. ❖ Wildwood Halfling ( ) You ignore any difficult terrain caused by plants and fungi.
Halfling Ancestry Feats
❖ 1st Level
➢ Adroit Manipulation ( ) (Uncommon) Trained in Thievery. Pick Lock successes become critical successes. ➢ Distracting Shadows ( ) You can use medium-sized creatures as cover to sneak and hide. ➢ Folksy Patter ( ) Your halfling is good at encoding short messages in their speech. ➢ Halfling Lore ( ) Trained in Acrobatics, Stealth and Halfling Lore. ➢ Halfling Luck ( ) Reroll a failed saving throw once per day. This is the start of the halfling’s best feat line. ➢ Halfling Weapon Familiarity ( ) You gain access to all uncommon weapons with the halfling trait. You have familiarity with weapons with the halfling trait plus the sling and shortsword. These include the Filcher's Fork, Halfling Sling Staff, Monkey's Fist, and Spraysling. Of these, the shortsword, filcher’s fork and monkey’s fist are all candidates for use with the Monastic Weaponry feat.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Innocuous ( ) You are trained in Deception and on a failed deception, the target is unaware that you tried to deceive them. Excellent for illusions. ➢ Intuitive Cooperation ( ) (Uncommon) +2 bonus when you give or receive aid. ➢ Prairie Rider ( ) Trained in Nature. +1 bonus to Command an Animal if the target is a traditional halfling mount, such as a pony or riding dog. ➢ Sure Feet ( ) Success on a Balance and Climb checks becomes critical success. You are not flat footed when balancing or climbing. ➢ Titan Slinger ( ) A sling is a surprisingly good weapon. In the hands of a halfling with this feat, it’s even better. Against a Large or larger creatures, the Halfling Sling Staff is a d12 weapon! ➢ Unassuming Dedication ( ) (Uncommon) +1 bonus on downtime activities. ➢ Unfettered Halfling ( ) Success on escaping a grab becomes a critical success. When someone fails to grab you, it becomes a critical failure. A creature using Grab on you must first succeed on an Athletics check. Grapples are fairly common in Pathfinder Second Edition and many people assume a little halfling will be easy to grab. ➢ Watchful Halfling ( ) You more readily notice those who are enchanted or possessed and can help them snap out of it.
❖ 5th Level
➢ Cultural Adaptability ( ) You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat. Look around and grab another ancestry’s feats! Consider Nimble Elf from the Elf Ancestry, Unexpected Shift from the Gnome Ancestry, or Cooperative Nature from the Human Ancestry. ➢ Easily Dismissed ( ) (Uncommon) Hide or Sneak in a crowd. ➢ Halfling Ingenuity ( ) Use Trained skill actions even when you’re untrained. Several bonuses. ➢ Shared Luck ( ) You can use your Halfling Luck reroll of a failed save on behalf of an ally.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Step Lively ( ) When a larger enemy moves next to you, you gain a reaction that lets you step to another space adjacent to that enemy.
❖ 9th Level
➢ Cunning Climber ( ) You gain a climb Speed of 10 feet. ➢ Dance Underfoot ( ) You can Tumble Through or Step Lively into a larger opponent’s space and remain there. ➢ Fade Away ( ) You gain invisibility and misdirection as 2nd-level innate occult spells, each usable once per day. ➢ Guiding Luck ( ) You can use Halfling Luck twice per day, once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger. ➢ Helpful Halfling ( ) Now you’re really, really good at Aid and can never make things worse. ➢ Irrepressible ( ) A success on an emotion saving throw becomes a critical success. If you are a Gutsy Halfling, critical failures also become regular failures. ➢ Unhampered Passage ( ) You can cast freedom of movement on yourself as a primal innate spell once per day.
❖ 13th Level
➢ Ceaseless Shadows ( ) You can hide in plain sight, and if you have lesser cover, you can make it into greater cover! Note that the Legendary Sneak skill feat is simply better and is available as early as 15th level. If you wind up taking both, you may want to train out of this feat at that time. ➢ Cobble Dancer ( ) Step in difficult terrain only in an outdoor, urban environment. Enemies in that same difficult terrain are flat-footed to you. I’m not sure how often this is going to come up if you’re not playing in an urban campaign. If you are in an urban campaign, it becomes GREEN ( ). ➢ Incredible Luck ( ) You can use Halfling Luck every hour. ➢ Toppling Dance ( ) When you’re in another creature’s space, all your weapons gain the trip trait against that creature.
❖ 17th Level
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Shadow Self ( ) You use Stealth to become invisible and observers think you’re somewhere else.
Human ( )
Humans make excellent monks. They gain 8 hit points and can put bonuses into any attribute they want. Ancestry feats like Natural Ambition and options like Versatile Human heritage make it easy to access class and general feats. Humans are also very good with an Aid build, relying on Cooperative Nature to practically assure success.
Human Heritages
❖ Skilled Heritage ( ) Gain more skills ❖ Versatile Heritage ( ) Gain a free General feat. Toughness or Shield Block perhaps. ❖ Wintertouched Heritage ( ) You gain Cold resistance.
Human Ancestry Feats
❖ 1st Level
➢ Adapted Cantrip ( ) You get an arcane, divine or primal cantrip as an occult cantrip. Electric arc seems the obvious choice. ➢ Arcane Tattoos ( ) (Uncommon) A cantrip can be quite useful. Electric arc can be a great addition to your abilities. ➢ Cooperative Nature ( ) +4 bonus to Aid. This is the foundation of any Aid build. ➢ Courteous Comeback ( ) (Uncommon) You can reroll Diplomacy once per month per settlement. ➢ Devil's Advocate ( ) (Uncommon) +2 to Perception checks and saving throws vs. devils. Can make a quick impression rather than lengthy Diplomacy when meeting devils in a social situation. Better in combination with Glad Hand. In a campaign with many devils (such as one set in Cheliax), this could be very useful.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Dragon Spit ( ) (Tien-Dan human) You gain acid splash , electric arc , produce flame , or ray of frost as an innate arcane cantrip. Acid splash and produce flame are good for dealing with regeneration. Electric Arc is the most powerful cantrip there is and ray of frost has a very long range. ➢ General Training ( ) Gain a 1st level general feat instead of an Ancestry feat. Diehard, Fleet, Toughness and Shield Block are all good choices. ➢ Gloomseer ( ) You gain Low-Light vision. Prerequisite for Darkseer. ➢ Haughty Obstinacy ( ) Success against mental control becomes a critical success. A foe who fails to Intimidate you gets a critical failure instead. ➢ Keep Up Appearances ( ) (Uncommon) The Taldan stiff upper lip! Roll a Deception check to make others think you were unaffected by an emotion effect. ➢ Know Oneself ( ) (Uncommon) A critical failure against an emotion effect becomes a failure instead. ➢ Natural Ambition ( +) Trade your ancestry feat for a 1st level class feat. Class feats are often the best feats. ➢ Natural Skill ( ) Trained in any two skills of your choice. ➢ Quah Bond ( ) (Uncommon) Become trained in and gain the Assurance feat for your quah’s totem skill. Assurance in Athletics or Medicine can both be useful to you. ➢ Saoc Astrology ( ) (Uncommon) You can add a variable bonus (or an unlikely penalty) to a skill roll you are about to attempt. ➢ Tupilaq Carver ( ) (Uncommon) You probably can’t cast divine or primal spells. Even if you can, the creatures available through summon construct just aren’t the best. ➢ Unconventional Weaponry ( ) You gain access to and familiarity with a weapon from another culture. ➢ Viking Shieldbearer ( ) (Uncommon) You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword. ➢ Wavetouched Paragon ( ) (Bonuwat Human -andBonuwat Wavetouched background) You gain a 15-foot swim Speed.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Witch Warden ( ) or ( ) (Uncommon) +1 bonus on saves vs. curses and spells cast by witches or hags. A success on one of these saves becomes a critical success. The utility of this feat depends entirely on the number of curses, witches and hags in your campaign. Talk to your GM about it before taking this feat.
❖ 5th Level
➢ Adaptive Adept ( ) You gain a cantrip or a 1st level spell from another tradition as an occult cantrip or spell. ➢ Clever Improviser ( ) You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. This is incredibly useful. Even if you’re not the best at some skill, you can reliably Aid another with that skill. It also means that you can roll Recall Knowledge on any Lore skill.^2 ➢ Darkseer ( ) Darkvision is a great ability. ➢ Ornate Tattoo ( ) Add a 1st level arcane spell. ➢ Sense Allies ( ) You’re good at spotting and targeting hidden allies. ➢ Wavetouched Paragon ( ) (Bonuwat Human) You gain a 15-foot swim Speed.
❖ 9th Level
➢ Cooperative Soul ( ) If you are at least Expert in the skill you are Aiding, critical failures and failures become successes. ➢ Dragon Prince ( ) Gain You can cast the dragon breath sorcerer bloodline spell as an innate arcane spell once per day. Despite being an innate spell, it does heighten automatically. ➢ Group Aid ( ) You can aid multiple allies with a non-attack skill. ➢ Hardy Traveler ( ) Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel. The increased bulk
(^2) As a GM, I’d house rule that Clever Improviser can be added only to Unspecific Lore, not Specific Lore. Tarondor’s Guide to the Pathfinder Second Edition Monk
is no big deal and the increased speed doesn’t matter so long as any of your companions are traveling slower. ➢ Heir of the Saoc ( ) Your Saoc Astrology improves. Your skills are (probably) much improved. ➢ Incredible Improvisation ( ) Once per day, you can Add +4 when using Clever Improviser to roll against a skill you’re untrained in. ➢ Multitalented ( ) This is a good way to dip into the dedication of an archetype when you don’t want to take the full archetype. Note that this doesn’t apply to all archetypes only to multiclass archetypes. ➢ Shory Aeromancer ( ) (Garundi, Mauxi or Tien-Yeh human) Yeah, this one is pretty good. Cast fly on yourself once per day as an innate spell. ➢ Virtue-Forged Tattoos ( ) Add a 3rd level arcane spell as an innate spell.
❖ 13th Level
➢ Advanced General Training ( ) You gain a General feat of 7th level or lower. ➢ Bounce Back ( ) Once per day, don't increase the value of your wounded condition due to losing the dying condition. In my experience, this can be a very big deal. ➢ Irriseni Ice-Witch ( ) The defenses to cold magic are fairly situational and the once-per-day spell limits its value. But in an arctic adventure, this could be very good. ➢ Shadow Pact ( ) Creation spell at will. Very useful. ➢ Shory Aerialist ( ) Fly faster and better. Not bad, but arrives quite late. ➢ Stubborn Persistence ( ) When you would become fatigued, attempt a DC 17 flat check. On a success, you aren't fatigued. I love this feat! It makes me think of Aragorn, Legolas and Gimli crossing Rohan in pursuit of Merry and Pippin. Still, I doubt it comes up all that often in most Pathfinder campaigns.
❖ 17th Level
➢ Heroic Presence ( ) You grant up to 10 willing creatures within 30 feet the effects of a 6th-level zealous conviction.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Leshy ( )
A leshy can be an interesting Dexterity-based monk 3 or one that concentrates on Qi spells. They receive 8 hit points and have bonuses to Constitution and Wisdom.
Leshy Heritages
❖ Cactus Leshy ( ) You gain a 1d6 unarmed finesse (but not agile) attack. ❖ Chrysanthemum Leshy ( ) +1 circumstance bonus to saving throws against poison and you can make antidotes from your own petals. ❖ Fruit Leshy ( ) Free healing that doesn’t require skills, alchemy or divine magic. Awesome! It also scales fairly well. ❖ Fungus Leshy ( ) You gain darkvision. You lose the plant trait and gain the fungus trait. ❖ Gourd Leshy ( ) You can (and I can’t believe I’m writing this sentence) store an object in your head and draw it as a free action. ❖ Leaf Leshy ( ) You take no damage from falling. Interesting. ❖ Lotus Leshy ( ) You can walk on water. Doesn’t come up very often, but it’s visually very cool. ❖ Peachchild Lesh ( ) You can ask questions of and receive answers from household animals and livestock, such as dogs or pheasants, as well as use Diplomacy to Make an Impression on and Request things of them. ❖ Pine Leshy ( ) You gain the Combat Climber feat as a bonus feat, and you gain a +2 circumstance bonus to your Reflex DC against attempts to Disarm you. Leads to some solid ancestry feats. ❖ Root Leshy ( ) More hit points and harder to reposition, shove or trip. ❖ Seaweed Leshy ( ) This heritage would be BLUE ( ) in an aquatic campaign but is probably a hindrance in a normal campaign.
(^3) Strength-based monks really need to start at +4 and leshies have no bonus to Strength. But you can build a decent Dexterity-based monk with only a +3 start in Dexterity. Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Vine Leshy ( ) You can climb without the use of hands, and a success on climbing becomes a critical success.
Leshy Ancestry Feats
❖ 1st Level
➢ Ageless Spirit ( ) The ability to be trained in any skill is great, but most often, when you need it, you need it now , not tomorrow after preparing. But it is at least a free skill now. ➢ Caustic Nectar ( ) (Uncommon) You can squirt a small amount of acid whose damage does not scale up. ➢ Childlike Plant ( ) (Chrysanthemum or Peachchild Leshy) You become trained in Deception and gain a +4 circumstance bonus to Impersonate checks to pretend that you’re a human. ➢ Grasping Reach ( ) Give yourself reach with a big weapon, but lose 1 step of the damage dice (d12’s become d10’s, etc.) ➢ Harmlessly Cute ( ) Gain the Shameless Request feat and a +1 to Deception checks for Initiative. ➢ Leshy Lore ( ) gain the Trained proficiency in Nature and Stealth and also gain the Additional Lore feat for Leshy Lore. ➢ Leshy Superstition ( ) Gain a +1 bonus to saving throws against magic as a reaction. Prerequisite for Lucky Keepsake. ➢ Pyrophilic Recovery ( ) (Uncommon) Gain hit points every time you suffer fire damage. Fire is a very common source of damage in Pathfinder. ➢ Seedpod ( ) This gives you an innate ranged attack that might infrequently sprout vines that slow down the enemy It’s not a strong attack and a simple shortbow would be better, but you can’t lose it or be disarmed, so it’s not bad, either. Leads to Thorned Seedpod. ➢ Shadow of the Wilds ( ) Always covering your tracks when not in an urban environment. ➢ Undaunted ( ) You gain a +1 circumstance bonus to saves against emotion effects. If you roll a success on a saving
Tarondor’s Guide to the Pathfinder Second Edition Monk
throw against an emotion effect, you get a critical success instead. ➢ Wilderness Born ( ) Bonuses to hiding and sneaking in the wilderness.
❖ 5th Level
➢ Anchoring Roots ( ) You gain the Steady Balance skill feat and you’re hard to Reposition, Shove or Trip. ➢ Climate Adaptation ( ) (Uncommon) You take less damage from cold or hot environments, but not extreme environments. ➢ Defensive Needles ( ) (Cactus or Pine Leshy)(Uncommon) You do minor damage to foes who grapple you or attack with unarmed attacks. ➢ Leshy Glide ( ) (Leaf Leshy or Cat Fall) Gain a limited sort of downward flight. ➢ Noble Bloom ( ) (Uncommon) A reaction that keeps a fallen ally on their feet at one hit point. Both you and they increase your Wound condition by 1. ➢ Quick Root ( ) (Uncommon) As a reaction, move only half the distance when shoved and if tripped or made prone, stand immediately. ➢ Ritual Reversion ( ) You can transform into an ordinary version of the plant or fungus you resemble, similar to the 2nd level One with Plants spell. ➢ Speak with Kindred ( ) Speak with and conduct diplomacy with the sort of fungus or plant you appear to be. Not sure how often that will be useful, but it is cool. Imagine talking your way past violet fungus or coming to terms with a shambling mound. ➢ Unassuming Heroes ( ) (Peachchild Leshy) (Uncommon) Once per day for one minute, you can give an animal a +1 striking unarmed attack. If it was already a +1 striking attack, it instead gains the effects of the ghost touch rune.
❖ 9th Level
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Bark and Tendril ( ) Cast the Entangling Flora and Oaken Resilience primal spells each once a day as primal innate spells. Remember that innate spells do not heighten. ➢ Grow Tool ( ) Create a simple tool, such as a crowbar, rope, or shovel. ➢ Green Dash ( ) Once per 10 minutes (so roughly once per encounter), if you’re near a large plant, you can Stride with a +15-foot status bonus to your Speed. ➢ Kodama Call ( ) (Uncommon) You can cast helpful wood spirits as a 2nd-rank innate primal spell twice per day. ➢ Lucky Keepsake ( ) Gain a +1 bonus to saving throws against magic that functions all the time, not just as a reaction. ➢ Pollinate ( ) (Uncommon) As a reaction when struck by bludgeoning damage, create a cloud that conceals you. ➢ Sash of the Wind ( ) (Uncommon) You can cast fly on yourself as a 4th-rank innate primal spell once per day ➢ Solar Rejuvenation ( ) You heal rapidly out of combat when exposed to sunlight (or damp and rotting vegetation for Fungus leshies). There is no limit to the number of times per day you can do this. ➢ Spore Cloud ( ) Dazzled is a powerful condition to impose and Blinded is nearly “game over.” ➢ Thorned Seedpod ( ) Your seedpods inflict persistent piercing damage when you score a critical hit. ➢ Towering Growth ( ) (Pine Leshy) (Uncommon) You gain 2nd-level enlarge as a primal innate spell. You can cast this spell twice per day and you must target yourself.
❖ 13th Level
➢ Call of the Green Man ( ) Once per day, you can cast plant form as a 5th-rank primal innate spell. When you reach 17th level, you can heighten the spell to 6th rank when you cast it. ➢ Cloak of Poison ( ) You poison foes who attack in close combat. ➢ Flower Chimera ( ) (Uncommon) You can cast spiritual guardian as a 5th-rank innate primal spell once per day, even if you don’t have a deity; this guardian manifests as a kami or
Tarondor’s Guide to the Pathfinder Second Edition Monk
other nature spirit. When you reach 17th level, you can heighten this spell to 7th rank. ➢ Unfettered Growth ( ) (Uncommon) You can choose between 2nd-rank enlarge twice per day as an innate spell or 4th-rank enlarge once per day.
❖ 17th Level
➢ Flourish and Ruin ( ) You can cast field of life and tangling creepers as 6th-rank primal innate spells once per day each. ➢ Irresistible Bloom ( ) (Uncommon) Force enemies to approach you. ➢ Potent Nectar ( ) (Uncommon) Your weak nectar is slightly less weak. ➢ Regrowth ( ) Regenerate is an awesome spell. ➢ Return to the Seed ( ) Once per month you can return from the dead as a fragile seed. If planted and cared for, you return alive from the seed after 24 hours.
Orc ( )
Orcs make great monks. They receive 10 hit points and can put bonuses in any two attributes. Their Orc Ferocity line can keep you alive.
Orc Heritages
❖ Badlands Orc ( ) Can Hustle twice as long during Exploration and treats environmental heat as if one category less bad. ❖ Battle-Ready Orc ( ) You become trained in Intimidation, and you gain the Intimidating Glare skill feat. Perfect for an Intimidation build. ❖ Deep Orc ( ) You gain the Terrain Expertise skill feat for underground terrain and the Combat Climber skill feat. ❖ Grave Orc ( ) You gain resistance to void damage and a bonus bonus to saving throws against effects with the death or void traits. ❖ Hold-Scarred Orc ( ) You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Rainfall Orc ( ) You climb and swim better and are more resistant to disease. ❖ Winter Orc ( ) You become trained in Survival and you’re less affected by cold.
Orc Ancestry Feats
❖ 1st Level
➢ Beast Trainer ( ) You become trained in the Nature skill and gain the Train Animal skill feat. ➢ Hold Mark ( ) You are trained in one of four skills and gain a +1 status bonus to saves against a corresponding tradition of magic. ➢ Iron Fists ( ) Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait. ➢ Orc Ferocity ( ) As a once per day reaction, when you would be reduced to dying, you remain at 1 Hit Point, and your wounded condition increases by 1. ➢ Orc Lore ( ) gain the Trained proficiency in Athletics and Survival and also gain the Additional Lore feat for Orc Lore. ➢ Orc Superstition ( ) As a reaction, you gain a +1 circumstance bonus to your saving throw against magic spells or effects. ➢ Orc Warmask ( ) You become trained in one of four skills and can get a +1 bonus to that skill. Any of the four skills will be useful. ➢ Orc Weapon Familiarity ( ) You gain Familiarity with all Orc weapons (including the Barricade Buster, Butchering Axe, Orc Knuckle Dagger and Orc Necksplitter) plus the falchion and greataxe. Orc Knuckle Dagger can be used with the Monastic Weaponry feat. ➢ Tusks ( ) You gain a 1d6 piercing bite weapon with the finesse trait. Always good to have a back-up weapon.
❖ 5th Level
➢ Athletic Might ( ) Climbing and Swimming aren’t all that important most of the time.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Bloody Blows ( ) When you critically hit with a Strike using an unarmed attack that isn’t nonlethal, the target takes 1d4 persistent bleed damage. ➢ Defy Death ( ) This is pure orcishness and is good for any class or build. You’re just plain hard to kill. ➢ Demonblood Frenzy ( ) Quickened is amazing and demons are fairly common after the early levels. ➢ Mask of Power ( ) Each day you can choose to cast fear , phantom pain , or sure strike as a 1st-rank innate spell. You’ll quickly grow out of phantom pain , but fear and sure strike will be useful throughout your career. ➢ Mask of Rejection ( ) It’s a reroll, which is great, but only once per day and only against one tradition of magic, so it’s less useful than, say, Halfling Luck. ➢ Scar-Thick Skin ( ) Persistent bleed damage is fairly common. ➢ Spell Survivor ( ) (Uncommon) The requirements to trigger this mean it’s not going to happen very often, but when it does, the resistance to damage is very nice. ➢ Victorious Vigor ( ) Gaining a teensy number of hit points for a single round is very nearly pointless.
❖ 9th Level
➢ Death's Drums ( ) When you are taking persistent damage or your wounded value is 1 or greater, you gain a +2 circumstance bonus to Fortitude saving throws. ➢ Dragon Grip ( ) (Uncommon) A bonus to diplomacy with dragons is very rarely going to come into play, but access to a riding drake animal companion is amazing. Note that you don’t gain the animal companion feature, just the access. So this feat is GREEN ( ) for someone with animal companion (perhaps through the Beastmaster archetype). ➢ Mask of Pain ( ) Impose mental damage with your Intimidation. ➢ Pervasive Superstition ( ) A blanket bonus to saves vs. magic. Good stuff. Prerequisite for Spell Devourer. ➢ When you use Orc Ferocity, you gain temporary Hit Points equal to your level.
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ 13th Level
➢ Ferocious Beasts ( ) Animal companions or bonded animals you have gain the Orc Ferocity feat, and they gain a reaction they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all animal companions or bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction. ➢ Incredible Ferocity ( ) You can use Orc Ferocity more often. ➢ Lifeblood's Call ( ) When you’re Wounded or Doomed, you inflict even more damage. ➢ Mask of Fear ( ) As a free action, you sacrifice your mask to remove the frightened condition. ➢ Spell Devourer ( ) A burst of hit points just as you are hit with a dangerous spell. Very nice.
❖ 17th Level
➢ Rampaging Ferocity ( ) Just keep on fighting when you’re badly injured. You Refuse to go down!
7.2. UNCOMMON ANCESTRIES
As stated above, I’m only rating Uncommon ancestries with some unique advantage for a monk.
Athamaru ( )
These fish-men have nearly the perfect Attribute array for a monk. They receive 8 hit points and have bonuses to Strength and Wisdom as well as a free bonus they can put anywhere. However, few athamaru feats are particularly great for a monk.
Athamaru Heritages
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Coral Athamaru ( ) You can’t wear armor. ❖ Hopeful Athamaru ( ) You are size Large and you have a 10-foot aura that grants any ally in it a +1 circumstance bonus to saving throws against fear; this is an emotion and mental effect. ❖ Kaleidoscopic Athamaru ( ) In areas of bright light or dim light, you gain a +1 circumstance bonus to Performance checks. When you are concealed, you force someone trying to hit you to roll the flat check twice and take the worse result. ❖ Quilled Athamaru ( ) You gain a quills melee unarmed attack that deals 1d6 piercing damage. Your quills are in the brawling group and have the agile, finesse, and unarmed traits. As a monk, your fists already have these same stats (except piercing).
Athamaru Ancestry Feats
❖ 1st Level
➢ Athamaru Lore ( ) You gain the trained proficiency rank in Athletics and Nature. You also gain the Additional Lore general feat for Athamaru Lore. ➢ Athamaru Weapon Familiarity ( ) You have familiarity with weapons with the athamaru trait (there are none) and with crossbows, heavy crossbows, longspears, spears, and tridents. None of these weapons work with the Monastic Weaponry feat. ➢ Community-Minded ( ) You gain a +1 circumstance bonus to your Perception DC against someone attempting to Lie to you and to Perception checks to Sense Motive or to detect a creature trying to Impersonate someone they are not. ➢ Coral Symbiotes ( ) You gain a +1 status bonus to saving throws against poisons, and your flat check to remove persistent poison damage is DC 10 instead of DC 15. You must submerge yourself in water once every 24 hours to hydrate your coral or you lose the bonuses granted by the symbiotes. Your saving throws are already pretty good, but this does lead to the Coral Detoxification, Coral Growth, Coral Lifeline and Coral Reserve feats.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Elver Pet ( ) You gain the Pet general feat. Truly awful. But it does lead to Growing Eel Friend. ➢ Emit Defensive Odor ( ) You emit a thick spray of defensive pheromones at an adjacent creature, who takes 2d6 poison damage with a basic Fortitude save against your class DC. This scales with level ➢ Ocean Wariness ( ) You gain a +1 circumstance bonus to your defenses against Deception, Diplomacy, Intimidation, and Performance checks. ➢ Pheromonal Message ( ) You send a brief message to one ally within 60 feet, or 120 feet in water.
❖ 5th Level
➢ Coral Growth ( ) If you have coral symbiotes, this feat is necessary. ➢ Growing Eel Friend ( ) Now you’ve spent two feats on a pet that can’t do anything. ➢ Noxious Odor ( ) Sickened is a powerful condition. Great choice. ➢ Riptide Mount ( ) When riding an underwater mount, You Mount the creature and Command an Animal with one action. Great if you’re an underwater cavalier, I suppose, but otherwise I wouldn’t bother. ➢ Skilled Swimmer ( ) When in an aquatic environment, you ignore difficult terrain.
❖ 9th Level
➢ Coral Detoxification ( ) For two actions, you attempt a saving throw against a single poison affecting you with a +2 circumstance bonus. ➢ Emissary Assistance ( ) You gain feet to fins and water breathing as 3rd-rank primal innate spells. ➢ Moray Eel Mount ( ) You gain a giant moray eel as a mount. It is not an animal companion, just a mount. ➢ Persistent Odor ( ) When a target fails its save against your Emit Defensive Odor ability, they also take 1d6 persistent poison damage. The damage increases to 2d6 at 13th level and 3d6 at 17th level.
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ 13th Level
➢ Attuned Electroreceptors ( ) You can sense living creatures and any creature with the electricity trait as an imprecise sense with a range of 20 feet. This range doubles while you are underwater ➢ Coral Reserve ( ) You suppress your enfeebled or fatigued condition. Those are fairly uncommon conditions. ➢ Rapid Pheromone Recovery ( ) You can Emit Defensive Odor once per hour, rather than once per day. ➢ Swift Eel Mount ( ) While you're mounted on an eel, that eel ignores difficult terrain while Swimming and gets a +2 circumstance bonus to all defenses against reactions triggered by its movement. That’s pretty cool, honestly, but you’re a monk. Why are you mounted? It should probably be riding you.
❖ 17th Level
➢ Coral Lifeline ( ) Once per day, instead of dying, you return to life with 4d8 hit points. ➢ Moray Ambush ( ) As a reaction when you’re hiding, you can Stride or Swim directly toward the triggering creature and make a melee Strike against it. The target creature is off-guard to this attack. ➢ Offensive Odor ( ) When you Emit Defensive Odor, you can either choose to increase the damage dealt to a single target by changing the damage dice to d8s, or leave the damage unchanged but spray your pheromones in a 15-foot cone.
Catfolk ( )
Catfolk have bonuses in Charisma and Dexterity, have a series of luck feats and even a few decent heritages. The penalty to Wisdom is a little awkward if you want a decent Perception or Initiative or if you want to use Qi spells, but otherwise, this is a decent ancestry for a monk.
Catfolk Heritages
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Clawed Catfolk ( ) Your claws are agile, finesse weapons that deal d6 damage. Other than the slashing damage, this is no different from your Powerful Fist. ❖ Flexible Catfolk ( ) Some tight spaces aren’t difficult terrain and a +1 to Escape. Meh. ❖ Hunting Catfolk ( ) Gain Scent as an imprecise sense and +2 to track creatures you’ve smelled before. ❖ Jungle Catfolk ( ) Ignore difficult terrain from undergrowth, and greater difficult terrain from undergrowth is only difficult terrain for you. ❖ Liminal Catfolk ( ) You can cast detect magic as an occult innate cantrip heightened to half your level, rounded up. You also gain a +1 circumstance bonus to Occultism checks to Recall Knowledge about creatures that originated outside of the Material Plane. ❖ Nine Lives Catfolk ( ) While you're dying, you don't add your dying value to the DC of your recovery checks (this means the DC is typically 10). In addition, you gain the Diehard general feat. ❖ Sharp-Eared Catfolk ( ) You gain a +2 circumstance bonus to locate undetected creatures. Not bad. ❖ Winter Catfolk ( ) You gain cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme.
Catfolk Ancestry Feats
❖ 1st Level
➢ Cat Nap ( ) Once per hour, by sleeping for 10 minutes, you can gain temporary Hit Points equal to your level that last for 10 minutes. ➢ Cat's Luck ( ) Once per day, reroll a failed Reflex saving throw. Not as good as Halfling Luck, but still really good. Moreover, it leads to the awesome Lucky Break. ➢ Catfolk Dance ( ) Use Acrobatics to impose a penalty on Reflex saves to adjacent creatures. ➢ Catfolk Lore ( ) Trained in Acrobatics, Survival and Catfolk Lore. ➢ Catfolk Weapon Familiarity ( ) Trained with the hatchet, kama, kukri, scimitar, and sickle. In addition, you gain access to
Tarondor’s Guide to the Pathfinder Second Edition Monk
kama, kukris, and all uncommon catfolk weapons. For you, martial catfolk weapons are simple weapons and advanced catfolk weapons are martial weapons. Kama, kukri, sickle and claw blade will all work with the Monastic Weaponry feat. ➢ Saber Teeth ( ) Gain a d6 piercing unarmed attack. Other than the piercing damage, this is no different from your Powerful Fist. ➢ Well-Met Traveler ( ) Trained in Diplomacy and you gain the Hobnobber skill feat. ➢ Winter Cat Senses ( ) You ignore concealment caused by ice and snow.
❖ 5th Level
➢ Climbing Claws ( ) You gain a climb Speed of 10 feet. ➢ Focused Cat Nap ( ) Refocus and gain temporary hit points with a 10-minute rest. ➢ Graceful Guidance ( ) You can use the Aid reaction to grant a bonus to an ally's Reflex save. Sadly, most Reflex saves come without warning, so you can’t use Aid with them. ➢ Light Paws ( ) You Stride and then Step, or Step and then Stride, ignoring difficult terrain during this movement. ➢ Lucky Break ( +) You can trigger Cat's Luck when you fail or critically fail a Fortitude saving throw, Will saving throw, Acrobatics check, or Athletics check in addition to Reflex saving throws. This is freakin’ amazing! ➢ Pride Hunter ( ) You can use lesser cover from your allies to Hide. ➢ Springing Leaper ( ) You can Leap as a 2-action activity to double the distance you can Leap vertically, or Leap as a 3-action activity to triple the distance you can Leap vertically. ➢ Well-Groomed ( ) You gain a +2 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead.
❖ 9th Level
➢ Aggravating Scratch ( ) Your claw Strikes deal an additional 1d4 persistent poison damage on a critical hit.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Evade Doom ( ) A 20% chance to avoid the doomed condition. Doomed is a fairly rare condition. This is a prerequisite for Ten Lives. ➢ Luck of the Clowder ( ) When you reroll a saving throw, all your friends get to reroll if they failed. ➢ No Evidence ( ) When you Avoid Notice, you also gain the benefits of Cover Tracks. ➢ Predator's Growl ( ) Demoralize as a reaction when you find a hidden or undetected creature. ➢ Sense for Trouble ( ) You can use Cat’s Luck to reroll an Initiative roll. ➢ Silent Step ( ) For a single action, you Step, then Hide or Sneak. ➢ Wary Skulker ( ) You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.
❖ 13th Level
➢ Black Cat Curse ( ) As a reaction, you can force a creature to reroll a successful save once a day. Awesome debuff! ➢ Caterwaul ( ) As a reaction, when an ally would be reduced to 0 HP but not immediately killed, you keep him on his feet with 1 hp. Weird, but cool! ➢ Inspirit Hazard ( ) As a reaction, you can rearm hazards you have disarmed.
❖ 17th Level
➢ Elude Trouble ( ) When a creature misses you with a melee attack, you Stride up to your Speed. This movement doesn't trigger movement-based reactions from the creature that missed you. ➢ Reliable Luck ( ) You can use Cat's Luck once per hour, rather than once per day. ➢ Ten Lives ( ) When your character would die, you can attempt a DC 17 flat check. On a success, you're instead reduced to 0 HP and a dying value 1 less than would normally kill you. Even with only a 20% chance, this is pretty great!
Tarondor’s Guide to the Pathfinder Second Edition Monk
Centaur ( )
Centaurs make interesting and powerful monks. They receive 8 hit points, are Large sized and have bonuses to Strength and Wisdom. Darkvision and a 30 speed are also really excellent.
The Centaur’s level 1 ancestry feat Practiced Brawn gives a circumstance bonus to Shove and when they roll a success on a Shove, they get a critical success instead! A Strength-based Centaur monk will have fun shoving people all over the battlefield.
Centaur Heritages
❖ Budding Speaker Centaur ( ) You gain a divine or primal cantrip as an innate spell. ❖ Fleetwind Centaur ( ) Your speed increases by 5 feet. ❖ Ironhoof Centaur ( ) You gain a 1d6 agile natural attack. That’s no different from Powerful Fist, but this leads to Steelhoof. ❖ Mottle-Coated Centaur ( ) You gain a bonus to Hide, Sneak and Feint. ❖ Ponygait Centaur ( ) You’re medium size and you gain a +1 circumstance bonus to Reflex saves. ❖ Stoutheart Centaur ( ) You gain 2 more hit points and a bonus to Balance checks.
Centaur Ancestry Feats
❖ 1st Level ➢ Centaur Lore ( ) You’re trained in Medicine and Nature
and gain the Additional Lore feat in Centaur lore.
➢ Centaur Weapon Familiarity ( ) You have familiarity with the lance, longbow, longspear, shortbow, and spear and gain their critical specialization effect. None of these will synergize with the Monastic Weaponry feat. ➢ Practiced Brawn ( ) You gain a +1 circumstance bonus to Athletics checks to Force Open and Shove, and to Fortitude saving throws to resist becoming fatigued. When you
Tarondor’s Guide to the Pathfinder Second Edition Monk
roll a success on an Athletics check to Shove, you get a critical success instead. ➢ Skilled Herbalist ( ) You gain the Alchemical Crafting feat and gain several recipes. You can use Nature instead of Crafting to craft healing items. ➢ Steelhoof ( ) (Ironhoof Centaur) Your hooves deal 1d8 bludgeoning damage. This is a solid back-up plan if you can’t use your favorite stance or you use Monastic Weaponry and have lost your weapon.
❖ 5th Level ➢ Accommodating Mount ( ) PC’s who ride on your back get their full three actions. ➢ Distant Archer ( ) Your bow attacks ignore the first range increment and thus can shoot farther. Useful in an outdoors campaign like Kingmaker. ➢ Proud Mentor ( ) This feat leans into the myth of Chiron the centaur as a mentor for heroes. However, this ability is not going to kick in very often, even if you frequently use the Aid action. ➢ Speaker in Training ( ) You can cast fleet step once per day. It’s okay, but you’re already very fast -andcan carry allies.
❖ 9th Level ➢ Fierce Competitor ( ) This is a handy +2 bonus to a variable skill once per day for you and an ally. You might even get an hour-long bonus to Intimidation out of it. Keen! ➢ Herbal Forager ( ) You can craft one alchemical healing item per day. That’s a nice boost, but this is a 9th level ancestry feat. ➢ Mentor of Legends ( ) Once per day, you can cast heroism on an ally -andgive them temporary hit points. ➢ Ride On ( ) Once per hour, you can stave off fatigue for a few rounds. ➢ Speaker's Defense ( ) You gain two useful spells once per day, but they won’t heighten. ➢ Stubborn Defiance ( ) You gain a bonus against mental effects and once per hour you can re-roll a failed save against a mental effect.
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ 13th Level ➢ Camoflage Coat ( ) You can hide or sneak in certain terrain without being concealed. ➢ Incredible Sprint ( ) You gain a two-action activity that lets you Stride three times. ➢ Miraculous Medic ( ) Once per day, you can cast breath of life as an innate primal spell. ➢ Trample ( ) You gain a Trample attack. It will be lots of fun trampling smaller foes, especially ones with high AC. This pairs best with Steelhoof.
❖ 17th Level ➢ Merge with the Source ( ) If you’re a Greenspeaker, you can cast elemental form or plant form as an innate spell once per day. ➢ Starshot Arrow ( ) Your arrows gain the Ghost Touch property and deal either force or spirit damage. They also restrict the target’s movement. Goes great with the Monastic Archer Stance.
Kobold ( )
A _standard_ kobold’s Attributes are not ideal for a monk, despite the bonus to Dexterity. Their penalty to Constitution and their few hit points are a real problem.
However, a kobold with the Mightyfall Kobold heritage avoids these pitfalls. Instead of bonuses to Dexterity and Charisma with a penalty to Constitution, Mightyfall kobolds gain bonuses to Strength and Charisma and a penalty to Intelligence. Much better for a monk!
Nonetheless, a Dexterity-based kobold monk is viable.
Kobolds have some really great ancestry feats, particularly if you want some spellcasting with your monk character.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Kobold Heritages
❖ Caveclimber Kobold ( ) You gain the Combat Climber skill feat, and can climb with hands free. Additionally, if you succeed at an Athletics check to Climb, you critically succeed instead. ❖ Cavernstalker Kobold ( ) Better at Climbing and Squeezing. ❖ Dragonscaled Kobold ( ) You gain 10 Hit Points from your ancestry instead of 6. You gain a +1 circumstance bonus to saves against dragon breath, effects with the sleep trait, and effects that would make you paralyzed. Prerequisite for Dragon's Presence. ❖ Elementheart Kobold ( ) You gain resistance equal to half your level (minimum 1) to the damage type associated with your elemental benefactor. ❖ Heavenscribe Kobold ( ) (Uncommon) You can speak Draconic. Whenever you critically fail a Diplomacy check to Make an Impression or Request, you get a failure instead. Prerequisite for Friend of the Family and Imperial Dragon Potion. ❖ Mightyfall Kobold ( ) (Uncommon) You gain 10 Hit Points from your ancestry instead of 6. Instead of the normal attribute boosts and flaws, you can choose to gain a boost to Strength, a boost to Charisma, and a flaw in Intelligence. Prerequisite for Kaiju's Footfalls. ❖ Spellhorn Kobold ( ) Gain an arcane cantrip. Prerequisite for Evolved Spellhorn. ❖ Strongjaw Kobold ( ) Your jaws are finesse weapons that deal d6 damage. ❖ Tunnelflood Kobold ( ) You gain a swim Speed of 15 feet. ❖ Venomtail Kobold ( ) You can apply a powerful, level-scaling venom that has no saving throw to your weapon as a single action.
Kobold Ancestry Feats
❖ 1st Level
➢ Cringe ( ) As a reaction, you reduce the damage of a critical hit against you.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Draconic Sycophant ( ) You gain a +2 circumstance bonus to Perception checks and saving throws against dragons. Also, you can make a Diplomacy check to Make an Impression without the usual 1 minute of discussion, but a -5 penalty. ➢ Dragon's Presence ( ) Man, this feat just defines the kobold. It’s so flavorful that I wish it was simply a part of every kobold. I might even house rule it that way. You can’t succeed or fail on a Fear check, only critically succeed or critically fail! Also, you gain a +1 bonus to Intimidation against foes your level or lower. ➢ Kobold Lore ( ) Trained in Stealth, Thievery and Kobold Lore. ➢ Kobold Weapon Familiarity ( ) You gain familiarity with weapons with the kobold trait (including the Fangwire, Flying Talon and Tricky Pick) plus the greatpick, light pick, and pick. Fangwire and Flying Talon would work with the Monastic Weaponry feat. ➢ Koi Secrets ( ) (Uncommon) You can ask questions of, receive answers from, and use the Diplomacy skill with fish. Koi, carp and goldfish have a friendly starting attitude. ➢ Scamper ( ) You Stride up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. ➢ Slither ( ) You’re good at squeezing into tight places. ➢ Snare Setter ( ) You’re better at kobold traps.
❖ 5th Level
➢ Ally's Shelter ( ) As a reaction, you roll a saving throw using an adjacent ally’s modifier instead of your own. As a monk, your own saves are likely to be among the best in the party, though. ➢ Duck! ( ) You’re really good at Reflex saves caused by Huge or larger creatures. ➢ Friend of the Family ( ) (Heavenscribe Kobold) You gain a +2 circumstance bonus to Diplomacy checks to Make an Impression or Request when speaking to politicians or other officials.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Grovel ( ) You can feint at range and against the target’s Will DC instead of Perception DC. This is awesome for an archer monk. ➢ Snare Genius ( ) An upgrade to Snare Setter. ➢ Winglets ( ) You’re extremely good at leaping. Leads to Winglet Flight.
❖ 9th Level
➢ Between the Scales ( ) When you Strike an off-guard creature using a melee weapon or unarmed attack that has the agile and finesse traits, it gains the backstabber trait. ➢ Briar Battler ( ) Take Cover is a seriously underrated action that a character like a kobold bard should use frequently. ➢ Close Quarters ( ) You can end your movement in the same square as a Small or smaller ally. ➢ Evolved Spellhorn ( ) (Spellhorn Kobold) Choose one common 1st-rank arcane spell and one common 2nd-rank arcane spell. You can cast each of these spells once per day as arcane innate spells. There are a ton of low-rank arcane utility spells that will be useful throughout your career. Prerequisite for Resplendent Spellhorn. ➢ Fleeing Shriek ( ) Once per hour, you unleash sonic damage in a cone and then Stride without triggering reactions! ➢ Snare Commando ( ) When an enemy fails or critically fails against your snares, you can Create a Diversion against or Demoralize the triggering creature. ➢ Winglet Flight ( ) You gain a 20’ fly speed but must land at the end of each action.
❖ 13th Level
➢ Imperial Dragon Potion ( ) (Heavenscribe Kobold) You gain a single Greater Energy Breath Potion each day. ➢ Kaiju's Footfalls ( ) (Mightyfall Kobold) You can cast enlarge as an innate primal spell twice per day, targeting yourself. Jumping can knock over opponents. ➢ Resplendent Spellhorn ( ) (Spellhorn Kobold) Choose one common 3rd-rank arcane spell and one common 4th-rank arcane spell. You can cast each of these spells once per day as arcane innate spells.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Tumbling Diversion ( ) When you Tumble Through, you can also Create a Diversion. ➢ Vicious Snares ( ) You deal an additional 1d6 precision damage with damage snares you craft. This increases to 2d6 additional precision damage if you're legendary in Crafting.
❖ 17th Level
➢ Benefactor's Majesty ( ) Once per day, you gain hit points, cancel persistent damage and impose a DC 11 Flat check to hit you.
Lizardfolk ( )
Lizardfolks make excellent monks. They receive 8 hit points and have a bonus to Strength. Between Razor Claws, Sharp Fangs and Tail Whip, you have more natural attacks than you’ll ever need, whether as primaries or back-up weapons.
Lizardfolk Heritages
❖ Bakuwa Lizardfolk ( ) You can’t use armor. ❖ Cliffscale Lizardfolk ( ) Gain the Combat Climber feat. Can climb without using hands. Success on an Athletics check to climb becomes a critical success. ❖ Cloudleaper Lizard ( ) Take no damage from a fall. ❖ Frilled Lizardfolk ( ) The ability to put enemies at frightened 2 instead of frightened 1 on an ordinary success is a powerful advantage! ❖ Makari Lizardfolk ( ) Gain access to certain divine cantrips and later feats. ❖ Sandstrider Lizardfolk ( ) You gain fire resistance. ❖ Unseen Lizardfolk ( ) Similar to Chameleon Gnome. One action to gain +2 to Stealth. ❖ Wetlander Lizardfolk ( ) Gain a swim speed. ❖ Woodstalker Lizardfolk ( ) Terrain Stalker is just not really a strong enough feat to justify taking this heritage.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Lizardfolk Ancestry Feats
❖ 1st Level
➢ Bone Magic ( ) You gain a primal innate cantrip. ➢ Consult the Stars ( ) Similar to the Leshy’s Ageless Spirit, but limited only to skills that use Charisma, Intelligence, or Wisdom. Still, there are a lot of great skills you might want (including all lore skills) in that group. ➢ Crocodile's Twin ( ) A monkhas very little use for a familiar. ➢ Iruxi Armaments ( ) You can choose Claws (S), Fangs (P) and/or Tail (B) unarmed weapons. At 5th level, you gain the critical hit specialization effects of this weapon. ➢ Lightning Tongue ( ) You can interact with objects using your tongue. Leads to Tongue Disarm. ➢ Lizardfolk Lore ( ) Gain Trained proficiency in the Nature and Survival and the Additional Lore feat with the Iruxi Lore skill. ➢ Marsh Runner ( ) Requires a Swim speed. You’re good at moving in marshes. ➢ Parthenogenic Hatchling ( ) Bonuses against disease. ➢ Reptile Rider ( ) You’re a lizard riding a freaking dinosaur! How awesome is that? This is the single most lizardfolk-like feat in existence! As above, you might be better off with the Beastmaster archetype, if you’re willing to spend a few feats. ➢ Reptile Speaker ( ) You can speak to and conduct diplomacy with reptiles. ➢ Spirit Coffin ( ) Your strikes can affect spirits! Now you can guard your allies from the physical -andthe metaphysical!
❖ 5th Level
➢ Envenom Fangs ( ) Costs one action. Add +1d6 poison damage to a fang strike. ➢ Flexible Tail ( ) You have a tail you can do almost nothing useful with. ➢ Gecko's Grip ( ) You gain a 15’ Climb speed.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Guided by the Stars ( ) Not as strong as Halfling Luck because you must choose before you roll, but occasionally you’ll get a +1. Not bad. ➢ Iruxi Glide ( ) You can glide ➢ Iruxi Unarmed Cunning ( ) As a monk, you already get the critical specialization effect of unarmed attacks. ➢ Shed Tail ( ) Must have a tail. Escape a grab, then stride without triggering attacks of opportunity. ➢ Swift Swimmer ( ) Swim Speed improves to 25 feet. ➢ Tongue Disarm ( ) Disarm someone up to 10’ away without using your hands.
❖ 9th Level
➢ Ancestral Form ( ) Turning into a crocodile is interesting, but you’re a bigger threat as you are. Plus, this is an innate spell, so it will not heighten and your form will never get stronger. ➢ Bone Caller ( ) Animal Messenger will only occasionally be useful but marvelous mount ( formerly phantom steed) will frequently be great to have. ➢ Dangle ( ) I can see in my head how awesome this will look. I just can’t see you using it often enough to justify taking the feat. ➢ Hone Claws ( ) For an extra action, you can add 1d6 persistent bleed to your claws. ➢ Read the Stars ( ) An awesome feat, but you likely won’t have the skills to make it work. ➢ River Adaptation ( ) You can cast feet to fins on yourself as a free action. ➢ Terrain Advantage ( ) Non-lizardfolk creatures in difficult terrain are Off-Guard to you. Off-Guard is a great debuff, amounting to a -2 Armor Class. If you have a swim Speed, non-lizardfolk creatures that are in water and lack a swim Speed are also Off-Guard to you.
❖ 13th Level
➢ Bone Investiture ( ) You cast dinosaur form once per day. It’s cool, but don’t forget your primary mission: defense. ➢ Ferry Through Waves ( ) Very flavorful but also very situational.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Iruxi Spirit Strike ( ) The 1st level ancestry feat Spirit Coffin is better. ➢ Primal Rampage ( ) You gain unfettered movement and mountain resilience and can cast both in one round! ➢ Spiritual Headhunter ( ) You can talk to the spirit of someone you killed yesterday. Weird.
❖ 17th Level
➢ Fossil Rider ( ) Mask of Terror is a very strong spell. ➢ Mooneater ( ) It’s cool and all, but it’s not that powerful at this level and you don’t really need the lights dimmed. ➢ Scion Transformation ( ) You permanently gain the effects of enlarge , and your maximum Hit Points increase by your level. Hokey smoke!
Minotaur ( )
Minotaurs make monks. They are large. They receive 10 hit points. They get bonuses to both Strength _and_ Constitution, pretty much perfect for Strength-based monks. Also, they have Darkvision and start play with a 1d8 piercing horn attack.
Despite their penalty to Charisma, Minotaurs are very well equipped to make use of the Demoralize action, so cranking up their Charisma is a worthwhile investment.
The minotaur has so many ways of taking martial advantage of Stealth that some of those options which might otherwise be ORANGE ( ) become GREEN ( ).
Minotaur Heritages
❖ Ghost Bull Minotaur ( ) Can cast know the way as an occult innate cantrip and gain a +1 bonus to saves against spells that cause the Confused condition. ❖ Glacier Cavern Minotaur ( ) You gain cold resistance.
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Littlehorn Minotaur ( ) You’re medium size and your horn attack does 1d6 instead of 1d8, but gains the agile trait. ❖ Roaming Minotaur ( ) Gain Survival, Terrain Expertise and the ability to ignore some difficult terrain. ❖ Slabsoul Minotaur ( ) You gain an area-of-effect bludgeoning attack centered on you. It scales very slowly. However, this ancestry leads to Stone Passage at 9th level. ❖ Stalker Minotaur ( ) Trained in Stealth, gain the Terrain Stalker (rubble) feat and can move up to 10 feet without having to make a Stealth check.
Minotaur Ancestry Feats
❖ 1st Level
➢ Artisanal Crafter ( ) Trained in Crafting plus the Specialty Crafting feat. A nice choice if you carry a shield. ➢ Cattle Speech ( ) You can talk to and conduct Diplomacy with grazing animals. This is very location-dependent, but potentially useful. ➢ Eye for Masonry ( ) This isn’t going to come up very often. You’re better off with a feat activated by you rather than by the GM. ➢ Friendly Nudge ( ) You can shove an ally without a free hand and if they’re willing, the degree of success is one higher. This ensures that you can move into the front line of the fight. ➢ Keen Nose ( ) Scent is a fine addition to your senses. ➢ Minotaur Lore ( ) Trained in Society and Stealth, plus you gain the Additional Lore feat for Minotaur Lore. ➢ Minotaur Weapon Familiarity ( ) You gain Familiarity with battle axe, falchion and glaive. None of those weapons synergize with the Monastic Weaponry feat. ➢ Pantheon Magic ( ) You gain a Divine cantrip as an innate spell.
❖ 5th Level ➢ Alarming Disappearance ( ) Creatures you hide from become Frightened 1. Man, that’s just cool.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Beast of Burden ( ) Increase your maximum and encumbered bulk by 4, and you can sleep in medium armor. Very useful. ➢ Labyrinthine Echoes ( ) You can cast ventriloquism as an innate spell. ➢ Natural Orienteering ( ) You’re really good at tracking and finding your way. ➢ Puzzle Solver ( ) Recalling Knowledge is probably not a thing you’re going to do a lot. ➢ Stretching Reach ( ) You gain a 10-foot reach for two-handed weapons. Unlike the Lunge fighter feat, this works with reactions, too. ❖ 9th Level ➢ Friendly Fling ( ) This is the X-Men’s Fastball Special. You fling a friend up to 20’. They take minor damage and if they land within melee range of an enemy, they get a free strike as a reaction. ➢ Goring Charge ( ) This is similar to the Fighter feat Sudden Charge, but you also gain bleed damage. ➢ Siphon Torment ( ) You can cast claim curse as an innate divine spell. On the one hand, this is very flavorful. On the other hand, it’ll almost never get used and isn’t worth a feat. ➢ Stone Passage ( ) (requires Slabsoul minotaur) You can walk through walls. This is a powerful ability. Can you imagine being stuck in a labyrinth with a minotaur that can walk through walls? Better bring your brown pants!
❖ 13th Level ➢ Phantom Charm ( ) (requires ghost bull minotaur) You cancel a misfortune effect and gain a +2 on the triggering check. This won’t come up often. ➢ Shift the Little Ones ( ) (requires Friendly Nudge) When you end your move in the same space as an ally, they can Step as a free action. ➢ Threatening Pursuit ( ) You can make a Demoralize check against all enemies in 30 feet if they can’t see you. The range is longer in a maze.
❖ 17th Level
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Begin Stampede ( ) For three actions, you gain two moves and a strike. If you hit, all your allies get to Stride as a reaction and gain a bonus to Strike on their next turn. Great team action economy! ➢ Into the Labyrinth ( ) Once per day, you cast a labyrinth-themed quandary spell. Very thematic for a minotaur.
Nagaji ( )
Want something different and cool? Here you go. Nagaji are great monks, with a weird serpentine theme. They have a bonus to Strength, no attribute penalties and a 1d6 finesse piercing bite.
Nagaji Heritages
❖ Hooded Nagaji ( ) A minor ranged attack that can do persistent damage on a critical hit. This is a decent third action at lower levels. ❖ Sacred Nagaji ( ) You lose the bite and gain a tail attack. You’re harder to Grab or Trip. ❖ Shimmertongue Nagaji ( ) You gain “magicsense” as a vague sense that has a range of 30 feet ❖ Titan Nagaji ( ) You can’t wear armor. ❖ Venomshield Nagaji ( ) Resistance to poison isn’t going to come up all the time, but is common enough to be useful. ❖ Whipfang Nagaji ( ) This is the Lunge feat, but only for your fangs.
Nagaji Ancestry Feats
❖ 1st Level
➢ Cold Minded ( ) You’re better at resisting emotion spells. ➢ It Takes a Village ( ) You gain a +4 circumstance bonus to checks to Aid. ➢ Nagaji Lore ( ) You gain proficiency in Crafting, Occultism and your choice of Nagaji Lore or Naga Lore. ➢ Nagaji Spell Familiarity ( ) The cantrips aren’t particularly great.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Nalinivati's Light ( ) You gain darkvision. ➢ Serpent's Tongue ( ) Scent is a terrific addition to your senses, even as an imprecise sense. ➢ Throat Pocket ( ) You can store up to four items of light Bulk or less in your throat. Whee. ➢ Water Nagaji ( ) Gain a swim speed.
❖ 5th Level
➢ Hypnotic Lure ( ) You can use this to bring to you exactly the targets you want. You can lure squishy casters out from behind their meat shields and into a position advantageous to your party. You can use it out of battle to lure guards out of place, too. Leads to Hypnotic Gaze. ➢ Metabolic Control ( ) You can go a week without food or water. ➢ Nagaji Spell Mysteries ( ) Charm and fleet step are useful spells to have. Remember that innate spells do not heighten. Prerequisite for Nagaji Spell Expertise. ➢ Skin Split ( ) For two actions, you immediately end all persistent damage from effects that coat your skin (such as fire and most persistent acid damage). ➢ Venom Gulp ( ) (requires nagaji venomous spit unarmed attack) You store a dose of injury or touch poison in your throat. The next time you attack a target with your venomous spit unarmed attack, the poison is expended. If you successfully hit the target, they are exposed to the poison in addition to the other effects of your spit. ➢ Venom Spit ( ) Gives you the small ranged attack the Hooded Nagaji heritage gives you. If you are already a Hooded Nagaji, it adds the powerful Dazzled condition when you score a critical hit.
❖ 9th Level
➢ Envenom Strike ( ) For one action, add +2d6 poison to your fang attack. ➢ Guarded Thoughts ( ) It’s hard to read your mind. This just isn’t going to come up very often.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Hypnotic Gaze ( ) Once per day, when you use Hypnotic Lure, you can affect all creatures in a 30-foot cone, rather than one creature within 30 feet. ➢ Serpentcoil Slam ( ) Smashing flyers out of the air is pretty cool, but not very frequent. ➢ Serpentine Swimmer ( ) Your swim Speed increases from 10 feet to 25 feet.
❖ 13th Level
➢ Disruptive Stare ( ) As a reaction, you can weaken or prevent a spell being cast within 30 feet. ➢ Nagaji Spell Expertise ( ) Flicker is a very useful spell. Control water and subconscious suggestion are less useful. The increased spell DC no longer applies with the Remastered rules. ➢ Pit of Snakes ( ) Similar to a non-magical version of slither , but it requires a full three actions. ➢ Synchronous Slither ( ) When an ally within your reach leaves a ends their movement adjacent to an enemy, you can spend a reaction to Stride up to half your movement.
❖ 17th Level
➢ Breath of Calamity ( ) Once per day, you can cast chain lightning as a 7th-level innate occult spell. Any creature that critically fails its save against the spell is blinded and deafened for 1 round. ➢ Form of the Beloved Mother ( ) You can cast 5th-rank animal form as an occult innate spell once per day (snake only). For an additional action, you also cast 5th-rank slither centered on your location. ➢ Prismatic Scales ( ) Once per day, you can cast prismatic armor as an occult innate spell. This is a very useful but minor defense against energy damage.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Samsaran ( )
Samsarans have bonuses to Constitution and Wisdom, making them great choices for monks who use Qi spells. The real gems here are the Samsaran ancestry feats, some of which are really strong.
Samsaran Heritages
❖ Healer Samsaran ( ) You become trained in Medicine. When you use Medicine to Treat Wounds on yourself, you can use your special techniques to add your level to the Hit Points you regain from the treatment. ❖ Mountaineer Samsaran ( ) You gain cold resistance equal to half your level. ❖ Oracular Samsaran ( ) Choose arcane, divine, or occult. You gain one cantrip from that magical tradition's spell list. ❖ Sanctuary Samsaran ( ) Once per day, when you roll a check to Recall Knowledge, you roll twice and use the higher result. If you roll a critical failure, you get a failure instead. If you roll a success, you get a critical success instead. ❖ Wilderness Samsaran ( ) You become trained in Survival. You can ignore difficult terrain from trees, foliage, and undergrowth.
Samsaran Ancestry Feats
❖ 1st Level
➢ All This Will Happen Again ( ) A reaction that lets you reroll a Will save against an emotion effect. ➢ Elucidating Vision ( ) You gain darkvision. ➢ Innate Understanding ( ) You can attempt skill actions that normally require a character to be trained even if you’re untrained, and you gain a +2 circumstance bonus to the check when doing so. ➢ Remnants of the Past ( ) You gain the Adopted Ancestry feat and can choose any common or uncommon humanoid ancestry with the feat. You also gain the Additional
Tarondor’s Guide to the Pathfinder Second Edition Monk
Lore general feat for your chosen ancestry’s Lore, such as Dwarven Lore or Ratfolk Lore. ➢ Samsaran Lore ( ) You gain the trained proficiency rank in Religion and Society. You also gain the Additional Lore general feat for Samsaran Lore. ➢ Samsaran Weapon Memory ( ) For a monk who wants to use weapons, this feat is a goldmine of possible weapons.
❖ 5th Level
➢ All This Has Happened Before ( ) As a reaction, you gain a +4 circumstance bonus to Initiative. You become quickened for 1 round and can use your extra action only to Recall Knowledge or Step. ➢ And Will Do So Once More ( ) You can use All This Will Happen Again to reroll a failed or critically failed saving throw. ➢ Blood Like Water ( ) Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10. ➢ Thousand-Year Grudge ( ) As a reaction, one creature you successfully Demoralized becomes sickened instead of frightened, with the same condition value. The DC to recover from the sickened condition is your Intimidation DC. Sickened is a much stronger condition than frightened.
❖ 9th Level
➢ I Will Return ( ) You gain +2 status bonus to saving throws against death effects. You gain the Diehard feat. The first time each day that you lose the dying condition, you do not increase your wounded condition. ➢ Life's Blood ( ) For two actions, you lose 3d6 Hit Points, plus an additional 1d6 Hit Points for every 2 levels you have beyond 10th. This damage can’t be resisted, prevented, or negated in any way. The target creature regains a number of Hit Points equal to the damage you took. Creatures you heal in this manner are then temporarily immune to your Life’s Blood for 24 hours. ➢ Memory of Skill ( ) Once per day, for one action, you temporarily increase your proficiency rank with one skill by one step for 1 minute (from untrained to trained, trained to expert,
Tarondor’s Guide to the Pathfinder Second Edition Monk
and expert to master). This temporary increase adjusts your proficiency bonus and allows you to use skill actions based on this increased proficiency as normal. Memory of Skill can’t increase a skill’s proficiency rank beyond master. ➢ Secrets of the Past ( ) You can cast hypercognition as an occult innate spell once per day.
❖ 13th Level
➢ Memory of Mastery ( ) You can use Memory of Skill
once per hour instead of once per day.
➢ Water to Water ( ) You can cast translocate as an
occult innate spell twice per day.
❖ 17th Level
➢ The Cycle Continues ( ) You prevent yourself from
dying and regain Hit Points equal to 6d8 plus half your level. If the cause of your death was a condition or effect that would still cause you to die after regaining Hit Points, such as a high value on the doomed condition, you suppress that effect for 1 minute.
➢ This Too Shall Pass ( ) You can use All This Will
Happen Again once per hour, rather than once per day.
Tengu ( )
Tengu make good monks, They have a bonus to Dexterity and a free bonus. This ancestry has no attribute penalties. Plus they have a built-in finesse weapon. There are several excellent Tengu ancestry feats. But Tengu are top-tier monks for anyone who wants to use monastic weapons because of the Tengu Weapon Familiarity feat.
Tengu Heritages
❖ Dogtooth Tengu ( ) Your beak unarmed attack gains the deadly d8 trait.
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Jinxed Tengu ( ) You’re better against curses and the doomed condition than usual. ❖ Mountainkeeper Tengu ( ) You can cast the vitality lash cantrip as a primal innate spell at will. ❖ Skyborn Tengu ( ) You take no damage from falling. Leads to Soaring Flight. ❖ Stormtossed Tengu ( ) You gain electricity resistance and can target creatures concealed by fog and rain. ❖ Taloned Tengu ( ) Your monk’s Powerful Fists are better. ❖ Wavediver Tengu ( ) You gain a swim Speed of 15 feet.
Tengu Ancestry Feats
❖ 1st Level
➢ Mariner's Fire ( ) Ignition is a decently strong cantrip. ➢ One-Toed Hop ( ) You can make a vertical leap without triggering reactions. Combine this with Powerful Leap and you can jump 10 feet horizontally without triggering reactions, which makes this an awesome way to essentially Tumble Through most opponents without a roll. It can also be used as a “super-Step” to get out of bad positions. ➢ Scavenger's Search ( ) You can search for objects faster with the Seek action. ➢ Squawk! ( ) I love this feat. When you critically fail a Deception, Diplomacy, or Intimidation check against a non-Tengu, you can squawk as a reaction and turn the critical failure into a mere failure. Basically, everyone believes the awful or stupid thing you just said was merely some weird bird-thing and ignores it. ➢ Storm's Lash ( ) Gain the electric arc cantrip. This is the strongest cantrip in the game. ➢ Tengu Lore ( ) Trained in Society and Survival and gain the Additional Lore feat with Tengu Lore. ➢ Tengu Weapon Familiarity ( ) You gain familiarity with the katana, khakkhara, temple sword, and wakizashi as well as the Tengu Gale Blade and Thunder Sling. The temple sword (of course), wakizashi and tengu gale blade will all work with the Monastic Weaponry feat. A very great benefit that this feat
Tarondor’s Guide to the Pathfinder Second Edition Monk
gives you (and no other ancestry familiarity feat does) is to also grant you familiarity with -anysword. So, with this feat, any agile or finesse sword will work with Monastic Weaponry. Thus,
you could be using Flurry of Blows with an Elven Curve Blade,
Aldori Dueling Sword, Chain Sword, Sawtooth Saber or Spiral Rapier. Keen! ➢ Uncanny Agility ( ) You’re essentially trading an ancestry feat for a relatively weak skill feat. ➢ Waxed Feathers ( ) Water effects are not common.
❖ 5th Level
➢ Dogfang Bite ( ) Your beak unarmed attack gains the versatile S weapon trait. ➢ Eat Fortune ( ) Gain a reaction to cancel fortune or misfortune effects used within 60 ft. ➢ Long-Nosed Form ( ) You can assume a very-nearly human form at will. ➢ Magpie Snatch ( ) You can pick up unattended things quickly. What a waste of a feat. ➢ Soaring Flight ( ) You gain a Fly speed of 20. You must land each turn. ➢ Tengu Feather Fan ( ) Gust of wind is a seriously underrated spell. Great feat.
❖ 9th Level
➢ Soaring Form ( ) You gain a permanent fly speed of 20’. ➢ Wind God's Fan ( ) Wall of wind is a great spell to address flying creatures and arrows.
❖ 13th Level
➢ Eclectic Sword Mastery ( ) For two actions you can change the sword familiarity gained with Tengu Weapon Familiarity. Don’t bother. ➢ Harbinger's Claw ( ) As a reaction, force an enemy to reroll an attack or skill action and take the worse result. ➢ Jinx Glutton ( ) You’re not likely to have to cancel misfortune effects all that often.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Thunder God's Fan ( ) Your fan now contains a 5th-rank lightning bolt spell.
❖ 17th Level
➢ Favor of Heaven ( ) Once per day, you can cast a 6th-level spirit blast as a divine innate spell. In addition, you gain resistance 5 to both holy and unholy damage. ➢ Great Tengu Form ( ) Requires Long-Nosed Form. Gain the benefits of 4th-level enlarge and fly. This lasts for 5 minutes. ➢ Hurricane Swing ( ) When you critically hit a foe, you cast either lightning bolt or gust of wind as a 6th-level primal innate spell. ➢ Trickster Tengu ( ) Once per day, you can cast either aerial form or cursed metamorphosis as a 7th-rank primal innate spell.
7.3. RARE ANCESTRIES
Android ( )
Androids have bonuses to Dexterity and Intelligence and a penalty to Charisma. None of their heritages are particularly great. But the android ancestry has some terrific feats that any character can use to their advantage.
Android Heritages
❖ Artisan Android ( ) Trained in Crafting and you gain the Specialty Crafting skill feat.
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Impersonator Android ( ★★ ) Trained in Deception and you’re good at impersonating a human. ❖ Laborer Android ( ) You become trained in Athletics and you gain the Hefty Hauler skill feat. ❖ Polyglot Android ( ) You speak several languages. ❖ Warrior Android ( ) A monk gains nothing form this.
Android Ancestry Feats
❖ 1st Level
➢ Android Lore ( ) Crafting, Thievery and Android Lore. None of these are critical to being a bard. ➢ Cleansing Subroutine ( ) Reduce the effect of poisons. ➢ Emotionless ( ) You’re better on saving throws against emotion and fear effects. ➢ Internal Compartment ( ) You have more storage space. ➢ Nanite Surge ( ) Once per hour, as a reaction, gain +2 to almost any skill. Prerequisite for several other feats. ➢ Nightvision Adaptation ( ) You gain darkvision. ➢ Proximity Alert ( ) You gain a +2 circumstance bonus to Perception checks made as initiative rolls. ➢ Radiant Circuitry ( ) Your skin emits light like a torch.
❖ 5th Level
➢ Advanced Targeting System ( ) You can cast sure strike once per day as a 1st-level arcane innate spell. ➢ Inoculation Subroutine ( ) You’re highly resistant to diseases. ➢ Nanite Shroud ( ) You become concealed for a number of rounds equal to half your level. Concealed is a powerful defensive condition and you can do this as often as you like. Sheer awesomeness. ➢ Protective Subroutine ( ) Your Nanite Surge gives you a +2 status bonus to any saving throw.
❖ 9th Level
➢ Internal Respirator ( ) You can hold your breath a long time.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Offensive Subroutine ( ) Use your nanite surge to gain a +1 status bonus to any attack roll. The only real downside here is that you must choose among the various possibilities for using your Nanite Surge. ➢ Repair Module ( ) Once per day, you gain fast healing equal to half your level for 1 minute.
❖ 13th Level
➢ Consistent Surge ( ) You can use Nanite Surge with a frequency of once per 10 minutes, rather than once per hour. ➢ Revivification Protocol ( ) You can stop your own dying condition automatically and regain 1 hit point.
Automaton ( )^4
Automatons have a bonus to Strength and a Free bonus. There are also some interesting feats for a monk.
Automaton Heritages
❖ Hunter Automaton ( ) You can move at a speed of 30’ when on all fours. Leads to: Arcane Camouflage. ❖ Mage Automaton ( ) You gain one cantrip from the arcane spell list. As ever, I recommend electric arc. Leads to: Core Attunement. ❖ Sharpshooter Automaton ( ) You can shoot far away. Honestly, most Pathfinder fights occur at close range and so this will only rarely be a benefit. Leads to: Rain of Bolts. ❖ Warrior Automaton ( ) The damage die for your fist increases to 1d6 instead of 1d4. You already get this from your Powerful Fist. Still, this leads to: Arcane Slam.
Automaton Ancestry Feats
❖ 1st Level
(^4) It’s pronounced “aw-TAW-ma-tawn,” not “aw-tow-MAY-ten.” Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Arcane Communication ( ) You gain touch-range telepathy. Terrible. ■ Enhancement ( ) Your telepathy extends 10 ft. Unusable. ➢ Arcane Eye ( ) You gain darkvision. ■ Enhancement ( ) You can see invisible creatures. ➢ Automaton Armament ( ) Gain either an agile, finesse 1d4 slashing attack or a 1d6 piercing attack with the grapple trait. Monks don’t need this. ■ Enhancement ( ) Your slashing attack becomes 1d6 or your piercing attack becomes 1d8. ➢ Automaton Lore ( ) You’re trained in Arcana, Crafting and Automaton Lore. ■ Enhancement ( ) Increase your proficiency in Automaton Lore and either Arcana or Crafting to Expert (or to Master if you were already Expert). ➢ Energy Beam ( ) While the damage is unimpressive, in combination with Stunning Blows, this could be useful. ■ Enhancement ( ) Now this weapon is doing damage comparable to a bow, albeit with a much shorter range. ➢ Reinforced Chassis ( +) Unlike many other ancestry feats that increase your Armor Class, this isn’t considered armor. It’s considered to use your unarmored proficiency. That means it can be a good option for a Strength-based monk who wants to make a smaller investment in Dexterity. ■ Enhancement ( ) A 20% chance to turn critical hits against you into normal hits. Wonderful!
❖ 5th Level
➢ Arcane Safeguards ( ) A bonus to saving throws versus magic is great. ■ Enhancement ( ) Your safeguards improve. When you Resist Magic, you gain a number of temporary Hit Points equal to the spell level of the triggering effect. ➢ Integrated Armament ( ) You can’t be disarmed and can hide your weapons. ■ Enhancement ( ) Now you can integrate either a two-handed weapon or a shield.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Magical Resistance ( ) You gain resistance 5 to cold, electricity, or sonic damage. ■ Enhancement ( ) You increase your magical resistance.
❖ 9th Level
➢ Arcane Camouflage ( ) (Hunter Automaton) Two excellent spells, once each per day. ■ Enhancement ( ) You’re even better at your two spells. ➢ Arcane Propulsion ( ) You gain a fly speed for 5 minutes. ■ Enhancement ( ) You gain a permanent fly speed. ➢ Arcane Slam ( ) (Warrior Automaton) You body slam your opponent. Interesting, but you could do nearly as much with just a Trip attack. ■ Enhancement ( ) You can slam larger opponents and do more damage. ➢ Core Attunement ( ) (Mage Automaton) The problem here is that you must already have access to 1stand 2nd-level arcane spells. If you’ve got that, this is a great feat. Otherwise, it’s useless. ■ Enhancement ( ) Same problem as above, but for 5th and 6th level spells. ➢ Lesser Augmentation ( ) You gain the enhancement benefits of one of your 1stor 5th-level automaton ancestry feats. ➢ Rain of Bolts ( ) (Sharpshooter Automaton) The variable shape of the area and the automatic leveling make this a versatile and useful feat. ■ Enhancement ( ) This scales the damage and damage types up nicely.
❖ 13th Level
➢ Arcane Locomotion ( ) You gain either a climb Speed or a swim Speed. Given that you could already have flight at 9th level, this is underwhelming.
Tarondor’s Guide to the Pathfinder Second Edition Monk
■ Enhancement ( ) Some more disappointing movement. ➢ Astral Blink ( ) You can cast translocate once per hour as a 4th-level innate arcane spell. ■ Enhancement ( ) You can use Astral Blink to move around the battlefield unmolested. Awesome! ➢ Core Rejuvenation ( ) Just like the android’s Revivification Protocol. You can stop your own dying condition automatically and regain 1 hit point. ■ Enhancement ( ) When you use Core Rejuvenation you gain temporary hit points! ➢ Enlarged Chassis ( ) You gain the effects of enlarge constantly. ■ Enhancement ( ) You lose the Clumsy effect of enlarge.
❖ 17th Level
➢ Axial Recall ( ) You gain interplanar teleport as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between Axis and the Material Plane. Depending on your campaign, this could be very useful, raising as high as GREEN ( ) or even BLUE ( ) in rare cases. ➢ Core Cannon ( ) A strong ranged attack. ➢ Greater Augmentation ( ) You gain the enhancement benefits of one of your 1st-, 5th-, 9th-, or 13th-level automaton ancestry feats.
Jotunborn ( )
Jotunborn make good monks. They are large size, receive 10 hit points and have a bonus to Strength.
Jotunborn Heritages
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Keeper Jotunborn ( ) You are trained in Survival, and you gain the Survey Wildlife skill feat. You gain a +1 circumstance bonus to Track animals. Leads to Iivlar's Deflection. ❖ Plane-Hopper Jotunborn ( ) Instead of Large, your size is Medium. You gain one cantrip from the occult spell list. Giving up Large size is probably not what a martial character wants to do in most cases.This heritage does come with some very nice movement-based feats, however. ❖ Sage Jotunborn ( ) You are trained in Society. You also gain the Additional Lore general feat for a lore skill of your choice. ❖ Warrior Jotunborn ( ) The damage die for your fist increases to 1d6. You don’t take a penalty when making a lethal attack with your fist. Leads to Pounding Leap. ❖ Weaver Jotunborn ( ) You are trained in Crafting. You gain a +1 circumstance bonus to Perception checks to Seek when searching for hidden details like secret doors or traps.
Jotunborn Ancestry Feats
❖ 1st Level
➢ Caretaker's Intuition ( ) Leave weather predictions to the druids. ➢ Caretaker's Restoration ( ) Once per day, as a free action, repair a broken item. If you’re wielding a shield, this is a very strong ability. ➢ Jotun's Eyes ( ) You gain Darkvision. ➢ Jotunborn Grappler ( ) Trained in Athletics and gain the Titan Wrestler skill feat. You need both of these things, but you may want to think twice about spending an Ancestry feat to get them. ➢ Jotunborn Lore ( ) You become trained in Occultism and Survival. You also gain the Additional Lore general feat for Jotunborn Lore. ➢ Jotunborn Weapon Familiarity ( ) You have familiarity with weapons with the jotunborn trait plus the bola, greataxe, halberd, maul, longspear, and war flail, none of which work with the Monastic Weaponry feat.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Plane-Stepping Dash ( ) You move without triggering reactions and get faster for the rest of the turn. Leads to Plane Hop.
❖ 5th Level ➢ Call the First Tools ( ) You always have the right tool handy. ➢ Jotun's Battle Stance ( ) You gain a 10-foot reach for two-handed weapons. Unlike the Lunge fighter feat, this works with reactions, too. Leads to Jotun's Heart. ➢ Jotun's Grasp ( ) For one action, you Step and attempt an Athletics check to Grapple a creature. Any feat that compresses the actions you’ll use frequently is a win. ➢ Planar Resilience ( ) You can better endure temperature extremes and you gain either cold or fire resistance. ➢ Pounding Leap ( ) You can leap and strike without a Stride or running start. This is useful to attack flying creatures.
❖ 9th Level ➢ Build the First Walls ( ) Once per day, you can create a wall similar to wall of stone. A good way to divide and conquer your enemies. ➢ Iivlar's Deflection ( ) As a reaction, you have a 20% chance to turn a critical hit against you into a normal hit. ➢ Jotun's Boost ( ) Very similar to the minotaur’s Friendly Fling, only better. You throw an ally up to 30’. They take no damage and if they land within melee range of an enemy, they get a free strike as a reaction. ➢ Plane Step ( ) For two actions, you gain concealment until the end of your next turn.
❖ 13th Level ➢ Iivlar's Boundary Break ( ) You can cast flicker as a 4th-rank occult innate spell once per day. ➢ Jotun's Restoration ( ) You can use Caretaker's Restoration once per hour. ➢ Plane Hop ( ) For two actions, you instantly teleport to any point you could reach with your Speed.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Smoothing Stomp ( ) You get rid of difficult terrain and non-magical greater difficult terrain within 30’.
❖ 17th Level ➢ Jotun's Heart ( ) Your size becomes Huge. You have a 10-foot reach. Your maximum Hit Points increase by your level. You might have to brush up on the rules for squeezing to get into many places, however. ➢ Jotun's Transposition ( ) (Uncommon) You can travel to and from the Ethereal Plane, but can’t take anyone with you. ➢ Planar Traveler ( ) Once per hour, for one round, you can teleport to any place within range of your Stride.
7.4. Versatile Heritages
Dragonblood ( )
I do not normally examine versatile heritages in these guides, but there is reason to examine one particular Versatile Heritage which is particularly good for Strength-based monks: Dragonblood. And that reason is one particular Dragonblood ancestry feat: Scaly Hide. This feats gives you a +1 item bonus to AC with a Dexterity cap of +3, and that counts as being unarmored. The most common configuration for a Strength-based monk will be a Strength of +4 and a Dexterity of +3, so this works out perfectly. You’ll have the same unarmored AC as a Dexterity-based monk. But there’s more! The item bonus to AC increases to +2 at 5th level, meaning that from levels 5-10, the Strength-based monk with Scaly Hide will actually have a higher AC than the Dexterity-based monk. On top of that, despite being an item bonus, Scaly Hide explicitly stacks with item bonuses from _armor potency runes_ , the _mystic armor_ spell, or _bands of force_.
Oh yeah, and they can fly. Keen!
Tarondor’s Guide to the Pathfinder Second Edition Monk
8. BACKGROUNDS
You’re looking for backgrounds that will give you a bonus to your Key Ability (Dexterity or Strength). It will be helpful if they also give a bonus to whichever of those isn’t your key ability, or Constitution or Wisdom. A good background will also give you access to a skill feat you can use in your planned build, such as Steady Balance, Battle Medicine, Cat Fall, Terrain Expertise, Intimidating Glare, Quick Jump or Titan Wrestler.
Some good backgrounds to consider are:
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Strength-Based: ➢ Acrobat ➢ Cannoneer ➢ Conscript ➢ Deckhand ➢ Guard ➢ Insurgent ➢ Junker ➢ Laborer ➢ Mechanic ➢ Miner ➢ Ozem Experience ➢ Relentless Dedication ➢ Scion of Slayers ➢ Thrill-Seeker ➢ Warrior
❖ Dexterity-Based: ➢ Acupuncturist ➢ Bandit ➢ Deckhand ➢ Hunter ➢ Once Bitten ➢ Sky Rider ➢ Tinker ❖ Strengthor Dexterity-Based ➢ Driver ➢ Grave Robber ➢ Hired Killer ➢ Martial Disciple ➢ Sailor
9. SKILLS AND SKILL FEATS
❖ Acrobatics ( ) Keep this maximized if you’re Dexterity-based, but still definitely worth considering even if you’re Strength-based. ➢ Cat Fall ( ) Monks are often climbing, leaping and otherwise going into dangerous places. ➢ Kip Up ( ) The ability to stand without triggering a reaction can save your life. ➢ Slippery Prey ( ) Make it easier to Escape. ❖ Arcana ( ) You’re not likely to ever need this. ❖ Athletics ( ) You’re going to use this a lot, especially for combat maneuvers like Reposition, Shove and Trip. Keep Athletics maximized ➢ Assurance ( ) Combat maneuvers are a very big part of being a monk. Using Assurance, you can Grapple, Shove or Trip without worrying about the MAP penalty. Against lower-level foes, Assurance will mean that your Shoves and Trips succeed far more often. Here is a nice video on the pros and cons of Assurance.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Rapid Mantel ( ) If you catch yourself during a fall, you can get back into the fray quickly. ➢ Titan Wrestler ( ) If you’re going to be grappling, shoving or tripping, you’ll want this fairly frequently. ➢ Underwater Marauder ( ) Really useful if you’re in water even occasionally. ❖ Crafting ( ) -You’re just not likely to have the Intelligence or extra feats to invest in this. ❖ Deception ( ) A necessary skill if you’re going to use Stumbling Stance. ❖ Diplomacy ( ) Always useful to be able to talk to important people outside of combat. You should at least be trained. ❖ Intimidation ( ) Demoralizing the enemy is a powerful option, even if you’re not the very best at it. ➢ Intimidating Glare ( ) Intimidation loses its language requirement. ➢ Intimidating Prowess ( ) A circumstance bonus to Intimidation if you’re strong. ➢ Battle Cry ( ) You get a free Demoralize check at the start of battle. ➢ Terrified Retreat ( ) When you critically succeed at the Demoralize action, if the target's level is lower than yours, the target is fleeing for 1 round. ➢ Scare to Death ( ) Your Intimidation checks can kill. ❖ Medicine ( ) It is very useful to be able to Treat Wounds. ➢ Battle Medicine ( ) Heal yourself or others in combat. ➢ Godless Healing ( ) Your Battle Medicine and Treat Wounds are stronger. ➢ Continual Recovery ( ) When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. ➢ Ward Medic ( ) You can treat several patients at one time. ❖ Nature ( ) You’re not likely to ever need this. ❖ Occultism ( ) You’re not likely to ever need this. ❖ Performance ( ) You’re not likely to ever need this. ❖ Religion ( ) Occasionally useful, but not necessary. ❖ Society ( ) You’re probably going to dump Intelligence. ❖ Stealth ( ) Monks can be very good at sneaking around and taking their enemies by surprise.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Quiet Allies ( ) Help your whole team by only having to roll for Stealth once. ➢ Foil Senses ( ) Extend your Stealth to unusual senses. ➢ Swift Sneak ( ) You can use your full speed when you Sneak. ➢ Legendary Sneak ( ) You can hide and sneak in plain sight. ❖ Survival ( ) Honestly, this is very rarely useful and the last skill I’d worry about. ❖ Thievery ( ) There are lots of traps and hazards out there that can be disabled with thievery. ➢ Wary Disarmament ( ) You gain a +2 circumstance bonus to your AC or saving throw against a device or trap. ➢ Quick Unlock ( ) You can Pick a Lock using 1 action instead of 2. ➢ Legendary Thief ( ) You can steal things that are nearly impossible to steal.
10. FEATS
10.1. MONK FEATS
Which stance or style is the best? Well, if you check out this Reddit post, I think you’ll find there is no general agreement on the subject. Nearly every stance is someone’s favorite and others love the freedom of Monastic Weaponry. Still others want the power of Qi Spells. So how do I judge and rate these? Remember that the ratings aren’t intended to be measures of how strong an option is but of how generally useful it will be. More niche choices will get fewer stars and more broadly-useful feats will get more. You can build a fun and useful monk out of any of these options!
Monk Stance Attacks
Attack Damage Group Traits Cobra Fang 1d4 P Brawling Agile, Deadly, Finesse, Unarmed, Venomous
Tarondor’s Guide to the Pathfinder Second Edition Monk
Crane Wing 1d6 B Brawling Agile, Finesse, Nonlethal, Unarmed Dragon Tail 1d10 B Brawling Backswing, Nonlethal, Unarmed Falling Stone 1d8 B Brawling Forceful, Nonlethal, Unarmed Fire Talon 1d4 fire Brawling Agile, Finesse, Fire, Nonlethal, Unarmed Flashing Spark 1d8 S Brawling Forceful, Nonlethal, Sweep, Unarmed Flooded River 1d8 B Brawling Nonlethal, Trip, Unarmed, Water Flowing Wave 1d6 B Brawling Agile, Disarm, Finesse, Nonlethal, Trip, Unarmed, Water Gale Blossom 1d6 S Brawling Agile, Finesse, Shove, Nonlethal, Unarmed Gorilla Slam 1d8 B Brawling Backswing, Forceful, Grapple, Nonlethal, Unarmed Iron Sweep 1d8 B Brawling Nonlethal, Parry, Sweep, Unarmed Lashing Branch 1d8 S Brawling Agile, Finesse, Nonlethal, Unarmed Ramming Horn 1d8 B Brawling Forceful, Nonlethal, Shove, Unarmed Shadow Grasp 1d4 void Brawling Agile, Grapple, Reach, Unarmed Shattering Earth
1d8 P Brawling Backswing, Fatal, Reach, Unarmed
Stinging Lash 1d6 S Brawling Finesse, Nonlethal, Reach, Unarmed Stumbling Swing
1d8 B Brawling Agile, Backstabber, Finesse, Nonlethal, Unarmed
Tiger Claw 1d8 S Brawling Agile, Finesse, Nonlethal, Unarmed Vitality Blast 1d4 negative
Brawling Unarmed, Versatile
Wind Crash 1d6 S Brawling Agile, Nonlethal, Propulsive, Unarmed Wolf Jaw 1d8 P Brawling Agile, Backstabber, Finesse, Nonlethal, Unarmed
Tarondor’s Guide to the Pathfinder Second Edition Monk
Melee Weapons Compatible with the Monastic Weapons Feat
Weapon Damage Group Hands Traits Source
Aldori Dueling Sword
1d8 S Sword 1 Finesse, Uncommon, Versatile P Tengu Weapon Familiarity; Aldori Duelist archetype
Bo Staff 1d8 B Club 2 Monk, Parry, Reach, Trip Monk
Butterfly Sword 1d4 S Sword 1 Agile, Concealable, Disarm, Finesse, Monk, Parry, Twin, Uncommon
Tengu Weapon Familiarity
Buugeng 1d4 S Sword 1 Agile, Conrasu, Sweep, Twin, Uncommon
Tengu Weapon Familiarity
Chain Sword 1d6 S Sword 1 Finesse, Reach, Sweep, Uncommon
Tengu Weapon Familiarity
Clan Dagger 1d4 P Knife 1 Agile, Dwarf, Parry, Uncommon, Versatile B
Dwarf ancestry
Claw blade 1d4 S Knife 1 Agile, Catfolk, Deadly d8, Disarm, Finesse, Uncommon, Versatile P
Catfolk Weapon Familiarity
Dandpatta 1d6 S Sword 1 Agile, Twin, Uncommon Tengu Weapon Familiarity; Waterfowl Stance
Dogslicer 1d6 S Sword 1 Agile, Backstabber, Finesse, Goblin, Uncommon
Goblin Weapon Familiarity
Elven Branched Spear
1d6 P Spear 2 Deadly d8, Elf, Finesse, Reach, Uncommon
Elven Weapon Familiarity
Elven Curve Blade
1d8 S Sword 2 Elf, Finesse, Forceful, Uncommon
Elven Weapon Familiarity
Tarondor’s Guide to the Pathfinder Second Edition Monk
Fangwire 1d4 S Brawling 1 Agile, Backstabber, Deadly d8, Finesse, Grapple, Kobold, Uncommon
Kobold Weapon Familiarity
Feng Huo Lun 1d4 S Knife 1 Agile, Disarm, Finesse, Monk, Parry, Twin, Uncommon, Versatile P
Monk
Fighting Fan 1d4 S Knife 1 Agile, Backstabber, Deadly d6, Finesse, Monk, Uncommon
Monk
Filcher's Fork 1d4 P Spear 1 Agile, Backstabber, Deadly d6, Finesse, Halfling, Thrown 20 ft., Uncommon
Halfling Weapon Familiarity
Hook Sword 1d6 S Sword 1 Disarm, Monk, Parry, Trip, Twin, Uncommon
Monk
Flying Talon 1d4 P Flail 1 Agile, Finesse, Kobold, Ranged Trip, Tethered, Thrown 10 ft., Trip, Uncommon
Kobold Weapon Familiarity
Kama 1d6 S Knife 1 Agile, Monk, Trip, Uncommon Monk
Khakkhara 1d6 B Club 1 Monk, Shove, Two-Hand d10, Uncommon, Versatile P
Monk
Knuckle Duster 1d4 B Brawling 1 Agile, Free-Hand, Monk Monk
Kukri 1d6 S Knife 1 Agile, Finesse, Trip, Uncommon Gnome Weapon Familiarity, Catfolk Weapon Familiarity
Kusarigama 1d8 S Knife 2 Disarm, Monk, Reach, Trip, Uncommon, Versatile B
Monk
Liuyedao 1d4 S Sword 1 Agile, Deadly d4, Finesse, Sweep, Versatile P
Tengu Weapon Familiarity
Tarondor’s Guide to the Pathfinder Second Edition Monk
Monkey’s Fist 1d6 B Flail 1 Finesse, Monk, Nonlethal (^) Monk, Halfling Weapon Familiarity Nunchaku 1d6 B Club 1 Backswing, Disarm, Finesse, Monk, Uncommon Monk Orc Knuckle Dagger 1d6 P Knife 1 Agile, Disarm, Orc, Uncommon Orc Weapon Familiarity Pantograph Gauntlet 1d4 P Brawling 1 Deadly d6, Monk, Reach, Shove, Uncommon Monk Polytool 1d6 Modular Sword 1 Agile, Modular (B, P, or S), Uncommon Tengu Weapon Familiarity Rapier 1d6 P Sword 1 Deadly d8, Disarm, Finesse Elven Weapon Familiarity, Tengu Weapon Familiarity Sai 1d4 P Knife 1 Agile, Disarm, Finesse, Monk, Uncommon, Versatile B Monk Sansetsukon 1d8 B Flail 2 Backswing, Disarm, Monk, Parry, Uncommon Monk Sawtooth Saber 1d6 S Sword 1 Agile, Finesse, Twin, Uncommon Tengu Weapon Familiarity Scimitar 1d6 S Sword 1 Forceful, Sweep Waterfowl Stance Shortsword 1d6 P Sword 1 Agile, Finesse, Versatile S Halfling Weapon Familiarity Shuriken 1d4 P Dart 1 Uncommon, Agile, Monk, Thrown Monk Spiral Rapier 1d6 P Sword 1 Disarm, Finesse, Parry, Uncommon Tengu Weapon Familiarity Tarondor’s Guide to the Pathfinder Second Edition Monk
Talwar 1d6 P Sword 1 Forceful, Two-Hand d10, Versatile P
Waterfowl Stance
Temple Sword 1d8 S Sword 1 Monk, Trip, Uncommon Monk
Tengu Gale Blade
1d6 S Sword 1 Agile, Disarm, Finesse, Tengu, Uncommon
Tengu Weapon Familiarity
Tonfa 1d4 B Brawling 1 Agile, Finesse, Monk, Parry, Twin, Uncommon
Monk
Tri-Bladed Katar 1d4 P Brawling 1 Disarm, Fatal d8, Monk, Uncommon
Monk
Wakizashi 1d4 S Sword 1 Agile, Deadly d8, Finesse, Uncommon, Versatile P
Tengu Weapon Familiarity
Whipstaff 1d6 B Club 2 Agile, Finesse, Monk, Parry, Sweep, Uncommon
Monk
Zulfikar 1d6 S Sword 1 Deadly d8, Disarm, Sweep, Uncommon, Versatile P
Waterfowl Stance
Stances and the Monastic Weaponry Feat
While all monk stances grant you an attack unique to that stance, many also permit you to use any unarmed attack while in the stance. This has a lot of value for users of natural weapons or monastic weapons, so for each stance below, I’ve noted whether the stance is compatible with Monastic Weapons.
❖ 1st Level Monk Feats
➢ Crane Stance ( ) ■ 1d6 B, agile, finesse ■ +1 circumstance bonus to AC ■ Increased Leaping and Jumping ability ■ NOT Compatible with Monastic Weaponry Tarondor’s Guide to the Pathfinder Second Edition Monk
■ Leads to Crane Flutter (6) ➢ Dragon Stance ( ) ■ The largest damage dice. ■ 1d10 B, backswing ■ Ignore the first square of difficult terrain while Striding. ■ Compatible with Monastic Weaponry ■ Leads to Dragon Roar (6) ➢ Flood Stance ( ) Much better if you’re in an aquatic campaign. ■ 1d8 B, trip and water (gain forceful trait underwater) ■ No penalties underwater ■ hold your breath for up to 10 minutes ■ NOT Compatible with Monastic Weaponry ■ Leads to Culvert's Collapse (6) ➢ Gorilla Stance ( ) ■ Less damage than Dragon Stance, but more interesting traits. ■ 1d8 B, backswing, forceful, grapple ■ +2 circumstance bonus to Athletics checks to Climb, and if you roll a success on an Athletics check to Climb, you get a critical success instead. ■ NOT Compatible with Monastic Weaponry ■ Leads to Gorilla Pound (6) ➢ Monastic Archer Stance ( ) A unique long-range monk style that let you use a bow with feats that are normally melee-only. Not only is this an excellent main stance, it is a terrific back-up stance for monks who primarily engage in melee. ■ Use with Longbow, Shortbow, or bows with the monk trait (including Bow Staff, Gakgung and Mikazuki.) ■ Use any monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment. Gakgung’s range is 100’, so within 50’. This means you can usually stay out of range of an enemy’s single Stride. ■ This means, among other things, that you can use Flurry of Blows with a bow. “Flurry of Bows” , as it were. ■ NOT Compatible with Monastic Weaponry ■ Leads to Focused Shot, Return Fire and Triangle Shot
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Monastic Weaponry ( ) Using monk weapons gives you access to a wide variety of weapons (see list above) with a wide variety of traits. However, one weapon stands head and shoulders above all others: the Bo Staff ( ). A d8 reach weapon with the Parry, Reach and Trip traits is perfect for a monk.^5 ■ You gain access to uncommon weapons with the monk trait ■ If you have familiarity with an agile or finesse weapon, that weapon also gains the monk trait for you ■ You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks ● But not with stances that require a specific attack, such as Crane Stance. ● The point being if you go into a compatible stance, you can get the stance’s other benefits without having to use its attacks. ➢ Mountain Stance ( ) This stance gives you a big item bonus to AC, permitting you to reduce your reliance on Dexterity, freeing up points for some of the mental ability scores. This stance is often taken to mean you can dump your Dexterity to +0, but that is a huge mistake. First, you won’t always be touching the ground. Second, your Reflex saves will suffer. Third, if you’re attacked before you can get into the stance, you’re in a lot of trouble. However, if you invest in all three “Mountain” feats, you will eventually have a very high AC. Your best bet is probably to have a reasonable amount of Dexterity despite not using it for AC. ■ 1d8 bludgeoning strikes, forceful ■ +4 item bonus to AC ● Bonus is cumulative with armor potency , mystic armor , and bands of force. ■ +2 circumstance bonus to any defenses against Reposition, Shove, Trip, and other forced movement effects.
(^5) It must be noted, however, that two-handed weapons like many of those listed in this guide will prevent your monk from effectively using the several excellent Held Items in the game, or from effectively using a healer’s toolkit. Tarondor’s Guide to the Pathfinder Second Edition Monk
■ You have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC ■ Reduce speed by 5 ft. ■ NOT Compatible with Monastic Weaponry ■ Leads to Mountain Stronghold (6) and Mountain Quake (14). ➢ Qi Spells ( ) Inner upheaval and qi rush are nice-to-haves, but they pave the way for bigger and better things. ■ Inner upheaval ( ) gives you a +1 status bonus to hit and +1d6 damage (force, spirit, vitality, or void) to either one unarmed strike or both strikes of a Flurry of Blows. ■ Qi rush ( ) gives you two moves (Strides or Steps or both) for one action and gives Concealment while you move. ➢ Rain of Embers Stance ( ) (Rare) The damage is weak, but the AC bonus is a rare status bonus that will stack with most other AC bonuses, such as raising a shield. The fire resistance is nice. This serves best as a back-up stance if bludgeoning damage isn’t serving you well. ■ 1d4 fire damage; agile, finesse, fire ■ +1 status bonus to AC ■ fire resistance equal to half your level (minimum 1). ■ NOT Compatible with Monastic Weaponry ■ Leads to Blazing Talon Surge (6) ➢ Reflective Ripple Stance ( ) The Flowing Wave attacks have some great traits, but I think the best use of Reflective Ripple Stance might be to combine it with a Bo Staff and Trip from reach, using the stance’s +1 bonus. ■ 1d6 bludgeoning; agile, disarm, finesse, trip, and water traits. ■ +1 circumstance bonus to Athletics checks to Disarm, Swim, or Trip, ■ +2 circumstance bonus to your Reflex DC to avoid being Disarmed and Tripped. ■ Compatible with Monastic Weaponry ■ Leads to Rippling Spin (8) and Wave Spiral (12) ➢ Rushing Goat Stance ( ) Even if you don’t move, this is a solid 1d8 bludgeoning damage with the forceful and shove
Tarondor’s Guide to the Pathfinder Second Edition Monk
traits. While most of Rushing Goat Stance’s attack come with an innate movement of the enemy, the Shove trait means that you can add the bonus from your handwraps of mighty blows to any shove attempts, so that you can be pushing the enemy all over the field. ■ 1d8 bludgeoning; forceful, shove ■ Bonus damage if your last action was to Climb, Stride, or Leap ■ NOT Compatible with Monastic Weaponry ■ Leads to Momentous Charge (6) and Five-gods Ram (12). ➢ Stoked Flame Stance ( ) ■ 1d8 slashing; forceful, sweep ■ If you have access to critical specialization effect, you can take an alternate effect instead: if your critical Strike dealt damage, the target takes 1d6 persistent fire damage. ■ You gain a +5-foot status bonus to your Speed. ● If you have incredible movement, increase the benefit from incredible movement to a +15-foot status bonus plus 5 feet for every 4 levels beyond 3rd! Zippy! ■ Compatible with Monastic Weaponry ■ Leads to Inner Fire (6) and the amazing Blazing Streak (10). ➢ Stumbling Stance ( ) Strong damage, strong traits and if they hit you, they’re off-guard. Also, leads to the very strong Stumbling Feint ■ 1d8 Bludgeoning; agile, backstabber, finesse ■ +1 circumstance bonus to Deception checks to Feint. ■ If an enemy hits you with a melee Strike while in this stance, it becomes off-guard against the next stumbling swing Strike you make against it before the end of your next turn. ■ NOT Compatible with Monastic Weaponry ■ Leads to Stumbling Feint (6). ➢ Tiger Stance ( ) Good damage, good traits. This stance rewards you for Stepping in, Flurry of Blows, then Stepping out of melee. ■ 1d8 slashing damage; agile, finesse
Tarondor’s Guide to the Pathfinder Second Edition Monk
● On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage. ■ You can Step 10 ft. ■ Compatible with Monastic Weaponry ■ Leads to Tiger Slash (6) ➢ Twisting Petal Stance ( ) ■ 1d6 slashing damage; agile, finesse and shove ■ +1 circumstance bonus to Athletics checks to Shove ■ a +2 circumstance bonus to your Fortitude DC to avoid being Shoved. ■ +1 circumstance bonus to Deception checks to Feint ■ +2 circumstance bonus to your Perception DC to resist an opponent’s Feint attempt. ■ Compatible with Monastic Weaponry ■ Leads to Scattering in Spring (6) and Whirling in the Summer Storm (12) ➢ Wolf Stance ( ) ■ 1d8 piercing damage; agile, backstabber, finesse ■ If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait. ■ Compatible with Monastic Weaponry ■ Leads to stellar Wolf Drag (6)
❖ 2nd Level Monk Feats
➢ Crushing Grab ( ) Minor damage when you grapple. Does not scale up well. ➢ Dancing Leaf ( ) You can leap a little farther and don’t take falling damage near a wall. Nothing to see here. Move on. ➢ Elemental Fist ( ) You can alter the damage type of inner upheaval. That’s great if you’re facing something with an elemental weakness, but how often each day can you use inner upheaval anyway? ➢ Shooting Stars Stance ( ) Similar to Monastic Archer Stance, but for Shuriken. It's for a much shorter range (shuriken range is 20’). While in this stance, you can use your monk feats or monk abilities that normally require unarmed attacks with shuriken instead. The upside is that you can use your Strength
Tarondor’s Guide to the Pathfinder Second Edition Monk
for a damage bonus, but that bonus fades in importance as you level up. This is best thought of as a secondary stance when you can’t or don’t want to come into melee with the enemy. ➢ Student of Water ( ) (Uncommon) If you’re underwater, you have cover against creatures outside of the water. Plus you gain two relatively solid skill feats. It’s not bad. ➢ Stunning Blows ( ) You make your Flurry of Blows attacks so much better without any additional actions. You’ll often be striking the same target with both strikes in the Flurry and if either strike hits, you may be able to take away one of the enemy’s actions. Amazing. It does come with the Incapacitation trait. ➢ Waterfowl Stance ( ) (Uncommon) When in this stance, you can use four specific weapons and deal automatic damage when you move through an opponent’s space. This would go very well paired with a swashbuckler archetype. ■ Dandpatta, Scimitar, Talwar, and Zulfikar gain the monk trait for you. ■ When you Tumble Through a creature’s space or Leap over a creature while wielding one of these weapons, you can deal that creature 1d6 slashing damage. ● Becomes 2d6 with a greater striking rune and 3d6 if it has a major striking rune. ■ Compatible with Monastic Weaponry
❖ 4th Level Monk Feats
➢ Cobra Stance ( ) An interesting non-physical damage trait, but very small damage. The venomous trait does bring up its average damage to be the equal of a 1d6 weapon, provided the target is not resistant to poison. Consider this a possible back-up stance. ■ 1d4 poison damage; agile, deadly d10, finesse, and venomous ■ +1 circumstance bonus to Fortitude saves and your Fortitude DC ■ poison resistance equal to half your level. ■ NOT Compatible with Monastic Weaponry ■ Leads to Cobra Envenom (10)
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Deflect Projectile ( ) You gain a +4 circumstance bonus AC versus ranged attacks. Note that this bonus does not stack with the bonus from Raising a Shield. If you’re up against a lot of archers, maybe this has merit. Leads to Return Fire (6) and Projectile Snatching (8). ➢ Divert Streamflow ( ) A nice jiu-jitsu move here. When you take damage in melee, you can attempt to reposition the enemy and then Step. You can use this to drag your foe into a flank or away from the protections of their own allies. ➢ Flurry of Maneuvers ( ) You can replace one or both of your attacks during a Flurry of Blows with Grapples, Repositions, Shoves, or Trips. Really strong for a Strength-based monk. ➢ Flying Kick ( ) Stride, Leap and attack. It’s intended to strike low-flying enemies, and doesn't really let you attack anyone flying at even a moderate height. Waste of a feat. ➢ Guarded Movement ( ) You gain a +4 circumstance bonus to AC against reactions triggered by your movement. ➢ Harmonize Self ( ) (Qi Spells) A powerful one-action heal limited to yourself only. Because it does not have the manipulate trait (like the champion’s lay on hands or a cleric’s heal spell), it does not trigger reactions. It also scales exceptionally well as you level up. ➢ Irezoko Tattoo ( ) (Uncommon) Recovering a single focus point for three actions in combat is probably never a good exchange. ➢ Peafowl Stance ( ) This helps to make a mobile monk even more mobile and is good action compression, letting you strike and step into a flank to help your party’s rogue or simply force the enemy to move to attack you. Consider: Using Peafowl Stance, you Flurry of Blows with your sword, then Step as a free action. Now you’re out of the range of a reaction and can Stride as your next action after that, getting well out of the reach of the enemy. ■ You can only make 1-handed sword strikes ■ One per round, if you hit your enemy, your next action can be a free Step. ● Note that Flurry of Blows is a single action, so if you hit with one Strike and miss with the next, you can still take the free Step.
Tarondor’s Guide to the Pathfinder Second Edition Monk
■ Leads to Peafowl Strut ➢ Sacred Ki ( ) Alignment is not a part of the Remastered rules and so technically, this feat does nothing at all. Ask your GM if they’re willing to reflavor “good” as “holy” and “evil” as “unholy”, but even if they are, I’d rate this only ORANGE ( ) unless the campaign deals heavily with undead. ➢ Stand Still ( ) This is Reactive Strike with a narrower trigger but a better result on a critical hit. Free, no-MAP attacks are great, and disrupting movement without needing an Athletics check is better still. ➢ Tributary Circulation ( ) Spend an action to gain a +2 circumstance bonus on all Will saves and poison saves for the next round. Spend Two actions to get an immediate, easier save against poison. I like the fact that the feat gives you three related abilities, even though 90% of the time, it’s the big bonus on Will saves you’re going to want. You won’t often want to spend an action to protect against a save that may not come, but when you’re fighting a foe with powerful mental attacks, you’re going to wish you’d taken this feat!
❖ 6th Level Monk Feats
➢ Advanced Monastic Weaponry ( ) (Monastic Weaponry)
- For the purposes of proficiency, you treat advanced monk weapons as if they were martial monk weapons. Well, most advanced weapons you might use as a monk you've gotten proficiency through an ancestry feat, and those already treat advanced weapons as martial weapons. But for advanced weapons that natively have the monk trait, there are only three: Butterfly Sword, Feng Huo Lun and Hook Sword. So, if you want to fight with one of these three, then this is the feat for you. But why would you when there’s so many other great weapons to use. Seriously, go have another look at Bo Staff. ➢ Advanced Qi Spells ( ) (Qi Spells) - You gain _qi blast_ , _shrink the span_ , or another 3rd-rank qi spell you have access to. ■ _Qi blast_ ( ) - Area-of-effect damage with variable area, damage and number of actions, which can also push the targets. And it scales well. Very solid. The only slightly negative aspect is that it comes with a Fortitude save. ■ _Shrink the span_ ( ) - You teleport up to a distance equal to your Speed within your line of sight. Some ancestries
Tarondor’s Guide to the Pathfinder Second Edition Monk
can get this as an ancestry feat that doesn’t cost a focus point. Still, it’s a great way to cross chasms or move across difficult terrain or hazards. ➢ Align Qi ( ) (Qi Spells) Might be worth taking if Harmonize Self didn’t exist. As it is, forget it. ➢ Blazing Talon Surge ( ) (Rain of Embers Stance) For two actions, Stride and Strike and maybe Grapple. The damage is just too low and the sequence of events too restrictive to be a decent option. ➢ Crane Flutter ( ) (Crane Stance) Awesome feat. Gain an additional +2 circumstance bonus -anda riposte all as a Reaction. This will constantly be useful. ➢ Culvert's Collapse ( ) (Flood Stance) (Uncommon) When you Strike an enemy that just struck you, and use Flooded River Strike, you do an additional 1d8 persistent bleed damage. ➢ Dragon Roar ( ) (Dragon Stance) You can Demoralize in a small area around you. If the creature starts its turn within 15’ of you, it can’t reduce its Frightened condition below 1 that turn, which is very cool. In addition, you do more damage to the first Frightened creature you strike. This operates off your Intimidation DC and not your Class DC, which means don’t bother with this unless you’ve kept your Intimidation skill up and have at least some Charisma bonus. ➢ Gorilla Pound ( ) (Gorilla Stance) Another feat that compresses a Strike with a Demoralize. And like Dragon Roar, you get additional damage when you strike a Frightened creature. Unlike Dragon Roar, this only affects one creature and they can reduce their Frightened value as normal. However, this can be used every round if you’re willing to forgo a Flurry of Blows (they’re both Flourish actions.) ➢ Inner Fire ( ) (Stoked Flame Stance) When you’re in Stoked Flame Stance, you have resistance to both Cold and Fire. When creatures Strike you with unarmed attacks or Grapple you, they take a small amount of damage. ➢ Ki Cutting Sight ( ) (Rare) Hoo boy. So much to say about this. First of all, it’s freakin’ awesome! Second, it’s keyed to a Perception check and monks only get to Expert. I’d only take this if I was planning on the campaign ending at low levels -orif I was planning on taking an Investigator archetype so I
Tarondor’s Guide to the Pathfinder Second Edition Monk
could get Master Perception at 12th level. In addition, it’s not clear from the text whether the damage is Slashing or Precision (I’d rule it’s Precision damage). Also, there should be a time limit or you can cast the spell, get back all your focus points and use the result days later, which is silly. I’d recommend it be limited to 10 minutes. ➢ Momentous Charge ( ) (Rushing Goat Stance) Rushing Goat Stance already incentivizes you to move, then strike. So this adds a free, automatically-successful Shove and the possibility of the stunned condition. Not bad. ➢ Mountain Stronghold ( ) (Mountain Stance) Just for having the feat, your AC goes up by +1 (provided you have a Dex of at least +1). And then you can get a further +2 AC for a single action. Really Strong for someone in Mountain Stance. ➢ One-inch Punch ( ) You gain extra damage without suffering the MAP penalty. Ordinarily, you would be better off making two attacks for a single action with Flurry of Blows. However, because One-Inch Punch only counts as a single attack, you can use the two-action version and follow it up with Flurry of Blows. ➢ Return Fire ( ) (Monastic Archer Stance) You have to already have Monastic Archer Stance and Deflect Projectile and even then it’s highly dependent on the actions of others. ➢ Stumbling Feint ( ) (Stumbling Stance) Wow. You get a free Feint action every time you use Flurry of Blows. If you succeed, the target is off-guard against both attacks. And you can do this every round. So long as your Deception is kept up and you have some Charisma bonus, this will pay off very frequently! ➢ Tiger Slash ( ) (Tiger Stance) Similar to One-inch Punch, but only usable in Tiger Stance. Prior to 18th level, it’s actually better than One-Inch Punch. The optional push is occasionally useful. ➢ Water Step ( ) You can run across water. Much better than the skill feat Water Sprint, but still only useful once in a while if you’re not in a maritime campaign. ➢ Whirling Throw ( ) Less great than the pre-Remaster version, since it now has the Attack trait, but still a ton of fun to use. Grapple your enemy and throw them out of the combat. Or
Tarondor’s Guide to the Pathfinder Second Edition Monk
off a bridge. To get maximum use from Whirling Throw, you could consider getting an archetype (Fighter or Wrestler) that lets you take Combat Grab. ➢ Wolf Drag ( ) (Wolf Stance) For two actions, your wolf jaw strike gains the fatal d12 trait, and if the attack succeeds, you knock the target prone. Although you could potentially do more with a Flurry of Blows and a Trip attempt, you’d suffer MAP penalties the whole time. This feat gives a much higher chance your opponent will actually end up prone. Also, this is a great way for a Dexterity-based monk to knock opponents prone without a heavy investment in Athletics or Strength. The addition of Fatal d12 is just a fun bonus.
❖ 8th Level Monk Feats
➢ Clinging Shadows Initiate ( ) This stance requires a focus point to enter, so it’s definitely not something you’ll want to switch and out of. But once you’re in, it’s a grappler’s dream. Let me repeat: This is one of the best grappling options in the game. The damage is small, so you can enter this stance and still use a different unarmed attack (your Powerful Blows or some other natural weapon) or a weapon attack, reserving the void damage for when you need to bypass damage resistance. You still gain the awesome bonus to Grappling. ■ 1d4 void damage; agile, grapple, reach ■ +2 circumstance bonus to Athletics checks to Grapple ■ +2 circumstance bonus to the DC for creatures to Escape from you. ■ Compatible with Monastic Weaponry ■ Leads to Shadow's Web (14) ➢ Ironblood Stance ( ) A reasonable attack, but you could enter this stance just for the damage resistance and use a weapon with better traits instead. Maybe a Bo Staff? ■ 1d8 bludgeoning damage; parry, sweep ■ Resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level. ■ Compatible with Monastic Weaponry ■ Leads to Ironblood Surge (14)
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Jellyfish Stance ( ) This is the only Reach stance designed for Dexterity-based monks. Plus, a +2 circumstance bonus to Escape can often be a lifesaver. ■ 1d6 slashing; finesse, reach ■ +2 circumstance bonus to Reflex saves and on checks to Escape and Squeeze. ■ Compatible with Monastic Weaponry ➢ Kaiju Stance ( ) A strong but niche stance that -lowersyour AC and Reflex saves, but gives you a reach attack, splash damage and the ability to ignore difficult terrain. This is good for a monk that wishes to control a large area (perhaps tied with Stand Still.) It’s also great for Tiny characters because they automatically become Large with a 10 ft. reach. ■ you become Large and are clumsy 1. ■ 1d8 bludgeoning; backswing, fatal d12, reach, ■ 10’ splash damage on a critical hit. ■ ignore difficult terrain. ■ NOT Compatible with Monastic Weaponry ■ Leads to World-breaking Footfall (14) and Wake of Devastation (20). ➢ Mixed Maneuver ( ) You can make two combat maneuvers (Grapple, Reposition, Shove or Trip), only adding to MAP afterwards. Tripping two opponents is nice, but Grapple + Trip on one opponent is a devastating effect. ➢ Pinning Fire ( ) Archer monks can immobilize a target with a reaction and it will cost the target an action to cut free. Not bad, though I wish it were a Free Action. ➢ Projectile Snatching ( ) (Deflect Projectile) A very cool but rarely useful effect. ➢ Rippling Spin ( ) (Reflective Ripple Stance) When you’re struck by someone within your reach, you can Step and still make a free Disarm or Trip attempt against the attacker. Hit me? Down you go! ➢ Scattering in Spring ( ) (Twisting Petal Stance) When you’re attacked, you gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses you, you can immediately attempt a Feint or Shove against the triggering attacker; if you roll a success, you get a critical success instead.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Snakebird's Shadow ( ) (Waterfowl Stance) Make a sword Strike against each target in a 15-ft. line (so probably only two opponents) and increase the MAP only after the attacks are made. ➢ Tangled Forest Stance ( ) Equally good for a Dexterityor Strength-based monk, this stance gives you crowd control without requiring an action on your part. Consider extending that reach by wielding a reach weapon like a Bo Staff. ■ 1d8 slashing; agile, finesse ■ Any creature in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. ■ Compatible with Monastic Weaponry ■ Leads to Tangled Forest Rake (14) ➢ Wake to Strife ( ) It will only work on someone that’s prone or swimming, which is very limiting, but can make them sickened even if they succeed on their save. This is good if you’ve got a build based on combat maneuvers (or just Tripping). Trip + Wake to Strife can be a very powerful combination, but because it gives the target a free Stand action, you might prefer to leave them on the ground, forcing them to take an action to stand. ➢ Wall Run ( ) Running up walls at full speed like The Flash is pretty cool, but at this level many of your foes can simply fly. ➢ Wild Winds Initiate ( ) Like Clinging Shadows Initiate, this stance requires a focus point to enter. Monastic Archer Stance has more support and a greater range, making Wild Winds Initiate somewhat of a niche choice. It’s thematically great for a monk relying on inner upheaval and other Qi attacks. ■ 1d6 bludgeoning; 30 ft. range; agile and propulsive ■ Wind crash Strikes ignore concealment and all cover. ■ +2 circumstance bonus to AC against ranged attacks. ■ Compatible with Monastic Weaponry ■ Leads to Wild Winds Gust (14) and Electric Counter (16)
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ 10th Level Monk Feats
➢ Blazing Streak ( ) (Stoked Flame Stance) You can take six actions : two Strides and four Strikes. That’s pretty amazing, but most of your Strikes will be made with full MAP. Still, nothing prevents you from Striding up to a foe, attacking four times and retreating. You can do this with weapons as easily as with flashing sparks Strikes. If you use flashing sparks Strikes, they deal fire damage, not slashing damage. ➢ Cobra Envenom ( ) (Cobra Stance) The bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2. Once per combat, your cobra fang strikes do a lot more persistent poison damage than usual. Sadly, the cobra fang strikes themselves remain weak. ➢ Entwined Energy Ki ( ) (Uncommon) The single form of energy you can choose to add to Qi blast , Inner upheaval or Qi form is rarely going to be better than the types of damage natively available to those spells. ➢ Knockback Strike ( ) If it were one action, maybe. But two actions to Strike and push someone back 5’ isn’t worth it at this level. ➢ Lessons of Flux ( ) (Uncommon) A reroll on a Grab, Reposition, Shove, Trip, or Tumble Through. That’s pretty damned good right there, but in addition if you still fail, you get information about the target as though you’d succeeded on a Recall Knowledge check. That’s awesome! ➢ Peafowl Strut ( ) (Peafowl Stance) Combining Peafowl Strut and Peafowl Stance gives you a great deal of mobility, but it comes at the cost of not being able to use Flurry of Blows because both are Flourish actions. I’d rather use Flurry of Blows. ➢ Prevailing Position ( ) Shazam! A +4 circumstance bonus on both AC and Reflex saves? As a reaction? That’s like taking cover behind a raised Fortress Shield (two actions). It does force you out of your stance and thus requires an action to get back into a stance, but against the right attack, this could save your life! ➢ Sleeper Hold ( ) Pretty bad, actually. This only has a strong effect on a critical success, requires the target already be grappled, and has the Incapacitation trait.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Wave Dashes Rocks ( ) (Uncommon) The target has to already be grabbed by you, meaning you strike with MAP, but if you hit the target is prone and is clumsy 1 and enfeebled 1 until the end of its next turn. That’s a nice set of debuffs all for one action. ➢ Wind Jump ( ) (Qi Spells) You spend a focus point to gain a fly speed. Every martial character needs to fly at or around this level. If your Acrobatics is high enough, this is true flight. ➢ Winding Flow ( ) A good way to move in or out of combat without triggering reactions. ➢ Wronged Monk's Wrath ( ) (Qi Spells) (Uncommon) Spend a focus point to do a moderate amount of damage in an area centered on you.
❖ 12th Level Monk Feats
➢ Diamond Soul ( ) You gain a +1 status bonus to saving throws against magic. Neat and simple. ➢ Disrupt Qi ( ) A good option against Strength-based opponents. Be sure to use it early in a fight to maximize the effect of the persistent damage. ➢ Dodging Roll ( ) A reaction to help you with damage from area-of-effect spells. ➢ Five-gods Ram ( ) (Rushing Goat Stance) -You -couldwind up with two Strides and two Strikes, a shove and a prone opponent, but you could also wind up making only one successful strike and then being Stunned. Be careful! ➢ Focused Shot ( ) ( Monastic Archer Stance) Only for Monastic Archer Stance, but definitely worth it if your foes are concealed or behind cover. ➢ Improved Knockback ( ) (Knockback) The main use of Shove it to move the enemy at least one action away from your squishier allies. Being able to do it a little better doesn’t really change the situation much. ➢ Meditative Focus ( ) When you Refocus, you regain all your Focus Points instead of 1. If focus spells are an important part of your build, you’ll definitely want this.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Overwhelming Breath ( ) This really shouldn’t be necessary very often. There are better uses of your feat. ➢ Reflexive Stance ( ) Saves you one action each combat. Not that big a deal, unless you’re using Mountain Stance, in which case you need to be in your stance before the enemy can go. ➢ Sense Ki ( ) (Uncommon) You gain imprecise lifesense out to a range of 30 feet. Extra senses are useful, but remember that this will not detect undead or constructs, two common creature types. ➢ Wave Spiral ( ) (Reflective Ripple Stance) You attempt to Trip each creature standing on the ground in a 10-foot emanation. MAP penalties apply only afterwards. ➢ Whirling in the Summer Storm ( ) (Twisting Petal Stance) You attempt to put all enemies in reach off-guard to melee attacks from you and your allies until the end of your next turn. Then you Shove up to three of them without a MAP penalty until afterwards.
❖ 14th Level Monk Feats
➢ Explosive Death Drop ( ) (Rain of Embers Stance) The most awesome visuals in the entire game! The damage is weak at 14th level, and doesn’t scale at all. ➢ Form Lock ( ) Way too situational. Just don’t bother. ➢ Ironblood Surge ( ) (Ironblood Stance) Spend an action to parry and your resistance from Ironblood Stance increases to your Strength modifier (likely +5 if you’re Strength-based). Note that the resistance increases -toyour Strength modifier, not -byyour Strength modifier. At this level that’s probably a +2 modifier. Not bad, but not wonderful, either. ➢ Mountain Quake ( ) (Mountain Stance) A +1 to AC (if your Dexterity is at least +2) and a crowd-control ability that can make everyone within 20 ft. prone. Be aware that this applies to allies as well as enemies. ➢ Peerless Form ( ) A +2 status bonus to Fortitude and Will saving throws is really strong. Status bonuses are rare and will stack with the common circumstance bonuses to be more easily had. With this feat (and the appropriate use of Path of
Tarondor’s Guide to the Pathfinder Second Edition Monk
Perfection), monks can have the very best Fortitude and Will saves in the game. ➢ Shadow's Web ( ) (Clinging Shadows Initiate) The damage is okay and is a Fortitude save (the kind enemies will most frequently be good at), but the area is large and the debuffs useful, even on a success. ➢ Tangled Forest Rake ( ) (Tangled Forest Stance) If you hit with a lashing branch strike, you can Reposition the target up to 10 feet. Whee. This is far too little for a 14th-level feat. ➢ Tongue of Sun and Moon ( ) Again, just not enough for a 14th-level feat. Magic that translates languages is easy to achieve at levels far lower. ➢ Whirling Blade Stance ( ) (Monastic Weaponry) Sigh. You can throw your melee weapon and have it return to you. Just get yourself a Trident with the Returning rune. ➢ Wild Winds Gust ( ) (Wild Winds Initiate) The ability to attack everyone in a 30’ cone every single round is just nuts! ➢ World-breaking Footfall ( ) (Kaiju Stance) The ability to create a large area of difficult terrain on demand is fun, but at this level many creatures can avoid that terrain. The damage is minor.
❖ 16th Level Monk Feats
➢ Electric Counter ( ) (Wild Winds Initiate) (Uncommon) “Electric Counter” really fails as a feat name. It sounds like one of the aisles at Radio Shack. Anyway… This feat functions as both a defense against electricity and a means of inflicting electrical damage on a creature that strikes you in melee. ➢ Enlightened Presence ( ) A bonus to most Will saves for you and your whole party. Very strong, but doesn’t stack with Peerless Form. ➢ Flinging Blow ( ) You can do pretty much as well with just a Shove action. Also, a Fortitude save against your Class DC means this will fail as often as it succeeds.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Fuse Stance ( ) 6 You create your own stance by fusing two compatible stances. The options are numerous! I personally like Clinging Shadows Stance + Reflective Ripple Stance for the ranged Tripping mastery. ➢ Master of Many Styles ( ) Most of the time, switching stances is a bad idea, and it costs only a single action in any case. However! The reason you want Master of Many Styles is not for this feat itself. If you use Clinging Shadows Stance or Wild Winds Stance, you’re going to want to consider Qi Center at 18th level and this is a prerequisite for that feat. ➢ Master Qi Spells ( ) (Qi Spells) You gain medusa's wrath , touch of death , or another 8th-rank qi spell you have access to. ■ Medusa's wrath ( ) For two actions, you Strike and also automatically slow the target. Even if the target succeeds on its saving throw at the end of its’ turn, this is still a fantastic spell. And lower-level mooks are likely to become increasingly slowed and maybe petrified permanently. ■ Touch of death ( ) Used to be Quivering Palm. A powerful save-or-die spell. Even if the target succeeds on its saving throw, it’s stunned and takes a boatload of damage. Does have the Incapacitation trait, though. ➢ One-millimeter Punch ( ) (One-Inch Punch) A 16th-level feat that requires you to use another feat and then just pushes your foes back a bit. Compare that to casting Touch of death and you can see why I have rated this feat low. Now, if it were Level 8 it might be worth it. ➢ Shattering Strike ( ) Bypassing all resistance and half of hardness with any Unarmed Strike is pretty darn sweet. At this level, resistances can sometimes run pretty high.
❖ 18th Level Monk Feats
➢ Diamond Fists ( ) Extra damage is always good, but how good is it? That depends on how many strikes you make in a given turn. The more strikes, the more this feat matters. If you
(^6) Kudos to Paizo for reducing this from a level 20 feat to level 16. Now players have a chance to enjoy their new style. Tarondor’s Guide to the Pathfinder Second Edition Monk
prefer combat maneuvers or dodging in and out of combat, this feat isn’t for you. Adding forceful and deadly d10 traits to an agile unarmed attack means consistent extra damage. On the other hand, Cobra Stance, Gorilla Stance, Mountain Stance, Rushing Goat Stance, Stoked Flame Stance and Flood Stance (if underwater) all get straight up damage dice increases. ➢ Effortless Reach ( ) (Uncommon) Ooh, I like this one! Very simple. Even at this level, reach is a great trait to have. ➢ Grandmaster Qi Spells 7 ( ) (Master Qi Spells) ■ Embrace nothingness ( ) This is so stupidly powerful it should be in every monk’s build. You have damage resistance, can fly and even walk through walls. When you’re moving, you have concealment; when you’re not moving, you’re invisible. Unlike the pre-Remaster version, this has nothing to do with the ethereal plane. The only caveat is that once in this form, you are stuck with it until it wears off in one minute. ■ Qi form ( ) You can fly at your full speed, you glow pretty, you do a little more damage and you have a minor damage aura. Dragonball Z fans, rejoice! ➢ Qi Center ( ) Once per minute, you can cast a single action qi spell with the stance trait, without spending a Focus Point. These include Clinging Shadows Stance and Wild Winds Stance. ➢ Swift River ( ) As a free action, you end one status penalty to your speed, or end one immobilized or slowed condition affecting you. Sweet! ➢ Triangle Shot ( ) (Monastic Archer Stance; Stunning Blows) An absolute must for monastic archers. For two actions, you fire three shots with a -2 penalty, but no MAP until afterwards (-2/-2/-2 beats -0/-5/-10 any day). Plus you add Stunning Blows. Plus if all three hit, you inflict 3d6 persistent bleed damage. This is going to be your go-to maneuver from here on out.
(^7) The legacy feats Empty Body and Ki Form, though listed in Archives of Nethys as separate feats, have been subsumed into Grandmaster Qi Spells in the Remaster. Similarly, the 18th-level legacy feat Meditative Wellspring has been replaced by the 12th-level feat Meditative Focus. Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ 20th Level Monk Feats^8
➢ Endurance of the Rooted Tree ( ) (Harmonize Self) (Uncommon) You still need to spend the focus point, but this is free-action healing, so not bad. ➢ Enduring Quickness ( ) Bleah. What an underwhelming capstone feat. Check out the 10th-level feat Winding Flow instead. ➢ Godbreaker ( ) (Crushing Grab; Whirling Throw) For this to pay off, you have to hit all three times, and hitting with a -10 MAP penalty is very unlikely. Because the target is grappled, they are off-guard, which makes success slightly more likely. If your attack is agile, -maybethis has a decent chance of success? Seems too risky to me. It’ll look cartoonishly awesome if it works, though! ➢ Golden Body ( +) (Uncommon) Wow! Yeah, this is really, really strong. Fast healing 20 all the time is amazing. Out of combat, you heal up in seconds. In combat, you’re much more survivable. The deadly d12 trait is just gravy. GM’s: Think twice about this one before allowing it. ➢ Immortal Techniques ( ) Unless you’re changing stances every round, this is next to useless. ➢ Impossible Technique ( ) A reaction to force rerolls of attacks and saves. Very nice. ➢ Lightning Qi ( ) (Qi Spells) Once per 10 minutes, you can save 1 action. ➢ Vitality-Manipulating Stance ( ) (Uncommon) On the one hand, these vitality blasts are weak, but on the other, you can use Stunning Fist to weaken both warriors and spellcasters (spellcasting normally has a manipulate trait), even on a success, and there is no Incapacitation trait. So, it’s a nice way to weaken powerful opponents. ➢ Wake of Devastation ( ) (Kaiju Stance) That…is a big bag of nothing. Do not want. I guess the immobilize feature doesn’t have an Incapacitation trait, so there’s that.
(^8) The 20th level feat Deadly Strikes has been subsumed into the 18th-level feat Diamond Fists. Tarondor’s Guide to the Pathfinder Second Edition Monk
10.2. GENERAL FEATS
Rather than proceed through every possible General feat, here are several to be aware of.
❖ GENERAL FEATS
➢ Adopted Ancestry ( ) You might grab Halfling’s Luck,
Unburdened Iron, Nimble Elf, Unexpected Shift, Tangle of Limbs, General Training or Natural Ambition with this feat.
➢ Canny Acumen ( ) Take this at 15th level with your
weakest saving throw. At 17th level, it will go to Master. ➢ Diehard ( ) You’ll be in the thick of combat, but you have fewer defenses than some other martials. Being harder to kill is a solid option.
➢ Fleet ( ) Movement is important in Pathfinder 2e. It will
also mean fewer actions spent getting into position at the start of battles. You’re already really fast, so this is less important, but still really good. ➢ Incredible Initiative ( ) Going faster in the initiative means getting into position sooner and possibly Tripping or Grappling the bad guys before they can get to your squishy allies.
➢ Toughness ( ) You’re going to need all the hit points
you can get!
➢ Ancestral Paragon ( ) Sometimes your ancestral feats
are just flat-out better or more interesting than general feats.
➢ Untrained Improvisation ( ) You can make a decent try
all untrained skills, eventually without a penalty. This includes all Lore skills.
A Monk’s Scheme for General Feats
All of the above can be useful, but there is a general pattern I’d follow in most cases:
With A Shield
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ 3rd level: Shield Block ❖ 7th level: Toughness ❖ 11th level: Incredible Initiative ❖ 15th level: Canny Acumen (Worst Save) ❖ 19th level: Diehard
No Shield ❖ 3rd level: Toughness ❖ 7th level: Incredible Initiative ❖ 11th level: Diehard ❖ 15th level: Canny Acumen (Worst Save) ❖ 19th level: Feather Step
11. ARCHETYPES
There are hundreds of archetypes available in Pathfinder 2nd Edition. I’m going to highlight why each multiclass archetype is useful (or not) and examine certain specific other archetypes with good synergy for a monk.
The truth is that the Monk does not need any archetypes. Unlike some classes, the monk feats are generally very strong and permit for a variety of builds all by themselves. Unless you are using the Free Archetype rule, I’d urge you to ignore archetypes as a monk.
I strongly urge all GMs to permit the Free Archetype rule to allow their players to make more interesting characters. My own house rule is that you can use the Free Archetype rule only for “other archetypes”, not for multiclass archetypes. I think that helps produce variety, not more power.
My rating for each archetype assumes that your campaign uses the Free Archetype rule. If not, consider all GREEN ( ) options to be merely ORANGE ( ).
Tarondor’s Guide to the Pathfinder Second Edition Monk
11.1. Multiclass Archetypes
Alchemist ( )
An alchemist archetype gives you access to great consumable items you can use to make your monk and your monk’s party more effective. Juggernaut mutagens, bestial mutagens and drakeheart mutagens can all help a monk in combat. Energy Mutagens, Healing Potions, Numbing Tonic and Soothing Tonic are all staples you can use throughout your career. Moreover, as you level up, you can brew more powerful consumables like a Fury Cocktail or an Oak Potion. Depending on your adventures, you may find recipes for uncommon consumables like Iron Wine, Invisibility Potion or Rainbow Vinegar.
Animist ( )
The dedication gains you an “apparition” which you can change after a full day of downtime. This amounts to two lore skills that will automatically increase to Master proficiency as you level up. In addition to all divine spells, you will have access to a list of other spells as provided by your chosen apparition.
You will have access to awesome divine spells like _stabilize, heal, freedom of movement_ and _breath of life_ as well other spells depending on your Apparition. The Witness to Ancient Battles apparition also gives such spells as _Sure Strike_ , _Enlarge_ , _Ghostly Weapon_ and _Weapon Storm_. In addition, you can choose useful feats like Grasping Spirits Spell.
Barbarian ( )
Barbarian is a reasonable choice of archetype for a Strength-based monk mostly because Rage can help you do more damage. Few of the feats are really all that useful to a monk.
Bard ( )
You’ll need a high Charisma, but the bard archetype will add some useful occult spells and fantastic support feats like Lingering Composition, Martial Performance, Rallying Anthem, Dirge of Doom and Anthemic Performance, helping you to create a monk that both defends and supports their allies.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Champion ( )
This is a great archetype for a monk who wants to access feats like divine grace and Devout Blessing and well as focus spells like _lay on hands_. But the real prize here is Champion's Reaction. This is damage reduction for the party that scales very well, as well as a free attack without MAP.
Cleric ( )
The cleric archetype will give you access to important spells like _stabilize, heal, freedom of movement_ and _breath of life_ , making you a strong healer in addition to being a support caster. _But See_ animist, above. Hint: Get the Draconic Barrage focus spell from the Dragon domain for some great additional damage to your attacks (and maybe combine that with Burn It! if you’re a goblin.)
Commander ( )
An Intelligence-based archetype is a difficult sell for the monk, but many of the Commander’s tactics could be used well by a tactically-minded monk. The Marshal archetype might be a better choice.
Druid ( )
The druid archetype will give you access to important spells like _heal_ and _vital beacon_ , or to an animal companion or great focus spells like Tempest Surge and Combustion.
Exemplar ( ) (Rare)
Sigh. Folks, the Exemplar dedication is just broken 9. Like really broken. GM’s, if you allow the Exemplar or the Exemplar archetype, just disallow the Gleaming Blade ikon. That said, if your GM allows it, grab Gleaming Blade.
Fighter ( )
Don’t get me wrong, fighter feats are awesome for a monk. However, nearly all the feats you would want to take are available at a lower level through the Bastion, Dual-Weapon Warrior, Duelist or Mauler archetypes.
(^9) I saw the Exemplar archetype in action at GenCon 2025 (on a barbarian). It was so broken no one else at the table had any fun, including the GM. Just don’t allow it. Tarondor’s Guide to the Pathfinder Second Edition Monk
Guardian ( )
At first glance it appears that this won’t work. Guardian is all about the heavy armor and the monk is all about no armor. But in fact there are many things about the Guardian that a monk player can take advantage of. The dedication gives you the Taunt action. And you can get the Intercept Attack action (although usable only once every 10 minutes. You can even get more hit points from Guardian Resiliency. The vast majority of Guardian feats will for a monk include Shoulder Check (what a great feat for a monk!), Punishing Shove, Proud Nail and Reactive Strike.
Gunslinger ( )
It’s not that a monk can’t work with a Gunslinger archetype. But there’s a better option. Check out the Bullet Dancer archetype, below.
Inventor ( )
There just isn’t much synergy between the Inventor and the monk class.
Investigator ( )
Investigator’s Stratagem is a fine feat, but won’t work well with the monk’s preferred play style (Flurry of Blows).
Kineticist ( )
Kineticist is a decent archetype for a monk because it offers extra utility for your extra actions. First, it requires an investment in Constitution, in which a monk should be strong to begin with. Impulses require an empty hand and that combined with the monk’s excellent action compression makes them a good base class for the kineticist archetype.
At lower level, feats like Four Winds, Deflective Wave, Fresh Produce, Ocean’s Balm or Timber Sentinel will offer strong utility. At later levels, Clear as Air, Dash of Herbs, Cyclonic Ascent and Wooden Palisade will be strong additions to your arsenal of abilities. Kineticist even has some useful stances you can combine with monk stances at 16th level using Fuse Stance.
Magus ( )
An Intelligence-based archetype is a bad idea for the monk class.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Oracle ( )
Animist, Cleric, Sorcerer and Witch archetypes are all easier ways to gain access to divine spells. Seriously, this is an awful archetype.
Psychic ( )
Take The Tangible Dream conscious mind for amped _shield_ and the _imaginary weapon_ unique psi cantrip. The Psi Strikes feat would help a monk.
Ranger ( )
There’s just about nothing a monk needs from this archetype that they can’t more easily from a different archetype. A few good archery feats for a monastic archer and that’s all and that’s a lot of feats for only a little gain.
Rogue ( )
Rogue is a strong archetype for a monk. The extra skills will expand the monk’s ability to remain useful in both combat and social situations, while feats like Mobility will permit the monk to move easily around the battlefield. In addition, feats like Nimble Dodge and Nimble Roll, You’re Next, Gang Up, Shove Down, Opportune Backstab and Skill Mastery are all great for a monk
Sorcerer ( )
One of the best choices for adding some spellcasting in an uncomplicated manner. Probably your best choice if you want to cast arcane spells. In addition to the spells themselves, there are some bloodline spells to take note of, including _tentacular limbs_ , _jealous hex_ , _unraveling blast_ and _dragon’s claws._
Summoner ( )
The summoner archetype doesn’t really give you what you need to make this work in combat. If there is something to be said for this archetype it's that you get two chances to roll various skills. That’s just not good enough to justify taking an archetype.
If you want a battle companion, look into the Beastmaster archetype instead.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Swashbuckler ( )
Feats like You’re Next and Charmed Life are quite useful for a monk. Agile Maneuvers is amazing for a monk specializing in combat maneuvers.
Thaumaturge ( )
There’s quite a lot you can do for a monk with a Thaumaturge archetype. You use Glimpse Vulnerability to give a creature weakness 2 against your unarmed and weapon Strikes. At 6th level, you gain your implement's initiate benefit. If you choose a Chalice, you can Sip or Drain the chalice for some good self-healing. If you choose a Weapon, you might be able to interrupt spells and other actions.
Witch ( )
An Intelligence-based archetype is a bad idea for the monk class. If you want to be a spellcaster, consider the Animist, Bard, Cleric, Druid or Sorcerer.
Wizard ( )
An Intelligence-based archetype is a bad idea for the monk class. If you want to be a spellcaster, consider the Animist, Bard, Cleric, Druid or Sorcerer.
11.2. Other Archetypes
Acrobat ( )
A Dexterity-based monk can use this archetype to gain several advantages. Acrobat Dedication makes you an Expert in Acrobatics and scales up all the way to Legendary for just one feat. Graceful Leaper lets you use Acrobatics instead of Athletics for high jumps and long jumps. Tumbling Strike lets you Stride, Strike and put the opponent off-guard all for one action. Tumbling Opportunist lets you Stride and use Acrobatics to Trip, all for one action.
Aldori Duelist ( )
Tarondor’s Guide to the Pathfinder Second Edition Monk
You gain familiarity with Aldori dueling swords and can use them with the Monastic Weaponry feat. Aldori Parry will give you a +2 circumstance bonus to AC while parrying instead of the usual +1. Aldori Riposte gives you a free Strike or Disarm attempt whenever the enemy critically fails a Strike against you. Saving Slash is a reaction that gives you a 30% chance to negate a critical hit against you. Aldori's Retort gives you an additional reaction each round to use on Aldori Riposte, Saving Slash, or any dueling action.
Bastion ( )
The Bastion archetype lets you double-down on being a shield-wielding badass. You’ll find plenty more to do with your shield here. Bastion dedication feat gives you the effects of Reactive Shield. Nimble Shield Hand lets you treat your hand as free for Interact actions so you can hold other things like a horse’s reins, a banner to rally around or just a lantern. Other useful feats include Disarming Block, Destructive Block and Quick Shield Block.
Beastmaster ( )
Beastmaster is a good archetype for most characters. It gives you a fighting companion and expands your action economy, which as I have said, is a big step towards winning Pathfinder.
Once you gain Mature Animal Companion, which you can do as early as 4th level (which is nuts in itself), the animal can stride or strike on its own without your commands, which helps a lot with your action economy. Choosing an animal that can be used as a mount is a strong choice.
Blessed One ( )
This archetype is all about protecting your allies, healing them and removing conditions. The dedication gives you the _lay on hands_ focus spell much earlier than if you were to take the Champion dedication. Feats like Mercy, Invigorating Mercy, Greater Mercy, Elucidating Mercy and Affliction Mercy all permit _lay on hands_ to remove harmful conditions. Blessed Denial lets you use a reaction to reduce the severity of certain powerful conditions that might affect your allies. Rejuvenating Touch gives Fast Healing 10 for ten rounds to an ally who benefitted from your _lay on hands._
Tarondor’s Guide to the Pathfinder Second Edition Monk
Bullet Dancer ( )
This is basically the gunslinger archetype for monks, but I’m sorry to say it just doesn’t work well. There’s no easy way to reload your weapons during a Flurry of Blows, so you’re limited to Air Repeaters, which do d4 damage. Almost any stance is better than this. Bullet Dancer Reload is a 10th level feat, whereas every other form of gunslinger gets a reload at 4th level. This is punishingly bad. Overall, I’m afraid the gun kata playstyle will have to await a reworking of this archetype.
Clawdancer ( )
This archetype lets you use unarmed claw or talon attacks with new, powerful stances, both of which you gain from Clawdancer Dedication. Claw Snag gives you a reaction to strike when a creature attempts to escape your grab. Talon Sweep gives you a reaction to strike when a creature flanks you and attacks. Abscission Shards lets you do persistent bleed damage with your stance strikes. When you’re prone, Spinning Stand lets you Strike and Stand as one action, and standing doesn’t trigger reactions.
Dragon Disciple ( )
This is a popular archetype for a monk, largely because of the Scales of the Dragon feat. Breath weapons and flight are fun, too. In the Remaster rules, this has been replaced thematically by the Dragonblood versatile heritage, but this legacy archetype is still valid for play.
Five-breath Vanguard ( )
This is a great archetype for those who want to move easily between stances (specifically, the five elemental stances: Ironblood Stance, Mountain Stance, Reflective Ripple Stance, Stoked Flame Stance, and Tangled Forest Stance). Five-breath Vanguard Dedication lets you Stride or Step, and then enter a different elemental stance as a single action. Renewing Cycle gives you temporary hit points each time you change stances. Protective Cycle gives you a +2 bonus to AC any time you’re harmed. Five Breaths, One Death lets you hit an enemy with one attack from each of the elemental stances you have. This archetype _should_ have let you choose the elemental stances as archetype feats. Free Archetype would be so much more valuable in that case.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Jalmeri Heavenseeker ( )
This is an excellent archetype for monks who want to focus on mobility and utility. Jalmeri Heavenseeker Dedication gives you either the _inner upheaval_ or _qi rush_ spell. Sky and Heaven Stance gives you a 1d10 slashing unarmed attack with the versatile P trait and also gives you resistance to electricity and sonic damage. Steal the Sky can ground enemy fliers.
Marshal ( )
I dearly love the Marshal archetype. But both monk and marshal rely heavily on mutually exclusive stances to get maximum power from this archetype. However, many Marshal abilities don’t require you to be in a Marshal stance, you could use things like To Battle! or Snap Out of It! to help your allies be their best while you defend them.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Martial Artist ( )
There is a lot of overlap between the monk class and the Martial Artist archetype, but there are some gems here that can help a monk. Follow-up Strike lets you hit again if you miss a Strike, without increasing the MAP. Note, however, that both Flurry of Blows and Follow-up Strike are Flourish actions, so you can’t use them both in the same round. Echoing Violence lets you add 10d6 bludgeoning damage to a critical hit. If the target critically fails its Fortitude save, it dies immediately. Other great feats include Adamantine Body and Path of Iron.
Mauler ( )
This is a great archetype if your monk is going to use a two-handed weapon, including a reach weapon. Mauler Dedication grants you access to your weapon’s critical specialization effect. Slam Down lets you make a Strike and a Trip attempt before applying MAP. Clear the Way lets you Shove up to five creatures adjacent to you. Crashing Slam changes Slam Down so that if your Strike hits, your Trip attack is automatically a critical success and you use the weapon dice for the falling damage. Hammer Quake lets you trip everyone around you. Avalanche Strike lets you Strike everyone around you.
Medic ( )
Medic brings a lot of in-combat healing to the party. You’ll need Battle Medicine to take this archetype. The main feats you’ll want from it are the Dedication, Doctor’s Visitation and Treat Condition, which is a mere skill feat.
Sixth Pillar ( )
This is a martial arts style for spellcasters and so very good if you’re casting a lot of qi spells or have another archetype that permits you to cast spells. Six Pillars Stance helps protect you against reactions triggered by your spellcasting. Sixth Pillar Mastery inflicts a -1 penalty to your target’s saving throw whenever you successfully hit them with an unarmed attack. Conversely, Whenever you cast a spell using spell slots, you gain a +1 status bonus to attack rolls with your unarmed Strikes until the start of your next turn.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Spirit Warrior ( )
This is an archetype which should not exist. Paizo nerfed the monk archetype during the Remaster to keep everyone from using Flurry of Blows all the time, but now everyone can have Overwhelming Combination for the cost of just one 2nd level feat, and it’s even better than Flurry of Blows because you can use it with any one-handed weapon... such as a falcata. So anyway, this is mostly an archetype for non-monks who want to use a pseudo-Flurry of Blows attack.
Staff Acrobat ( )
This is a great archetype for a monk who wants to use the Bo Staff even better than before. Staff Acrobat Dedication lets you Shove and Trip with a two-handed weapon. Staff Sweep lets you Shove or Trip two targets with one action. Levering Strike lets you make a strike and inflict the flat-footed condition and impose –2 circumstance penalty to the target’s DC against Shove, Trip. Whirlwind Stance gives you a +2 circumstance bonus to AC as long as you remain in this stance.
Stalwart Defender ( )
This dwarven archetype is all about standing firm in the face of the
enemy. The Stalwart Defender Dedication gives you Tenacious Stance,
which gives you bonuses against being Repositioned, Shoved or Tripped and grants you temporary hit points. Useful feats from Stalwart Defender include
Stalwart Song, Upset Balance, Stalwart Chant, and Gathering Moss.
Stone Brawler ( )
This is a martial arts style based on being like stone. Stone Brawler Dedication gives you Stonestrike Stance, which requires you to be standing on the ground. Your strikes are 1d8 bludgeoning damage with the forceful and magical traits. Stoney Skin gives you resistance to physical damage. Stoney Deflection gives you a +2 circumstance bonus to AC and to any defenses against being Shoved or Tripped. Stonebane gives you additional damage against constructs and creatures with the earth trait.
Student of Perfection ( )
Tarondor’s Guide to the Pathfinder Second Edition Monk
This archetype puts more monk in your monk. Makes it monkier, if you will. Student of Perfection Dedication makes you an expert in your choice of Acrobatics or Athletics or Warfare Lore. It also gives you the _Inner upheaval_ qi spell. Perfect Strike lets you reroll a missed unarmed strike. Perfect Ki Adept gives a choice of four qi spells ( _unfolding wind rush_ lets you walk on air and leaves a _wall of wind_ in your wake; _untwisting iron buffer_ gives you an amount of temporary hit points that scales really well.) Perfect Ki Expert, Perfect Ki Exemplar and Perfect Ki Grandmaster each give you stronger and stronger qi spells related to your chosen element.
Thlipit Contestant ( )
The archetype for tripkee monks (or any monk with a long tongue or tail, I guess.) It combines the Monk's mobility and unarmed attacks with a unique, tongueor tail-based fighting style focused on grappling, tripping, and short throws. Pick up a Monk style that doesn't lock you into a specific strike like Reflective Ripple Stance or Stoked Flame Stance and use that unarmed attack for Strikes while using your tongue/tail for the utility features found in this archetype.
Wild Mimic ( )
Quite a few monk stances are available through Wild Mimic, but there are some not-to-be-missed gems here, too, including Wild Mimic Dedication itself, which gives you Wild Mimic Lore, Rend Mimicry, Electrogenesis, Primal Proportions, Petrifying Gaze Mimicry, Trample Mimicry, Roar Mimicry, Pounce Mimicry and perhaps best of all, Emergency Regeneration.
Wrestler ( )
There is some small overlap between monk and Wrestler, but this archetype is chock full of combat maneuvers you can’t get from the monk class. Feats to look for include Combat Grab, Snagging Strike, Suplex, Running Tackle, Strangle and Submission Hold. I really like the idea of Snagging Strike + Flurry of Blows for only 2 actions.
Tarondor’s Guide to the Pathfinder Second Edition Monk
12. EQUIPMENT
ADVENTURING GEAR
❖ Air Bladder ( ) If you have to dive down or swim under, this will extend your air time. It’s light bulk and costs only 1 sp. ❖ Candle ( ) Never underestimate the many uses of the candle. It’s a light source. It’s a source of wax to plug up your ears. Use it to make impressions of keys or royal seals. Let it run into crevices to find hidden doors. The uses go on and on. ❖ Chalk ( ) At 10 for one copper piece? Best value in the book. Mark dangerous areas, draw marks to show where you’ve been, write funny limericks about the duke…whatever. Chalk is useful and cheap. ❖ Earplugs ( ) Going into the mountains? You’ll probably face harpies at some point. Going to sea? The same thing with those pesky sirens. Earplugs are cheap. Get ‘em! ❖ Mirror ( ) It’s a wee bit expensive at 1 gp, but looking around a corner is a great way to learn what the enemy is up to. Show it to a medusa! Show it to a vampire! Use it to tell if your foe is really dead or only mostly dead! Tell your GM you’re using it to reflect rays (good luck). Mirrors are underutilized! ❖ Rope ( ) Because you’re probably a terrible climber and your allies will need to haul you up or down a wall at some point. Don’t expect them to supply the rope. ❖ Writing Set ( ) You never know when you’re going to want to make notes or copy an important phrase.
ALCHEMICAL ITEMS
❖ Level 1+ ➢ Alchemist Fire ( ) Sometimes you need to trigger fire weakness or end a troll’s regeneration. ➢ Cheetah’s Elixir ( ) Gain 5 of speed. Faster movement can spell the difference between victory and defeat.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Deadweight Mutagen ( ) You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. ➢ Drakeheart Mutagen ( ) Just the thing for a Strength-based monk. Extra AC and a burst of speed. ➢ Energy Mutagens ( ) give you energy resistance. ➢ Healing Potion ( ) Every self-respecting adventurer needs some of these in his or her pack. ➢ Iron Wine ( ) This causes your unarmed attacks to deal an additional 1d4 fire damage for 10 minutes. ➢ Juggernaut Mutagens ( ) A bonus to Fortitude and temporary hit points. ➢ Numbing Tonic ( ) New Temporary Hit Points every round for a minute? Hot damn! ➢ Soothing Tonic ( ) Used out of combat, this consistently provides more healing than a healing potion. ❖ Level 2+ ➢ Bottled Catharsis ( ) Attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you. ➢ Bravo’s Brew ( ) For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear. ➢ Cat’s Eye Elixir ( ) Lets you ignore concealment and it’s easier to strike Hidden creatures. This is a really good low-level solution for invisible creatures. ❖ Level 3+ ➢ Blood Booster Elixir ( ) Gives resistance to persistent bleed, a very common damage type. ➢ Deadweight Mutagen, Moderate ( ) The bonus is +2, and the duration is 10 minutes. ➢ Revealing Mist ( ) A one-action item that reveals invisible creatures. ❖ Level 4+ ➢ Fury Cocktail ( ) This has many different versions. The “Double” grants you damage resistance. “Skeptical” gives a bonus against magic.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Invisibility Potion ( ) Just like a healing potion, every self-respecting adventurer needs to have one of these in their pack. ➢ Oak Potion ( ) Damage reduction in a bottle. Sometimes you need the extra protection. ➢ Rainbow Vinegar ( ) This causes your unarmed attacks to deal an additional 1d4 acid damage for 10 minutes and you have resistance 10 to electricity. And vampires are particularly harmed. Neat! ❖ Level 5+ ➢ Collar of the Shifting Spider ( ) Automatically injects a mutagen into you (as a free action) when you roll initiative. Action economy win! ❖ Level 11 ➢ Deadweight Mutagen, Greater ( ) The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. ❖ Level 12 ➢ Rainbow Vinegar, Greater ( ) The resistance increases to 15. You deal an additional 1d8 acid damage with your unarmed attacks, or 2d8 acid damage against vampires. ❖ Level 17 ➢ Deadweight Mutagen, Major ( ) The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.
ARMOR
Monks don’t wear armor, but they do still benefit greatly from most Armor Property Runes and Fundamental Armor Runes, which can be applied to your Gi or Explorer's Clothing.
Armor Property Runes
❖ Level 5 ➢ Stanching (Lesser) ( ) Reduces the DC of the flat check to end persistent bleed damage from 15 to 12. ❖ Level 6
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Dread (Lesser) ( ) Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn. ➢ Quenching (Lesser) ( ) As Stanching, but for persistent acid or fire damage. ❖ Level 8 ➢ Energy-Resistant (Lesser) ( ) The issue is knowing which energy you’re going to facing a lot. But if you’re in a campaign featuring one element over the other (say Legacy of Fire or Ruins of Azlant or something similar,) this would be a superior choice. ❖ Level 9 ➢ Stanching (Greater) ( ) The DC of the flat check is reduced from 15 to 10. ❖ Level 10 ➢ Quenching (Greater) ( ) The DC of the flat check is reduced from 15 to 10. ❖ Level 12 ➢ Dread (Moderate) ( ) The DC increases to 29 and affected creatures can’t reduce their Frightened value below 2. ❖ Level 13 ➢ Energy Adaptive ( ) Once per hour, as a reaction, you can gain resistance 5 to your choice of acid, cold, electricity or fire. ➢ Spellwatch ( ) This one just rocks! You can attempt a new saving throw against one hostile spell affecting you at the start of each of your turns. ➢ Stanching (Major) ( ) The DC of the flat check is reduced from 15 to 8. ➢ Winged ( ) Once per hour, you can fly for 5 minutes. ❖ Level 14 ➢ Quenching (Major) ( ) The DC of the flat check is reduced from 15 to 8. ➢ Soaring ( ) You gain a +10-foot item bonus to your fly Speed, if you have one. Also as a reaction, you can cast gentle landing on the triggering creature an unlimited number of times per day. ❖ Level 15
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Antimagic ( ) (Uncommon) You gain a +1 status bonus to saving throws against magical effects. Once per day as a reaction, the armor can attempt to counteract a spell cast at you or which includes you in its area. ❖ Level 17 ➢ Stanching (True) ( ) The DC of the flat check is reduced from 15 to 5 ❖ Level 18 ➢ Dread (Greater) ( ) The DC is 38, and the value of affected enemies' frightened condition doesn't decrease, no matter the value. ➢ Fortification (Greater) ( ) The flat check DC is 14. ➢ Quenching (True) ( ) The DC of the flat check is reduced from 15 to 5. ❖ Level 19 ➢ Winged (Greater) ( ) Once activated, the wings remain tangible indefinitely. You can Dismiss the activation if you choose, and you don’t have to wait an hour to activate the rune again.
BANNERS
Banners are a new class of magic item detailed in _Battlecry!_ They grant special abilities within a 30’ emanation. Anyone can use them. Here are a few to consider: ❖ Level 4 ➢ Blazing Banner ( ) You and your allies do an additional +1d4 fire damage when you critically hit an off-guard enemy. ❖ Level 8 ➢ Banner of Piercing Shards ( ) Once per minute, you can inflict 1d4 persistent bleed on any enemy within the banner’s aura that took damage since the end of your last turn. ❖ Level 14 ➢ Beacon of the Wilds ( ) You and your allies within the banner’s aura ignore difficult terrain.
Tarondor’s Guide to the Pathfinder Second Edition Monk
CONSUMABLES
_See also_ Alchemical Items, above. ❖ Level 1 ➢ Holy Water ( ) A great way to combat unholy creatures. ➢ Marvelous Miniature (Ladder) ( ) Super cheap and ladders come in handy! ➢ Potion of Emergency Escape ( ) You become a speedster for a minute. This can save your life. ➢ Potion of Retaliation, Minor ( ) For 1 minute, you exude an aura of acid, cold, electricity or fire. When you are struck by an unarmed attack or touch spell, the attacker receives 1 damage of the specified type. ➢ Soldier's Syrup, Minor ( ) (Uncommon) You can take a potion at the start of the day and use it at any time that day for 1 action. The level of the potion can’t exceed the level of the syrup. ➢ Soothing Tonic ( ) Used out of combat, this is much better healing than a healing potion. ❖ Level 2 ➢ Effervescent Ampoule ( ) Walk over water, over thick ice, over pressure plates for one round. ➢ Oil of Weightlessness ( ) Good for carrying a large load of treasure out of the dungeon! ➢ Smoke Fan ( ) Sometimes, you really need to get out of the line of fire. ❖ Level 3 ➢ Draft of Solar Radiance ( ) (Rare) You radiate light like a torch. Any creature that targets you with an attack or an ability must succeed at a DC 17 Fortitude save or be dazzled for 1 round. ➢ Feather Token, Puddle ( ) You never know when you’ll be desperate for a drink. ➢ Potion of Retaliation, Minor ( ) As Minor, but the damage is 1d4. ➢ Soldier's Syrup, Lesser ( ) (Uncommon) Up to 3rd level potions. ❖ Level 4
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Potion Patch, Lesser ( ) Delivers potions to you as a 1-action activity. The potion must be 10th level or lower. ❖ Level 5 ➢ Oil of Revelation ( ) Helpful for revealing invisible opponents. ❖ Level 6 ➢ Potion of Retaliation, Moderate ( ) As Minor, but the damage is 2d4 and the damage also applies to an adjacent creature that hits you with a melee weapon Strike. ➢ Soldier's Syrup, Moderate ( ) (Uncommon) Up to 6th level potions. ❖ Level 8 ➢ Potion Patch, Moderate ( ) The potion must be 15th level or lower. ❖ Level 12 ➢ Potion of Retaliation, Greater ( ) As Minor, but the damage is 3d6 and the damage also applies to an adjacent creature that hits you with a melee weapon Strike. ➢ Soldier's Syrup, Greater ( ) (Uncommon) Up to 12th level potions. ❖ Level 13 ➢ Potion Patch, Greater ( ) The potion can be any level. ❖ Level 18 ➢ Potion of Retaliation, Major ( ) As Minor, but the damage is 4d8 and the damage also applies to an adjacent creature that hits you with a melee weapon Strike. ➢ Soldier's Syrup, Major ( ) (Uncommon) Up to 18th level potions.
HELD MAGIC ITEMS
❖ Level 2 ➢ Squire's Tabard ( ) Once per day, Stride twice for one action, ignoring only to get adjacent to an ally. ➢ Stone of Encouragement ( ) Grants you a +1 (or +2 at 8th level) item bonus to the next skill roll you make. ❖ Level 3
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Battle Medic’s Baton ( ) If you’re the party medic, you’ll love this. It grants a +1 item bonus to Medicine checks and lets you use Battle Medicine much more often. ❖ Level 4 ➢ Spacious Pouch ( ) Carry a wheelbarrow’s worth of stuff in your pocket. Every Pathfinder character should have a Spacious Pouch at some point in their career. ❖ Level 6 ➢ Insistent Door Knocker ( ) Gain an item bonus to Thievery checks to Pick a Lock. Once per day, make a door through a solid wall. ❖ Level 8 ➢ Fortune’s Coin ( ) Potentially turn disaster into mild success or moderate failure.
SHIELDS
Most depictions of fantasy monks don’t include shields, so for some players, they just don’t feel right on a monk. But the fact is that monks are the perfect class to use shields because of Flurry of Blows, they often have an action free to Raise a Shield. Not only that, but because monks are so very fast, they can easily carry Tower Shields and Fortress Shields for even greater bonuses to AC.
Shield Runes
You can’t put armor or weapon runes on a shield, but you can add Shield Runes. As of this writing, the only kind of shield rune is a reinforcing rune, which adds to the hardness, hit points and break threshold of a shield.
Precious Material Shields
There are lots of varieties of shields made from precious materials. I’m only going to name a few here.
❖ Level 8
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Abysium Shield (Standard-Grade) ( ) (Rare) When you use Shield Block if the shield breaks, the creature is exposed to the abysium and is sickened 1. ❖ Level 9 ➢ Djezet Shield (Standard-Grade) ( ) (Rare) While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. When taking energy damage from a spell, the shield's listed Hardness doubles. ❖ Level 16 ➢ Abysium Shield (High-Grade) ( ) (Rare) When you use Shield Block if the shield breaks, the creature is exposed to the abysium and is sickened 2. ➢ Djezet Shield (High-Grade) ( ) (Rare) While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. When taking energy damage from a spell, the shield's listed Hardness doubles. ❖ Level 17 ➢ Keep Stone Shield (High-Grade) ( ) (Rare) When you have a keep stone shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, you can Shield Block against any spell damage, not just from physical attacks. ➢ Noqual Shield (High-Grade) ( ) (Rare) When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction.
Specific Shields
Many of these shields already have reinforcing runes on them. It is worth noting that adding a reinforcing rune to a Sturdy Shield does nothing
Tarondor’s Guide to the Pathfinder Second Edition Monk
because the Sturdy shields are already at the rune’s maximum hardness and hit points.
❖ Level 4 ➢ Sturdy Shield (Minor) ( ) (Hardness 8, HP 64, BT 32.) ❖ Level 5 ➢ Testudo Shield ( ) (Uncommon) (Hardness 5, HP 20, BT 10) Once per day you create a barrier 15 ft. long and 10 ft. high, with hardness and hit points equal to the shield. ❖ Level 6 ➢ Lion's Shield ( ) (Hardness 6, HP 36, BT 18) Includes a +1 striking shield boss. Once per day, when you raise the shield, it can bite the enemy, dealing 2d6 piercing damage and has the deadly d6 trait; it can't be enhanced by runes. The shield remains animated for 1 minute, during which time you can Strike with it each time you Raise the Shield, as well as with a Strike action. See also Lion's Armor. ➢ Spellguard Shield ( ) (Hardness 6, HP 24, BT 12) Gain a bonus to saves versus spells and you can Shield Block spells that target you. ❖ Level 7 ➢ Lesser Energized Shield ( ) (Uncommon) (Hardness 8, HP 64, BT 32) Once per ten minutes as a single action, you can target one creature with 2d10 force damage. ➢ Limestone Shield ( ) (Hardness 7, HP 28, BT 14) Once a day, you can create a wall, but when the wall is broken, so is your shield. That is not good. Also once a day, when you are targeted by an effect with the air, fire, or water trait, the shield grants you standard cover from that effect. ➢ Spined Shield ( ) (Hardness 6, HP 24, BT 12) The shield has five spines (which also function as +1 striking shield spikes). When you Shield Block, the spines take damage, not the shield. One spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. As a one-action activity, you can fire a spine at a foe up to 120 ft. away. The spines regenerate each night. ➢ Sturdy Shield (Lesser) ( ) (Hardness 10, HP 80, and BT 40.)
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Level 9 ➢ Dragonslayer's Shield ( ) (Uncommon) (Hardness 8, HP 32, BT 16) Gain the shield’s circumstance bonus to Reflex saves against area effects (as well as to AC, as normal). Whether raised or not, it also grants you a +2 circumstance bonus to Will saves against a dragon's frightful presence ability. The shield has resistance 10 against the damage type corresponding to the dragon and this applies after Hardness. You can use Shield Block against effects that deal damage of that type. ➢ Warding Escutcheon ( ) (Hardness 10, HP 40, BT 20) This tower shield can become an armored door filling a 5 ft. space once per day. Also once per day, it can become a cozy cabin. ❖ Level 10 ➢ Amaranthine Pavise ( ) (Uncommon) (Hardness 9, HP 54, BT 27) Tower Shield. When raised, you gain a +2 circumstance bonus to saving throws against the innate spells and special abilities of demons. Once per day, you can cast divine wrath. ➢ Forge Warden ( ) (Uncommon) (Hardness 8, HP 72, BT 36) You and any adjacent allies have fire resistance 5 while you have the shield raised. When you use the forge warden to Shield Block an adjacent creature's attack, and the shield takes damage, the attacking creature takes 2d6 fire damage. ➢ Shining Shield ( ) (Uncommon) (Hardness 6, HP 24, BT 12) When you provide cover, that cover is one step greater than normal. Once per day, you can attempt to force all enemies within 30 ft. to attack you to the exclusion of all other targets. ➢ Sturdy Shield (Moderate) ( ) (Hardness 13, HP 104, and BT 52.) ❖ Level 11 ➢ Clockwork Shield ( ) (Hardness 12, HP 90, BT 45) For 1 minute every hour, grants you an extra reaction each round, only to Shield Block. It also has +2 striking shield spikes. ➢ Guardian Shield ( ) (Uncommon) (Hardness 9, HP 36, BT 18) Once per day you can summon a spiritual guardian that will hold a shield to protect an ally, but you have to sustain it each round.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Lodestone Shield ( ) (Hardness 10, HP 92, BT 46) Once per minute, you can force a ranged strike to target you instead of a nearby ally, and you can Shield Block it. ➢ Moderate Energized Shield ( ) (Uncommon) (Hardness 8, HP 64, BT 32) The damage for the energized blast increases to 3d10 and the DC increases to 28. ❖ Level 12 ➢ Arctic Worm Chitin Shield ( ) (Uncommon) (Hardness 13, HP 104, BT 52) When you Raise the Shield, you gain resistance 5 to cold and any creature that ends its turn adjacent to you takes 3d6 cold damage (DC 29 basic Reflex save). ➢ Jawbreaker Shield ( ) (Uncommon) (Hardness 12, HP 48, BT 24) You gain a +3 item bonus to your Reflex DC to resist Swallow Whole attacks. You gain a reaction to shield bash a creature that targets you with its mouth. This could inhibit or even end its ability to make that attack again. ➢ Rampart Shield ( ) (Uncommon) (Hardness 10, HP 60, BT 30) As a two-action activity, you can turn the shield into a wall. ❖ Level 13 ➢ Dragon Shield ( ) (Uncommon) (Hardness 8, HP 84, BT 42) Once a day for three actions, you stride twice, moving through people. Everyone you move through takes fire damage. ➢ Sturdy Shield (Greater) ( ) (Hardness 15, HP 120, and BT 60.) ➢ Vanguard's Shield ( ) (Uncommon) (Hardness 8, HP 84, BT 42) You gain a reaction that lets you respond to area of effect damage near you. You Stride up to 15 feet and grant yourself and creatures adjacent to you after the movement a +2 circumstance bonus to the saving throw against the triggering effect. That’s a nice bonus to be able to give your team. ❖ Level 14 ➢ Medic's Shield ( ) (Uncommon) (Hardness 5, HP 20, BT 10) This shield grants a +2 item bonus to Medicine checks. You Administer First Aid to stabilize an adjacent ally with the dying condition. On a success, they gain 6d6+20 Hit Points, can immediately Stand as a free action, and become quickened for 1 round. They can use this extra action only to Stride or Strike.
Tarondor’s Guide to the Pathfinder Second Edition Monk
This is a really cool item, but unless you carry two shields, this thing will get destroyed the moment you Shield Block with it. ❖ Level 15 ➢ Greater Energized Shield ( ) (Uncommon) (Hardness 8, HP 64, BT 32) The damage increases to 4d10 and the DC increases to 34. Sadly, the hardness of the shield itself hasn’t kept up with the power of the blast. This won’t last too long if you’re shield blocking at this level. ➢ Reforging Shield ( ) (Rare) (Hardness 15, HP 120, BT 60) the shield recovers 5 Hit Points at the start of its wielder’s turn each round until it is no longer broken. Each time a character Repairs the shield, the shield recovers double the number of Hit Points. ❖ Level 16 ➢ Nethysian Bulwark ( ) (Uncommon) (Hardness 10, HP 40, BT 20) When this shield is broken by a Shield Block, it releases a a 15-foot cone of force that must include the attacker if possible. The cone deals 6d8 force damage to all creatures in the area (DC 34 basic Reflex save). I’d rather have a shield that doesn’t break as often. ➢ Sturdy Shield (Major) ( ) (Hardness 17, HP 136, BT 68.) ❖ Level 18 ➢ Clockwork Shield (Greater) ( ) (Hardness 17, HP 130, BT 65) the shield is tougher and the spikes are 3 greater striking shield spikes. ➢ Indestructible Shield ( +) (Rare) (Hardness 17, HP 136) It can be damaged only by a disintegrate spell (roll damage as if against a creature that failed its save) or by an artifact tied to destruction. A Shield Blocker’s dream! ❖ Level 19 ➢ Kraken's Guard ( ) (Uncommon) (Hardness 16, HP 96, BT 48) For two actions once an hour, you can hit all enemies in a 30-foot cone with 10d10 bludgeoning damage(DC 41 basic Reflex save). The shield remains animated for 1 minute, during which you can use it to Grapple a creature within 10 feet of you without needing a free hand. When you use the shield to Grapple, you gain a +3 item bonus to your Athletics check.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Sturdy Shield (Supreme) ( ) (Hardness 20, HP 160, and BT 80.) ❖ Level 20 ➢ Shield of the Unified Legion ( ) (Uncommon) (Hardness 16, HP 64, and BT 32) When you raise this shield, each of your allies within 30 ft. get a +2 circumstance bonus to AC. Once per minute, you can make a shield bash attack (with a +3 major striking shield boss ) against every enemy in a 90’ line or 60’ cone. Each target you hit is moved 10 feet away from you (each target you critically hit is also knocked prone). ➢ Warding Escutcheon (Greater) ( ) (Hardness 20, HP 80, BT 40) As the 9th level Warding Escutcheon except the DCs are 43, and using the second activation casts resplendent mansion , forming a tall stone keep.
SPELLHEARTS
❖ Level 3 ➢ Jolt Coil ( ) Affixed to armor, you gain resistance 2 to electricity. Affixed to a weapon, after you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional 1d4 electricity damage until the end of your next turn. You can cast electric arc at will. ❖ Level 7 ➢ Warding Statuette ( ) Affixed to armor, it grants resistance 1 against ranged weapon attacks. Affixed to a weapon, it grants a +1 status bonus to AC to a creature adjacent to one you just struck. Also, it can cast shield on you and once per day, can cast spiritual armament. ❖ Level 8 ➢ Jolt Coil, Greater ( ) Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6. You can cast lightning bolt once per day. ❖ Level 9 ➢ Saurian Spike ( ) Affixed to armor, it grants you imprecise scent with a range of 30 feet. Affixed to a weapon, it grants you a 30’ emanation causing your foes to become
Tarondor’s Guide to the Pathfinder Second Edition Monk
frightened when you use the spike to cast a polymorph spell. You can cast gouging claw at will. Once per day, you can cast dinosaur form. ❖ Level 11 ➢ Saurian Spike, Greater ( ) The range of the scent and fear emanation are both 60 feet. Once per day you can cast 5th-rank dinosaur form. ➢ Level 12 ■ Jolt Coil, Major ( ) Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8. You can cast draw the lightning once per day. ❖ Level 13 ➢ Warding Statuette, Greater ( ) The resistance is 5 when affixed to armor and it can also cast spiritual guardian once per day. ❖ Level 11 ➢ Saurian Spike, Major ( ) The scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure). Once per day you can cast 7th-rank dinosaur form.
TALISMANS
❖ Level 1 ➢ Predator’s Claw ( ) Activate this talisman on a critical hit to get the weapon’s critical specialization effect. ❖ Level 2 ➢ Lover's Knot ( ) (Uncommon) When activated, you regain 2d6 Hit Points. If you have the Battle Medicine feat, you instead regain 2d6+7 Hit Points. ❖ Level 3 ➢ Feather Step Stone ( ) When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn. ➢ Snapleaf ( ) When you activate the snapleaf , you gain the benefits of feather fall and a 2nd-level invisibility spell for 1
Tarondor’s Guide to the Pathfinder Second Edition Monk
minute or until you stop falling, whichever comes first. Honestly, get two. ➢ Retrieval Prism ( ) Call a predetermined item to your hand from anywhere on the plane. Good for action economy. The 10th-level version will summon any item you possess. ❖ Level 7 ➢ Swift Block Cabochon ( ) You can use the Shield Block reaction even if you don't have the shield raised and even if you don't normally have that reaction. Increase the shield's Hardness by 5 against the triggering attack. The shield remains raised after the block. ❖ Level 13 ➢ Mending Lattice ( ) (Uncommon) When the affixed item is damaged, you can activate this talisman. It negates the damage and instantly and completely repairs the affixed item! ➢ Reflecting Shard ( ) (Uncommon) Grants a reaction under some pretty specific circumstances: 1) You are targeted by a spell of 5th rank or lower; 2) You're a master in Athletics, and 3) you have the affixed shield raised. The reaction lets you attempt to reflect the triggering spell back at its caster with spell riposte , using your Athletics modifier for the counteract check. The talisman’s counteract rank is 7th. ❖ Level 17 ➢ Reflecting Shard, Greater ( ) (Uncommon) The talisman can reflect spells of any level, and its counteract rank is 9th.
TATTOOS
❖ Level 3 ➢ One Hundred Victories ( ) +1 item bonus to Intimidation. Recover more strongly when you use Orc Ferocity.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Spider Lily Tattoo ( ) (Rare) you gain a +1 item bonus to Intimidation checks, but –1 item penalty to Diplomacy checks. Undead creatures may be fooled into thinking you’re undead for a short time. ❖ Level 5 ➢ Warding Tattoo ( ) For one round, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage against almost anything that can harm you. ❖ Level 6 ➢ Warding Tattoo (Wave) ( ) In addition to the base warding tattoo, when you activate the tattoo, it casts air bubble on you, in addition to the other effects. ❖ Level 9 ➢ Tradecraft Tattoo ( ) You gain a +2 item bonus to Crafting checks. Once per day, creation. You choose the item and its appearance, and whether the spell is 4th or 5th rank. ❖ Level 17 ➢ Tradecraft Tattoo (Greater) ( ) The item bonus to Crafting checks is +3. The creation spell's duration is unlimited but ends when you Activate the tattoo again.
12.9. WEAPONS
Monks with the Monastic Weaponry feat can use many very effective types of weapons, most notably the Bo Staff, Kusarigama and Temple Sword.
Below is the list of monastic weapons also found at 10.0 (Feats).
Melee Weapons Compatible with the Monastic Weapons Feat
Weapon Damage Group Hands Traits Source
Aldori Dueling Sword
1d8 S Sword 1 Finesse, Uncommon, Versatile P Tengu Weapon Familiarity; Aldori Duelist archetype
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Bo Staff 1d8 B Club 2 Monk, Parry, Reach, Trip Monk
Butterfly Sword 1d4 S Sword 1 Agile, Concealable, Disarm, Finesse, Monk, Parry, Twin, Uncommon
Tengu Weapon Familiarity
Buugeng 1d4 S Sword 1 Agile, Conrasu, Sweep, Twin, Uncommon
Tengu Weapon Familiarity
Chain Sword 1d6 S Sword 1 Finesse, Reach, Sweep, Uncommon
Tengu Weapon Familiarity
Clan Dagger 1d4 P Knife 1 Agile, Dwarf, Parry, Uncommon, Versatile B
Dwarf ancestry
Claw blade 1d4 S Knife 1 Agile, Catfolk, Deadly d8, Disarm, Finesse, Uncommon, Versatile P
Catfolk Weapon Familiarity
Dandpatta 1d6 S Sword 1 Agile, Twin, Uncommon Tengu Weapon Familiarity; Waterfowl Stance
Dogslicer 1d6 S Sword 1 Agile, Backstabber, Finesse, Goblin, Uncommon
Goblin Weapon Familiarity
Elven Branched Spear
1d6 P Spear 2 Deadly d8, Elf, Finesse, Reach, Uncommon
Elven Weapon Familiarity
Elven Curve Blade
1d8 S Sword 2 Elf, Finesse, Forceful, Uncommon
Elven Weapon Familiarity
Fangwire 1d4 S Brawling 1 Agile, Backstabber, Deadly d8, Finesse, Grapple, Kobold, Uncommon
Kobold Weapon Familiarity
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Feng Huo Lun 1d4 S Knife 1 Agile, Disarm, Finesse, Monk, Parry, Twin, Uncommon, Versatile P
Monk
Fighting Fan 1d4 S Knife 1 Agile, Backstabber, Deadly d6, Finesse, Monk, Uncommon
Monk
Filcher's Fork 1d4 P Spear 1 Agile, Backstabber, Deadly d6, Finesse, Halfling, Thrown 20 ft., Uncommon
Halfling Weapon Familiarity
Hook Sword 1d6 S Sword 1 Disarm, Monk, Parry, Trip, Twin, Uncommon
Monk
Flying Talon 1d4 P Flail 1 Agile, Finesse, Kobold, Ranged Trip, Tethered, Thrown 10 ft., Trip, Uncommon
Kobold Weapon Familiarity
Kama 1d6 S Knife 1 Agile, Monk, Trip, Uncommon Monk
Khakkhara 1d6 B Club 1 Monk, Shove, Two-Hand d10, Uncommon, Versatile P
Monk
Knuckle Duster 1d4 B Brawling 1 Agile, Free-Hand, Monk Monk
Kukri 1d6 S Knife 1 Agile, Finesse, Trip, Uncommon Gnome Weapon Familiarity, Catfolk Weapon Familiarity
Kusarigama 1d8 S Knife 2 Disarm, Monk, Reach, Trip, Uncommon, Versatile B
Monk
Liuyedao 1d4 S Sword 1 Agile, Deadly d4, Finesse, Sweep, Versatile P
Tengu Weapon Familiarity
Monkey’s Fist 1d6 B Flail 1 Finesse, Monk, Nonlethal (^) Monk, Halfling Weapon Familiarity Tarondor’s Guide to the Pathfinder Second Edition Monk
Nunchaku 1d6 B Club 1 Backswing, Disarm, Finesse, Monk, Uncommon
Monk
Orc Knuckle Dagger
1d6 P Knife 1 Agile, Disarm, Orc, Uncommon Orc Weapon Familiarity
Pantograph Gauntlet
1d4 P Brawling 1 Deadly d6, Monk, Reach, Shove, Uncommon
Monk
Polytool 1d6 Modular
Sword 1 Agile, Modular (B, P, or S), Uncommon
Tengu Weapon Familiarity
Rapier 1d6 P Sword 1 Deadly d8, Disarm, Finesse Elven Weapon Familiarity, Tengu Weapon Familiarity
Sai 1d4 P Knife 1 Agile, Disarm, Finesse, Monk, Uncommon, Versatile B
Monk
Sansetsukon 1d8 B Flail 2 Backswing, Disarm, Monk, Parry, Uncommon
Monk
Sawtooth Saber 1d6 S Sword 1 Agile, Finesse, Twin, Uncommon Tengu Weapon Familiarity
Scimitar 1d6 S Sword 1 Forceful, Sweep Waterfowl Stance
Shortsword 1d6 P Sword 1 Agile, Finesse, Versatile S Halfling Weapon Familiarity
Shuriken 1d4 P Dart 1 Uncommon, Agile, Monk, Thrown
Monk
Spiral Rapier 1d6 P Sword 1 Disarm, Finesse, Parry, Uncommon
Tengu Weapon Familiarity
Talwar 1d6 P Sword 1 Forceful, Two-Hand d10, Versatile P
Waterfowl Stance
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Temple Sword 1d8 S Sword 1 Monk, Trip, Uncommon Monk
Tengu Gale Blade
1d6 S Sword 1 Agile, Disarm, Finesse, Tengu, Uncommon
Tengu Weapon Familiarity
Tonfa 1d4 B Brawling 1 Agile, Finesse, Monk, Parry, Twin, Uncommon
Monk
Tri-Bladed Katar 1d4 P Brawling 1 Disarm, Fatal d8, Monk, Uncommon
Monk
Wakizashi 1d4 S Sword 1 Agile, Deadly d8, Finesse, Uncommon, Versatile P
Tengu Weapon Familiarity
Whipstaff 1d6 B Club 2 Agile, Finesse, Monk, Parry, Sweep, Uncommon
Monk
Zulfikar 1d6 S Sword 1 Deadly d8, Disarm, Sweep, Uncommon, Versatile P
Waterfowl Stance
Handwraps of Mighty Blows
The single most important magical item that any monk can own will always be Handwraps of Mighty Blows. Even if you’re a weapon-wielding monk, that weapon can be taken away or destroyed and you need to be able to fight bare-handed. They’re available as early as level 2 and are essential to remaining competitive in battle.
You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Weapon Property Runes
❖ Level 3 ➢ Crushing ( ) When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn. ➢ Returning ( ) Your thrown weapon returns to your hand. Honestly, though, just pick them up after the fight. Save your rune slots for something more powerful. ❖ Level 4 ➢ Ghost Touch ( ) Can harm incorporeal creatures. ❖ Level 5 ➢ Bane ( ) Inflicts +1d6 damage to a chosen class of creature. ➢ Fearsome ( ) Critical hit causes target to become Frightened 1. ➢ Vitalizing ( ) Does an extra 1d6 persistent vitality damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn. ❖ Level 7 ➢ Rooting ( ) Immobilize your target on a critical hit. ➢ Wounding ( ) Deal Persistent bleed damage. ❖ Level 8 ➢ Astral ( ) As Ghost Touch, but also deals +1d6 spirit damage. ➢ Corrosive ( ) Extra acid damage. On a crit, damages armor or shield. Honestly, keeping track of the item damage is a pain in the butt. ➢ Decaying ( ) Extra void damage. On a crit, does persistent void damage. ➢ Flaming ( ) Extra fire damage. On a crit, does persistent fire damage. ➢ Frost ( ) Extra cold damage. On a crit, may Slow target. ➢ Shock ( ) Extra electricity damage. On a crit, injures multiple foes.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Thundering ( ) Extra sonic damage. On a crit, foe may be deafened. ❖ Level 9 ➢ Crushing, Greater ( ) When you critically hit a target with this weapon, your target becomes clumsy 2 and enfeebled 2 until the end of your next turn. ❖ Level 10 ➢ Impactful ( ) Do additional force damage, plus push target away on on a critical hit. ➢ Serrating ( ) Your weapon is a chainsaw that normally does an additional 1d4 damage, but for an extra action can do an additional 1d12 Damage. ❖ Level 11 ➢ Holy ( ) deals extra 1d4 spirit damage, or an extra 2d4 against an unholy target. Once per day, regain hit points when you strike an unholy creature. ❖ Level 12 ➢ Brilliant ( ) deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 spirit damage to fiends and 1d4 vitality damage to undead. Can Blind on a critical hit. Can attempt to counteract magical darkness. ➢ Fearsome, Greater ( ) Critical hit causes target to become Frightened 2. ❖ Level 13 ➢ Animated ( ) An old Original D&D classic and a great way to win the action economy. However, its ability to effectively hit the enemy will fade by the late game. ➢ Keen ( ) Attacks with this weapon are a critical hit on a 19 on the die as long as that result is a success. Only works with piercing or slashing melee weapons. ❖ Level 14 ➢ Greater Vitalizing ( ) Deals an extra 2d6 persistent vitality damage to undead. On a critical hit, the undead is also enfeebled 1 and stupefied 1 as long as it has the persistent damage from this rune. ❖ Level 15 ➢ Great Astral ( ) As Astral, but increases the DC to 36. Spirit damage dealt by this weapon ignores the target's spirit resistance.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Greater Corrosive ( ) As Corrosive, but ignores the target's acid resistance. Increase the acid damage dealt to armor or a shield on a critical hit to 6d6. ➢ Greater Decaying ( ) As Decaying, but ignores the target's void resistance or immunity. Increase the persistent void damage dealt on a critical hit to 4d4. ➢ Greater Flaming ( ) As Flaming, but ignores the target's fire resistance or immunity. Increase the persistent fire damage dealt on a critical hit to 2d10. ➢ Greater Frost ( ) As Frost, but increases the DC to 36. Frost damage dealt by this weapon ignores the target’s frost resistance. ➢ Greater Shock ( ) As Shock, but ignores the target's electricity resistance (and the other creatures' on a critical hit). ➢ Greater Thundering ( ) As Thundering, but the save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target's sonic resistance. ➢ Ancestral Echoing ( ) Rare Your proficiency with this weapon becomes legendary. If you use an Advanced weapon, you can now retrain out of the Advanced Weapon Training feat. ❖ Level 16 ➢ Quickstrike ( ) Gain an extra attack action each round. ❖ Level 17 ➢ Greater Impactful ( ) As Impactful, but the save DC is 37, and on a failed save, the foe is pushed 10 feet away from you. ➢ Vorpal ( ) Rare When you roll a natural 20, the target gets a DC 37 Fortitude save or is beheaded. ❖ Level 18 ➢ Greater Brilliant ( ) As Brilliant, but the DC is higher and it ignores the target's resistances to fire, spirit, and vitality. ❖ Level 20 ➢ Impossible ( ) Once per hour, make an attack against any target you can see, ignoring reach, range, and any circumstance penalty, status penalty, and range increment penalty.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Ammunition
❖ Level 5+ ➢ Bola Shot ( ) Can cause the victim to become prone and stunned 1. ➢ Rhino Shot ( ) Can knock a victim prone. ➢ Imp Shot ( ) Causes the target to be off-guard and takes a –2 circumstance penalty to attack rolls and skill checks. (like saving throws) for a few rounds.
WORN MAGIC ITEMS
❖ Level 1 ➢ Ring of Discretion ( ) Turns your weapons and armor invisible for social situations. ❖ Level 2 ➢ Masquerade Scarf ( ) Once a day you can cast an illusory disguise spell on yourself. ➢ Skittering Mask ( ) Drags you out of combat if you’re unconscious. ➢ Squire's Tabard ( ) Once per day, for one action you Stride twice, ignoring difficult terrain, but your movement must end adjacent to an ally. ❖ Level 3 ➢ Aeon Stone (Pearly White Spindle) ( ) Restores 1 hp every minute. ➢ Everyneed Pack ( ) You can draw any common mundane item from this pack that you need (chalk, mirrors, oil, whatever). ❖ Level 4 ➢ Bloodstained Waistcoat ( ) Your flat check to remove persistent bleed damage is DC 10 instead of DC 15. Once per day you can take an ally’s persistent bleed damage away and you gain it instead. ➢ Demon Mask ( ) Grants a an item bonus to Intimidation checks. Once a day it casts a fear spell. ➢ Golden Greaves ( ) Grants a bonus against being moved or knocked prone. Once per day, turn an enemy’s failed combat maneuver into a critical failure.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Grippy Gloves ( ) You gain a +1 item bonus to Athletics to Climb, Grapple or Reposition. Once per day when you have an enemy grappled or immobilized, they also become Slowed 1 for a round. ➢ Killer’s Belt ( ) You gain a +1 item bonus to Intimidation. Once per day, if you have a free hand, you can cause an injured enemy to gain 1d6 persistent bleed. ➢ Lifting Belt ( ) Grants +1 item bonus to Athletics checks and you can carry much more than normal. ➢ Mask of Mercy ( ) The mask grants a +1 item bonus to Medicine checks. Once per day, you can roll twice and take the better result when you take an action that restores hit points. ❖ Level 5 ➢ Amphisbaena Handwraps ( ) (Uncommon) These work exactly like handwraps of mighty blows except that they add the versatile P trait to your unarmed Strikes. Once per hour, for two actions, you can make two unarmed Strikes and add +1d6 poison damage to each blow. ➢ Diplomat’s Badge ( ) You gain a +1 or +2 item bonus to Diplomacy checks. ❖ Level 6 ➢ Grub Gloves ( ) (Uncommon) You gain a +1 item bonus to Athletics checks and a +2 circumstance bonus to Reflex saves to Grab an Edge. Once per day, you regain 3d8+10 Hit Points and lose the fatigued condition. Grub Gloves are awesome, but you can’t wear them -andHandwraps of Mighty Blows. ❖ Level 7 ➢ Clawed Bracers ( ) Once per hour, you gain a climb Speed of 20 feet and a claw unarmed attack with the agile and finesse traits that deals 1d6 slashing damage. ➢ Fearless Sash ( ) +1 item bonus to saves vs. fear. Once per day, you and all adjacent allies reduce your Frightened condition by 1. ❖ Level 8 ➢ Bands of Force ( ) Grants you a +1 item bonus to AC and saving throws. This bonus is good for any monk with a Dexterity bonus of +5 or less and it is specifically one of the only bonuses that will stack with Mountain Stance. ❖ Level 9
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Fireproof Gloves ( ) You gain fire resistance 5. Once per day if you have a free hand, you can deal 6d8 fire damage to one creature within reach (DC 26 basic Reflex save). ➢ Greater Killer’s Belt ( ) The belt grants a +2 item bonus to Intimidation checks, and the persistent bleed damage dealt by Bleeding Rubies increases to 2d6. ❖ Level 10 ➢ Admiral's Bicore ( ) While wearing the bicorne, you gain a +2 item bonus to Intimidation and Sailing Lore checks. Once per day when you are injured, all allies in a 30-foot emanation gain a +2 status bonus to saving throws against fear effects for 1 minute. ➢ Grub Gloves, Moderate ( ) (Uncommon) You gain a +2 item bonus to Athletics checks and a +3 circumstance bonus to Reflex saves to Grab an Edge. Once per day, you regain 6d8+20 Hit Points and lose the fatigued condition. Still awesome, still conflicts with Handwraps of Mighty Blows. ➢ Sash of Prowess ( +) You gain a +2 item bonus to Acrobatics and Athletics skill checks. That’s more than enough reason to mob your local magic store. But in addition, once per day you can turn a success into a critical success -andonce per day, you can regain a focus point, only to cast a qi spell. ➢ Winged Sandals ( ) Automatically cast gentle landing on you when falling. This benefit can't trigger again for 10 minutes. Once per day, you gain a fly Speed of 30 feet for 10 minutes. ❖ Level 13 ➢ Greater Fireproof Gloves ( ) Gain fire resistance 10 when wearing the gloves. When you Release Heat, you instead deal 10d8 fire damage, and the DC is 31. ➢ Propulsive Boots ( ) You gain a +5-foot item bonus to your land Speed and to any climb or swim Speeds you have. Once per day you gain the quickened condition for 1 minute. You can use the extra action to Stride, Climb, or Swim. ❖ Level 14 ➢ Bands of Force, Greater ( ) Grants you a +2 item bonus to AC and saving throws. This bonus is good for any monk with a Dexterity bonus of +5 or less and it is specifically one of the only bonuses that will stack with Mountain Stance.
Tarondor’s Guide to the Pathfinder Second Edition Monk
❖ Level 15 ➢ Dragonscale Amulet ( ) (Rare ) You gain resistance 5 to acid, cold, electricity, fire, and poison. If you take damage of one of these types from a dragon’s Breath Weapon, for the next 10 minutes, your resistance against that type of damage increases to 20. If you are subjected to a dragon’s frightful presence, you can roll your saving throw twice and use the higher result to determine the aura’s effects. Once per day ou exude an aura that terrifies all foes in a 60-foot radius, as the frightful presence ability with a DC 34 Will save. ❖ Level 17 ➢ Dread Blindfold ( ) High level item that grants darkvision and a +3 item bonus to Intimidation checks. Once per minute , you can cast a DC 37 vision of death spell. ➢ Sash of Prowess, Greater ( ) As a Sash of Prowess, but the bonus to Acrobatics and Athletics checks is +3. ❖ Level 18 ➢ Grub Gloves, Greater ( ) (Uncommon) You gain a +3 item bonus to Athletics checks and a +4 circumstance bonus to Reflex saves to Grab an Edge. Once per day, you regain 8d8+30 Hit Points and lose the fatigued condition. Still awesome, still conflicts with Handwraps of Mighty Blows. ❖ Level 20 ➢ Bands of Force, Major ( ) Grants you a +3 item bonus to AC and saving throws. This bonus is good for any monk with a Dexterity bonus of +5 or less and it is specifically one of the only bonuses that will stack with Mountain Stance.
APEX ITEMS
❖ Level 17 ➢ Armbands of the Gorgon ( ) You treat any effect with the incapacitation as though you were more than twice its level. Gain +1 Constitution modifier. Once per day, remove any single condition affecting you. ➢ Avalanche Boots ( ) You gain a +3 item bonus to Athletics checks and a +1 Strength modifier. Also you can shove your opponents farther.
Tarondor’s Guide to the Pathfinder Second Edition Monk
➢ Belt of Long Life ( ) You gain 15 temporary Hit Points at the start of each day. Gain +1 Constitution modifier. Once per day, For 2d4 rounds, at the start of your turn each round, you recover 15 Hit Points. ➢ Bracers of Hammers ( ) You gain a +3 item bonus to Athletics checks and a +1 circumstance bonus to Athletics checks to Disarm and Trip. Once per day when you successfully Trip an opponent, it takes 10d6 bludgeoning damage. ➢ Comandant's Scabbard ( ) You gain a +3 item bonus to Athletics checks and a +1 Strength modifier. Whenever a weapon is drawn from the scabbard, it gains a +4 status bonus to damage for 1 round. Once per hour, draw your weapon from your scabbard and Strike with it. On that Strike, you can roll twice and take the better result. ➢ Titan’s Grasp ( ) You gain a +3 item bonus to Athletics checks and a +1 circumstance bonus to Athletics checks to Grapple. Your Strength modifier increases by +1. Once per day, you can create an area of 6d10 sonic damage in a 30-foot emanation which can also deafen or stun. ❖ Level 19 ➢ Mantle of the Amazing Health ( ) Gain a a +2 status bonus to all Fortitude saving throws against disease and poison. Increase your Constitution modifier by 1. Once per round when you take damage, you can reduce that damage by 10 points. Once per hour you can attempt a saving throw to end any poison or disease you suffer from and gain immunity for 24 hours. ❖ Level 20 ➢ Dragon Handwraps ( ) These are +3 major striking greater flaming handwraps of mighty blows. You gain +4 item bonus to Athletics checks made to Grapple or Shove. Once per day you can cast a 7th-rank breathe fire spell (DC 41). Once per hour when you succeed or critically succeed with a Grapple, you gain a +2 status bonus to your Athletics DC against any checks made to Escape your grapple until the end of your next turn.
Tarondor’s Guide to the Pathfinder Second Edition Monk
13. MONK TACTICS
13.1 Basic Pathfinder Tactics^10
These are tactics any beginning Pathfinder player should know and use.
Team Over Individual
Pathfinder is a game centered on TEAM PLAY , not a pack of individuals each doing their thing. If you play Pathfinder like it’s Dungeons and Dragons 5e, you’re going to struggle. You need to be aware of each other’s strengths and weaknesses and play into them.
Everything you do should have some team aspect to it. Move to support an ally. Cast spells to lower enemy defenses or slow down the enemy advance. Fighters can help their spellcaster allies by using Intimidation to lower enemy saves. Archers can help their martial allies with Assisting Shot. Wrestlers can grab the foe and degrade their Armor Class. And on and on. Look for ways to help the whole group, not just set yourself up for success.
The Action Economy is King
There is no more basic idea to Pathfinder strategy than this: You win fights by winning the Action Economy. Find ways to gain actions or use actions more efficiently and take actions away from the enemy or force them to use their actions inefficiently and you will win the fight.
In a classic “Four heroes versus a boss monster” scenario, the heroes have twelve actions every round and the monster has three. Every one of the enemy’s actions you use up is worth any four of your actions. How do you use them up? You can trip the enemy, forcing him to stand. You can shove the enemy, forcing him to move. You can grab the enemy, forcing him to escape. You can impose the Stunned or Slowed condition, literally stealing actions away.
(^10) This section was copied from my own Tarondor's Guide to the Pathfinder 2e (Remastered) Fighter. Tarondor’s Guide to the Pathfinder Second Edition Monk
Essentially, in any fight where your party has more actions than the enemy, the value of denying the actions to the enemy is far more important than mere damage. The inverse is not necessarily true. In fights where you’re outnumbered (but you can’t one-shot enemies easily), then combat maneuvers remain very valuable. If you _can_ one-shot the enemy (or your team can take them down in a single round), then that should be the priority.
Know Your Enemy
The second-most basic of strategies is to know what you’re up against. Ask the locals about well-known monsters before you go into danger. Ask the party rogue to scout ahead or the party wizard to divine what you might be facing. In combat, rely on your companions to help you identify the strengths and weaknesses of what you’re fighting. No point in pounding on an enemy with your sword if it's immune to slashing damage.
Similarly, don’t be shy about asking the GM for more information. Questions like “Do any of them look more aggressive than the rest?, “Can I see a leader?”, “Can I see a spellcaster?” or “Are any of them injured?” can give you useful information on which to base your tactics. Most GM’s should be willing to give you a broad idea of how injured a foe is: “You’ve been fighting with this dragon for what seems like minutes now and you really haven’t hurt it all” or “He looks badly injured. You can see many serious wounds.”
Also, your enemy may not be just a creature type. In a well-built world many if not most of your foes will have things they care about more than combat. You may be able to use their goals, fears and loves as tools every bit as powerful as your weapons, if not moreso. That unbeatable dragon may have a fear you can manipulate, if you take the time to learn about that before confronting the dragon in its lair. Or perhaps your foes are dedicated to a leader. Take out that leader and your foes may flee the field.
Know the Battlefield
When you enter into combat, look for points of strategic utility. A doorway, a wall, a clump of bushes, high ground. They can all provide you with tactical advantages that can make difficult fights much more survivable. Choke points where you can force the enemy to fight only a few at a time can help
Tarondor’s Guide to the Pathfinder Second Edition Monk
you control large crowds or force the enemy to attack the most heavily-armored character in your party.
Use Cover
This point can not be overemphasized USE COVER! I’m always amazed when players forgo the chance to use whatever cover is around to increase their own survivability. Getting behind cover can offer you a +2 Armor Class bonus. Using cover and the Take Cover action can get you a +4 Armor Class bonus (as well as to Reflex saves and Stealth checks). This is almost always going to be a better option than taking a third attack with a -10 penalty to hit.
Remember that with the 3-action system, you can move, attack and return to cover in a single turn. The Sudden Charge feat will permit you to move twice and attack, leaving a third action to retreat back to cover.
Know Your Party
Know what your allies are capable of and what they need from you. If your bard is going to use Inspire Courage, wait for that to happen before you attack. If your sorcerer is going to lay down a fireball, don’t run onto the battlefield until after that has happened. If your party’s wizard likes to cast _runic weapon_ , wait for him to do it. If your rogue will do far more damage when flanking an opponent, be sure to move into the flanking position.
Similarly, when a party member has given you a buff or bonus, write it down. Nothing is more frustrating to a bard or wizard player than spending their actions to make your attacks better and then having you forget to add the bonus to your attacks!
Use Flanking
If you don’t need to hold a particular position like a choke point or bottleneck, then you should always be trying to flank your opponent if you are a melee fighter. Give up that third attack to Step into flanking position. Not only does it make your attacks more likely to hit and enable feats like Advantageous Assault, but it will open up the foe to a variety of nasty things your party rogue can do when the opponent is Off Guard.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Concentrate Your Attacks
This is absolutely “Adventurer 101” stuff, but many people still ignore it. The key to winning any encounter is to control the action economy. If your side makes more attacks than their side, you are more likely to win.
When an adventuring party spreads out their attacks, each taking on a different foe, the likely result is a few injured foes, but no fewer attacks from those foes the following round. However, if your entire team concentrates on the same target until it drops, then moves on to the next, the enemy will have fewer and fewer attacks they can aim at you the next turn. Always take down one enemy before moving on to the next and always attack the same target as your allies.
Attack Concentration
One of the most dangerous forms of attack comes when enemy spellcasters are permitted to concentrate without interruption. Don’t let this happen. Get in close to enemy spellcasters and discourage their concentration with a greatsword to the face.
Situational Awareness
My group calls this one the “ _fireball_ formation”. In short, don’t bunch up together where an enemy area of effect spell can get you all at one go. The time to concentrate your forces together is when you are in contact with the enemy. When approaching the enemy, spread out (and use cover!)
Don’t Break Control Spells
This is really one of the worst and most obnoxious offenses against your own party that you can commit. Your allied spellcasters may have control spells (like _charm person_ or _fascinate_ ) active, controlling or shutting down an enemy. Your ally has done a great job of reducing the effectiveness of the enemy’s action economy. Don’t ruin that by attacking that particular enemy. This will only send them back into the fight prematurely. Wait until all other enemies have been dealt with before killing or capturing the controlled enemy.
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Choose Your Battlefield
Why fight on ground the enemy has prepared when you can fight on ground of your own choosing? Often this isn’t possible, but you should try to lure enemies to come to you on favorable terrain (perhaps through a doorway you can shut behind them or across a floor covered by a _grease_ spell). Pulling small numbers of the enemy to you and dealing with them in detail is far superior to trying to deal with all of them at once.
Know When to Run
If there’s one thing even experienced players sometimes refuse to learn, it’s when to run. There is an old expression: _“Some days you get the bear and some days the bear gets you.”_ Know which day this is! Far, far too often I have watched adventuring parties run away too late or not at all. Usually, they first hope against hope and then try to run one turn too late to escape safely when things have gone wrong for them.
Nobody likes to run from the enemy. It’s a game about heroes, after all. But when the alternative is a TPK (Total Party Kill), it’s time to swallow your pride and run as fast as you can. That way you (or some of you at least) can come back to finish the job when better prepared.
A corollary to this is: Always have a place to run. Be certain that your escape route is clear. This is why you don’t leave enemies behind you as you enter into dangerous territory, be it an enemy castle or a dark forest. Do the work to make sure your escape route is as clear as possible.
13.2. Monk -Specific Tactics
Because monks are among the most flexible of classes, their tactics are also necessarily diverse. Good tactics for a monk in Mountain Stance are not the same as good tactics for a monk wielding a Bo Staff. So when I speak of monk tactics, I want to speak about the very basics, common to most or all monks.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Flurry of Blows
Flurry of Blows is the basic tool of all monks. If you’re not making frequent use of Flurry of Blows, you’re doing it wrong. This ability lets you make two attacks in one action (wonderful action compression) and combine their damage before applying the target’s defenses.
But, Flurry of Blows does nothing to reduce your Multiple Attack Penalty (MAP). So how should you maximize your use of this ability? You can reduce the MAP directly by using an agile attack. There are also many feats that permit you to make multiple attacks at the same MAP before applying the penalties.
But what about Flurry of Blows itself? How best to use it? Is it better to Strike, then use Flurry of Blows or is it better to use Flurry of Blows first and then Strike? The MAP is going to be the same either way (+0, -5, -10, or +0, -4, -8 with an agile attack). But, since Flurry of Blows lets you total the damage before applying defenses, it’s better to have Flurry of Blows go first to make those two strikes more likely to hit.
Mobility
Your monk is almost certainly the fastest creature on the battlefield. You can make use of that. Instead of standing still and trading blows with the enemy, use your movement to deny them the chance to hit you multiple times. Stride in, use Flurry of Blows, and Stride out. Now you’re likely more than one move away for your slower enemy, and they must waste at least two actions moving up to strike you. That’s winning the action economy.
If the foe you're facing has a reaction based on your movement (like Reactive Strike), you can opt instead to Stride in, use Flurry of Blows, and Step away, thus forcing them to use at least one movement action to get to you.
Area Control
Monks are very good at controlling parts of the battlefield, Use their mobility and control abilities to lock down areas or make it difficult for enemies to
Tarondor’s Guide to the Pathfinder Second Edition Monk
advance on the rest of the party. The Stand Still feat is a great tool for this. So is using a weapon with Reach and tripping anything that comes near.
Using Stances for Specialization
A monk’s stances define their style of play:
❖ A monk can be an Offensive powerhouse with stances like Dragon Stance and Jalmeri Heavenseeker’s Sky and Heaven Stance. ❖ A monk can be a Defensive powerhouse with stances like Crane Stance. ❖ A monk can be a “tank” with stances like Mountain Stance or Ironblood Stance or Stonestrike Stance from the Stone Brawler archetype or Tenacious Stance from the Stalwart Defender archetype. ❖ A monk can be a battlefield controller with stances like Stumbling Stance, Wolf Stance or Clinging Shadows Initiate.
What To Do With the Monk’s Extra Actions
The Monk’s action economy is so good that they’re often left wondering what to do with one or even two of their three actions per round. Here are some answers.
Shields Don’t think monks should carry shields? Get over it. Raising a Shield takes one action and gives you a +2 circumstance bonus to AC. Even if you don’t have the Shield Block feat, anyone can raise a shield.
Don’t stop there. Carry a Tower Shield or a Fortress Shield for even greater bonuses to AC and to your Reflex saves, and potentially those of your adjacent allies. The speed penalty from these shields is barely an annoyance for someone who can move as fast as a monk. Your monk can (1) Raise a Tower Shield, (2) Take Cover behind the tower shield and (3) use Flurry of Blows. Alternatively, you could (1) Raise a Shield, (2) Stride and (3) use Flurry of Blows.
Combat Maneuvers Monks are ideal users of Combat Maneuvers. Stride + Flurry of Blows + Trip (with Assurance) is a tried and true tactic.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Another great tactic (if you have the feat) is Trip + Combat Grab + Flurry of Blows, using agile strikes. Assuming the Trip is successful, the target is now prone and thus off-guard. This makes the strike from Combat Grab land at what is essentially -2 to hit and the two blows of the Flurry of Blows have what is essentially a -6 and -6. Better yet would be Flurry of Maneuvers where the first blow is a Trip and the second a Strike, followed by Combat Grab and Raise a Shield.
Parry Maybe you don’t have a shield because you’re wielding a two-handed weapon like a Bo Staff. It’s got the Parry trait, so parry! Increase your own AC. Heck, some archetypes, like Fighter, Aldori Duelist and Duelist have feats that will give you a +2 bonus to AC when you parry.
Aid The Aid action is criminally underused. You’ve struck your opponent twice. You’ve moved or raised a shield and you’ve still got another action left. Aid your fighter or other martial to get a hit or complete a maneuver. Aid… always a good choice.
Other Perhaps you can cast a spell or Command an Animal Companion. In addition, lots of ancestries give useful one-action activities you can use. Catfolk Dance is a great example of one of these.
14. MONK BUILDS
Crane Stance
The essence of this build is using Crane Stance’s enhanced mobility to move about the battlefield, delivering Stunning Blows. Meanwhile, we’ll use Stand Still to help us control the battlefield. We’ll pick several feats that will capitalize on Crane Stance’s facility with jumping, such as Powerful Leap, Dancing Leaf, Flying Kick and of course, Cloud Jump.
Tarondor’s Guide to the Pathfinder Second Edition Monk
With a Free archetype, we’ll use the Beastmaster archetype.
Key Ability: Dexterity Ancestry: Human Heritage: Versatile Human (Toughness) Ancestry Feat: Natural Ambition (Qi Spells) ( _inner upheaval_ ) Background: Fogfen Tale-Teller (Titan Wrestler) Initial Monk Feat: Crane Stance Initial Skills: Acrobatics, Athletics, Medicine, Swamp Lore, Society, Stealth Attributes: STR +2, DEX+4, CON+2, INT+0, WIS+1, CHA+0
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Battle Medicine
Monk Feat: Stunning Blows Skill Feat: Battle Medicine Archetype Feat: Beastmaster Dedication 3 General Feat: Ancestral Paragon (Cooperative Nature) Skill Increase: Athletics to Expert 4 Monk Feat: Stand Still Skill Feat: Powerful Leap
Monk Feat: Stand Still Skill Feat: Powerful Leap Archetype Feat: Mature Beastmaster Companion 5 Attribute Boosts: Str, Dex, Con, Int (trained in Nature) Ancestry Feat: Clever Improviser Skill Increase: Medicine to Expert 6 Monk Feat: Crane Flutter Skill Feat: Godless Healing
Monk Feat: Crane Flutter Skill Feat: Godless Healing Archetype Feat: Bestial Protection
7 General Feat: Incredible Initiative First Path to Perfection: Will to Master Skill Increase: Athletics to Master
8 Monk Feat: Dancing Leaf Skill Feat: Continual Recovery
Monk Feat: Dancing Leaf Skill Feat: Continual Recovery Archetype Feat: Incredible Beastmaster Companion
Tarondor’s Guide to the Pathfinder Second Edition Monk
9 Ancestry Feat: Cooperative Soul Skill Increase: Acrobatics to Expert 10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Flying Kick Skill Feat: Ward Medic
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Flying Kick Skill Feat: Ward Medic Archetype Feat: Sinking Jaws
11 General Feat: Diehard Second Path to Perfection: Fortitude to Master Skill Increase: Acrobatics to Master
12 Monk Feat: Dodging Roll Skill Feat: Kip Up
Monk Feat: Dodging Roll Skill Feat: Kip Up Archetype Feat: Additional Companion 13 Ancestry Feat: Bounce Back Skill Increase: Medicine to Master
14 Monk Feat: Prevailing Position Skill Feat: Advanced First Aid
Monk Feat: Prevailing Position Skill Feat: Advanced First Aid Archetype Feat: Specialized Beastmaster Companion 15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary 16 Monk Feat: Shattering Strike Skill Feat: Cloud Jump
Monk Feat: Shattering Strike Skill Feat: Cloud Jump Archetype Feat: 17 Ancestry Feat: Heroic Presence Skill Increase: Medicine to Legendary 18 Monk Feat: Effortless Reach Skill Feat: Legendary Medic
Monk Feat: Effortless Reach Skill Feat: Legendary Medic Archetype Feat: Lead the Pack 19 General Feat: Feather Step Skill Increase: Acrobatics to Legendary
Tarondor’s Guide to the Pathfinder Second Edition Monk
20 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery Archetype Feat: Pack Takedown
Final Attributes: STR +5, DEX+6, CON+5, INT+1, WIS+4, CHA+0
Dragon Stance
This is the hardest-hitting stance, and isn’t at all subtle. So the rest of the build is about making it hit even harder (Stunning Blows) and alternate means of causing damage (Qi Spells). We’re going to need a good Wisdom for those Qi spells, so we’ll skimp a bit on Dexterity at first.
Dragon stance uses kicks to attack, so there’s no reason not to have a shield in your hand. At 3rd level, pick up a Fortress Shield. With your increased speed, the speed loss from carrying the big shield is no problem at all.
With a Free Archetype, we’re going to use the Bastion archetype.
Key Ability: Strength Ancestry: Human Heritage: Versatile Human (Shield Block) Ancestry Feat: Natural Ambition (Qi Spells) ( _inner upheaval_ ) Background: Beast Seeker (Titan Wrestler) Initial Monk Feat: Dragon Stance Initial Skills: Acrobatics, Athletics, Intimidation, Legendary Beast Lore, Medicine, Society Attributes: STR +4, DEX+2, CON+1, INT+0, WIS+2, CHA+0
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Battle Medicine
Monk Feat: Stunning Blows Skill Feat: Battle Medicine Archetype Feat: Bastion
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Dedication (Reactive Shield) 3 General Feat: Toughness Skill Increase: Athletics to Expert
4 Monk Feat: Harmonize Self Skill Feat: Godless Healing
Monk Feat: Harmonize Self Skill Feat: Godless Healing Archetype Feat: Disarming Block 5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Clever Improviser Skill Increase: Medicine to Expert 6 Monk Feat: Advanced Qi Spells ( qi blast ) Skill Feat: Mortal Healing
Monk Feat: Advanced Qi Spells ( qi blast ) Skill Feat: Mortal Healing Archetype Feat: Nimble Shield Hand
7 General Feat: Incredible Initiative First Path to Perfection: Will to Master Skill Increase: Acrobatics to Expert
8 Monk Feat: Whirling Throw Skill Feat: Slippery Prey
Monk Feat: Whirling Throw Skill Feat: Slippery Prey Archetype Feat: Reflexive Shield
9 Ancestry Feat: Incredible Improvisation Skill Increase: Athletics to Master
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Wind Jump Skill Feat: Water Sprint
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Wind Jump Skill Feat: Water Sprint Archetype Feat: Quick Shield Block 11 General Feat: Diehard Second Path to Perfection: Fortitude to Master Skill Increase: Acrobatics to Master 12 Monk Feat: Disrupt Qi Skill Feat: Kip Up
Monk Feat: Disrupt Qi Skill Feat: Kip Up Archetype Feat: Mirror Shield
Tarondor’s Guide to the Pathfinder Second Edition Monk
13 Ancestry Feat: Bounce Back Skill Increase: Medicine to Master 14 Monk Feat: Meditative Focus Skill Feat: Continual Recovery
Monk Feat: Meditative Focus Skill Feat: Continual Recovery Archetype Feat: Destructive Block
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary
16 Monk Feat: Master Qi Spells ( touch of death ) Skill Feat: Cloud Jump
Monk Feat: Master Qi Spells ( touch of death ) Skill Feat: Cloud Jump Archetype Feat: Shield Salvation 17 Ancestry Feat: Heroic Presence Skill Increase: Medicine to Legendary 18 Monk Feat: Grandmaster Qi Spells ( qi form ) Skill Feat: Legendary Medic
Monk Feat: Grandmaster Qi Spells ( qi form ) Skill Feat: Legendary Medic Archetype Feat: Improved Reflexive Shield
19 General Feat: Feather Step Skill Increase: Acrobatics to Legendary 20 Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery
Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery Archetype Feat: Shielded Stride
Final Attributes: STR +6, DEX+5, CON+4, INT+0, WIS+5, CHA+1
Tarondor’s Guide to the Pathfinder Second Edition Monk
Flood Stance
This is a stance best used in or near water, so much of this build reflects that watery theme.
Key Ability: Strength Ancestry: Athamaru Heritage: Hopeful Athamaru Ancestry Feat: Emit Defensive Odor Background: Deep-Sea Diver (Underwater Marauder) Initial Monk Feat: Flood Stance Initial Skills: Acrobatics, Athletics, Intimidation, Medicine, Plane of Water Lore Attributes: STR +4, DEX+2, CON+1, INT-1, WIS+1, CHA+2
Level No Free Archetype With Free Archetype 2 Monk Feat: Student of Water Skill Feat: Intimidating Glare
Monk Feat: Student of Water Skill Feat: Intimidating Glare Archetype Feat: Sorcerer Dedication (Elemental (water) bloodline) (Trained in Diplomacy & Nature) 3 General Feat: Toughness Skill Increase: Athletics to Expert
4 Monk Feat: Divert Streamflow Skill Feat: Titan Wrestler
Monk Feat: Divert Streamflow Skill Feat: Titan Wrestler Archetype Feat: Basic Bloodline Spell ( elemental toss ) 5 Attribute Boosts: Str, Dex, Con, Cha Ancestry Feat: Noxious Odor Skill Increase: Intimidation to Expert 6 Monk Feat: Culvert's Collapse Skill Feat: Intimidating Prowess
Monk Feat: Culvert's Collapse Skill Feat: Intimidating Prowess Archetype Feat: Basic Sorcerer Spellcasting
Tarondor’s Guide to the Pathfinder Second Edition Monk
7 General Feat: Incredible Initiative First Path to Perfection: Will to Master Skill Increase: Athletics to Master
8 Monk Feat: Wake to Strife Skill Feat: Water Sprint
Monk Feat: Wake to Strife Skill Feat: Water Sprint Archetype Feat: Bloodline Breadth
9 Ancestry Feat: Persistent Odor Skill Increase, No Free Archetype: Intimidation to Master Skill Increase, With Free Archetype: Nature to Expert
10 Attribute Boosts: Str, Con, Wis, Cha Monk Feat: Prevailing Position Skill Feat: Battle Cry
Attribute Boosts: Str, Con, Wis, Cha Monk Feat: Prevailing Position Skill Feat: Powerful Leap Archetype Feat: Basic Blood Potency (Bleed Out)
11 General Feat: Diehard Second Path to Perfection: Fortitude to Master Skill Increase, No Free Archetype: Acrobatics to Expert Skill Increase, With Free Archetype: Nature to Master
12 Monk Feat: Diamond Soul Skill Feat: Kip Up
Monk Feat: Diamond Soul Skill Feat: Consult the Spirits Archetype Feat: Expert Sorcerer Spellcasting 13 Ancestry Feat: Rapid Pheromone Recovery Skill Increase, No Free Archetype: Acrobatics to Master Skill Increase, With Free Archetype: Intimidation to Master 14 Monk Feat: Peerless Form Skill Feat: Terrified Retreat
Monk Feat: Peerless Form Skill Feat: Battle Cry Archetype Feat: Advanced Blood Potency (Primal Evolution)
15 Attribute Boosts: Str, Dex, Con, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary
16 Monk Feat: Shattering Strike Monk Feat: Shattering Strike
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Feat: Cloud Jump Skill Feat: Cloud Jump Archetype Feat: Advanced Blood Potency (Bloodline Resistance)
17 Ancestry Feat: Offensive Odor Skill Increase, No Free Archetype: Intimidation to Legendary Skill Increase, With Free Archetype: Nature to Legendary
18 Monk Feat: Diamond Fists Skill Feat: Scare to Death
Monk Feat: Diamond Fists Skill Feat: Terrified Retreat Archetype Feat: Master Sorcerer Spellcasting 19 General Feat: Feather Step Skill Increase: Acrobatics to Legendary
20 Attribute Boosts: Str, Int, Wis, Cha (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Skeptic's Defense
Attribute Boosts: Str, Int, Wis, Cha (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Scare to Death Archetype Feat: Advanced Blood Potency (Quickened Casting) Final Attributes: STR +6, DEX+4, CON+4, INT+0, WIS+3, CHA+5
Monastic Archer Stance^11
This build is all about staying at range and shooting with a longbow and later a composite longbow. A shortbow or composite shortbow are also ideal.
Key Ability: Dexterity Ancestry: Human Heritage: Aiuvarin Ancestry Feat: Cooperative Nature Background: Hired Killer (Terrain Stalker)
(^11) This Free Archetype version of this build is based on the Epic Zen Archer Build by Team Player Gaming. The version with no Free Archetype is a more basic Monastic Archer, but still very functional. Tarondor’s Guide to the Pathfinder Second Edition Monk
Initial Monk Feat: Monastic Archer Stance Initial Skills: Acrobatics, Athletics, Intimidation, Stealth, Underworld Lore Attributes: STR +0, DEX+4, CON+1, INT+0, WIS+2, CHA+2
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Intimidating Glare
Monk Feat: Stunning Blows Skill Feat: Intimidating Glare Archetype Feat: Sniping Duo Dedication 3 General Feat: Ancestral Paragon (Nimble Elf) Skill Increase: Intimidation to Expert 4 Monk Feat: (Qi Spells) ( qi rush ) Skill Feat: Terrifying Resistance
Monk Feat: (Qi Spells) ( qi rush ) Skill Feat: Terrifying Resistance Archetype Feat: Assisting Shot
5 Attribute Boosts: Str, Dex, Wis, Cha Ancestry Feat: Clever Improviser Skill Increase: Stealth to Expert
6 Monk Feat: Advanced Qi Spells ( shrink the span ) Skill Feat: Quiet Allies
Monk Feat: Advanced Qi Spells ( shrink the span ) Skill Feat: Quiet Allies Archetype Feat: Exploit Opening 7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Intimidation to Master 8 Monk Feat: Pinning Fire Skill Feat: Battle Cry
Monk Feat: Pinning Fire Skill Feat: Battle Cry Archetype Feat: Eldritch Archer Dedication (arcane)
9 Ancestry Feat: Incredible Improvisation Skill Increase: Acrobatics to Expert 10 Attribute Boosts: Str, Dex, Con, Wis
Attribute Boosts: Str, Dex, Con, Wis
Tarondor’s Guide to the Pathfinder Second Edition Monk
Monk Feat: Prevailing Position Skill Feat: Terrified Retreat
Monk Feat: Precious Ammunition Skill Feat: Terrified Retreat Archetype Feat: Basic Eldritch Archer Spellcasting 11 General Feat: Diehard Second Path to Perfection: Fortitude to Master Skill Increase: Stealth to Master 12 Monk Feat: Meditative Focus Skill Feat: Swift Sneak
Monk Feat: Meditative Focus Skill Feat: Swift Sneak Archetype Feat: Expert Eldritch Archer Spellcasting 13 Ancestry Feat: Elf Step Skill Increase: Acrobatics to Master 14 Monk Feat: Focused Shot Skill Feat: Kip Up
Monk Feat: Focused Shot Skill Feat: Kip Up Archetype Feat: Tag Team 15 Attribute Boosts: Dex, Con, Wis, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Intimidation to Legendary 16 Monk Feat: Master Qi Spells ( medusa's wrath ) Skill Feat: Scare to Death
Monk Feat: Master Qi Spells ( medusa's wrath ) Skill Feat: Scare to Death Archetype Feat: Eagle Eyes
17 Ancestry Feat: Heroic Presence Skill Increase: Stealth to Legendary 18 Monk Feat: Triangle Shot Skill Feat: Legendary Sneak
Monk Feat: Triangle Shot Skill Feat: Legendary Sneak Archetype Feat: Master Eldritch Archer Spellcasting
19 General Feat: Feather Step Skill Increase: Acrobatics to Legendary 20 Attribute Boosts: Dex, Con, Int, Wis, (trained in Religion) Monk Feat: Impossible
Attribute Boosts: Dex, Con, Int, Wis, (trained in Religion) Monk Feat: Impossible Volley
Tarondor’s Guide to the Pathfinder Second Edition Monk
Technique (or Golden Body, if you can get it) Skill Feat: Foil Senses
Skill Feat: Foil Senses Archetype Feat: Fatal Shot
Final Attributes: STR +2, DEX+6, CON+4, INT+1, WIS+5, CHA+4
Monastic Weapons Monk I (Bo Staff)
This build is primarily about using a Bo Staff as a weapon to trip at range.
Without a Free Archetype, we’ll be using Tangled Forest Stance to prevent our enemies from moving freely around us.
With a Free Archetype, we’ll be using the Staff Acrobat archetype to access cool new feats for the bo staff. Since it’s a build intended primarily for combat maneuvers, the key ability will be Strength. Late in the build, we’ll add the Mauler archetype.
Key Ability: Strength Ancestry: Human Heritage: Dragonblood (Fortune dragon) Ancestry Feat: Scaly Hide Background: Animal Wrangler (Titan Wrestler) Initial Monk Feat: Monastic Weaponry Initial Skills: Acrobatics, Athletics, Feline Lore, Medicine, Stealth, Survival Attributes: STR +4, DEX +2, CON +2, INT +0, WIS +1, CHA +0
Level No Free Archetype With Free Archetype
2 Monk Feat: Stunning Blows Skill Feat: Battle Medicine
Monk Feat: Stunning Blows Skill Feat: Battle Medicine Archetype Feat: Staff Acrobat Dedication 3 General Feat: Ancestral Paragon (Qi Spells)( inner upheaval ) Skill Increase: Athletics to Expert
4 Monk Feat: Flurry of Monk Feat: Flurry of
Tarondor’s Guide to the Pathfinder Second Edition Monk
Maneuvers Skill Feat: Intimidating Glare
Maneuvers Skill Feat: Intimidating Glare Archetype Feat: Bullying Staff
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Dragon's Flight Skill Increase: Intimidation to Expert
6 Monk Feat: Stand Still Skill Feat: Intimidating Prowess
Monk Feat: Stand Still Skill Feat: Intimidating Prowess Archetype Feat: Staff Sweep
7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Athletics to Master
8 Monk Feat: Tangled Forest Stance Skill Feat: Godless Healing
Monk Feat: Mixed Maneuver Skill Feat: Godless Healing Archetype Feat: Levering Strike 9 Ancestry Feat: True Dragon's Flight Skill Increase: Medicine to Expert
10 Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Mixed Maneuver Skill Feat: Continual Recovery
Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Lessons of Flux Skill Feat: Continual Recovery Archetype Feat: Whirlwind Stance
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Intimidation to Master
12 Monk Feat: Prevailing Position Skill Feat: Battle Cry
Monk Feat: Prevailing Position Skill Feat: Battle Cry Archetype Feat: Mauler Dedication
13 Ancestry Feat: Majestic Presence Skill Increase: Medicine to Master
14 Monk Feat: Peerless Form Skill Feat: Terrified Retreat
Monk Feat: Peerless Form Skill Feat: Terrified Retreat
Tarondor’s Guide to the Pathfinder Second Edition Monk
Archetype Feat: Pivot Strike 15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary 16 Monk Feat: Shattering Strike Skill Feat: Cloud Jump
Monk Feat: Shattering Strike Skill Feat: Cloud Jump Archetype Feat: Avalanche Strike
17 Ancestry Feat: Form of the Dragon Skill Increase: Intimidation to Legendary 18 Monk Feat: Swift River Skill Feat: Scare to Death
Monk Feat: Slam Down Skill Feat: Scare to Death Archetype Feat: Hammer Quake
19 General Feat: Diehard Skill Increase: Medicine to Legendary 20 Attribute Boosts: Str, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Medic
Attribute Boosts: Str, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Medic Archetype Feat: Crashing Slam
Final Attributes: STR +6, DEX+3, CON+5, INT+0, WIS+4, CHA+4
Monastic Weapons Monk II (Khakkara & Talwar)
At 1st level, we’re using the Khakkhara, a monk weapon that deals 1d10 bludgeoning damage when used two-handed. However, by 2nd level, we’re switching to the Talwar (1d6 S, Forceful, Two-Hand d10, Versatile P) in two hands and using Waterfowl Stance to cause damage even when we move!
Tarondor’s Guide to the Pathfinder Second Edition Monk
At 5th level, Jotun's Battle Stance will give our weapon 10’ of reach!
At 9th level, we can use Build the First Walls to trap our enemies in with us so they can’t get away.
At 12th level, we’re taking Tangled Forest Stance. You can’t use the Talwar with that, so you can choose to switch back to the Khakkara if you wish. But the real reason we’re taking Tangled Forest Stance is to combine it with Waterfowl Stance when we get the 16th-level feat Fuse Stance. We’ll create “Tangled Waterfowl Stance” and be able to use the abilities of both!
At 17th level, Jotun's Heart will make us permanently Huge sized.
With a Free Archetype, we’ll take the Mauler archetype. Mauler Dedication gives us access to the critical specialization effects of our weapons.
Key Ability: Strength Ancestry: Jotunborn Heritage: Sage Jotunborn (Additional Lore: Warfare Lore) Ancestry Feat: Plane-Stepping Dash Background: Field Medic (take Martial Arts Lore instead of Warfare Lore) Initial Monk Feat: Monastic Weaponry Initial Skills: Acrobatics, Athletics, Martial Arts Lore, Medicine, Stealth, Survival, Warfare Lore Attributes: STR +4, DEX +2, CON +2, INT +0, WIS +1, CHA +0
Level No Free Archetype With Free Archetype 2 Monk Feat: Waterfowl Stance Skill Feat: Godless Healing
Monk Feat: Waterfowl Stance Skill Feat: Godless Healing Archetype Feat: Mauler Dedication 3 General Feat: Ancestral Paragon (Jotunborn Grappler) Skill Increase: Athletics to Expert 4 Monk Feat: Stunning Blows Skill Feat: Slippery Prey
Monk Feat: Stunning Blows Skill Feat: Slippery Prey Archetype Feat: Slam Down 5 Attribute Boosts: Str, Dex, Con, Wis
Tarondor’s Guide to the Pathfinder Second Edition Monk
Ancestry Feat: Jotun's Battle Stance Skill Increase: Medicine to Expert 6 Monk Feat: Stand Still Skill Feat: Continual Recovery
Monk Feat: Stand Still Skill Feat: Continual Recovery Archetype Feat: Clear the Way
7 General Feat: First Path to Perfection: Will to Master Skill Increase: Athletics to Master (Warfare Lore to Master)
8 Monk Feat: Snakebird's Shadow Skill Feat: Ward Medic
Monk Feat: Snakebird's Shadow Skill Feat: Ward Medic Archetype Feat: Vicious Swing
9 Ancestry Feat: Build the First Walls Skill Increase: Acrobatics to Expert
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Prevailing Position Skill Feat: Tumbling Teamwork
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Prevailing Position Skill Feat: Tumbling Teamwork Archetype Feat: Shoving Sweep 11 General Feat: Second Path to Perfection: Fortitude to Master Skill Increase: Acrobatics to Master 12 Monk Feat: Tangled Forest Stance Skill Feat: Kip Up
Monk Feat: Tangled Forest Stance Skill Feat: Kip Up Archetype Feat: Crashing Slam
13 Ancestry Feat: Plane Hop Skill Increase: Medicine to Master
14 Monk Feat: Peerless Form Skill Feat: Advanced First Aid
Monk Feat: Peerless Form Skill Feat: Advanced First Aid Archetype Feat: Hammer Quake
15 Attribute Boosts: Str, Dex, Con, Wis
Tarondor’s Guide to the Pathfinder Second Edition Monk
General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary (Warfare Lore to Legendary)
16 Monk Feat: Fuse Stance (create “Tangled Waterfowl Stance”) Skill Feat: Cloud Jump
Monk Feat: Fuse Stance (create “Tangled Waterfowl Stance”) Skill Feat: Cloud Jump Archetype Feat: Avalanche Strike
17 Ancestry Feat: Jotun's Heart Skill Increase: Medicine to Legendary 18 Monk Feat: Shattering Strike Skill Feat: Legendary Medic
Monk Feat: Shattering Strike Skill Feat: Legendary Medic Archetype Feat: Unbalancing Sweep
19 General Feat: Skill Increase: Acrobatics to Legendary 20 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Skill Feat: Aerobatics Mastery Archetype Feat: Brutal Finish
Final Attributes: STR +6, DEX+5, CON+5, INT+0, WIS+5, CHA-1
Monastic Weapons Monk III (Dogslicer)
This goblin monk moves sneakily around the battlefield, flurrying with his trusty dogslicer in melee and his shurikens at range. He has many monk feats and skill feats designed to keep him mobile.
At 16th level, he fuses Shooting Stars Stance and Whirling Blade Stance to let him fling shurikens or his dogslicer (he’ll need a Returning rune).
Tarondor’s Guide to the Pathfinder Second Edition Monk
If we add a Free Archetype option, then we take the Rogue archetype and this build really takes off, gaining Sneak Attack damage, extra range on our shurikens, the Gang Up and Opportune Backstab feats as well as Master proficiency in Intimidation and Thievery.
Key Ability: Dexterity Ancestry: Goblin Heritage: Unbreakable Goblin Ancestry Feat: Goblin Weapon Familiarity Background (No Free Archetype): Martial Disciple (Cat Fall) Background (With Free Archetype): Warrior (Intimidating Glare) Initial Monk Feat: Monastic Weaponry Initial Skills: Acrobatics, Athletics, Deception, Stealth, Thievery, Warfare Lore Attributes: STR +3, DEX +4, CON +1, INT +0, WIS -1, CHA +2
Level No Free Archetype With Free Archetype
2 Monk Feat: Shooting Stars Stance Skill Feat: Steady Balance
Monk Feat: Shooting Stars Stance Skill Feat: Cat Fall Archetype Feat: Rogue Dedication (Trained in Intimidation) 3 General Feat: Fleet Skill Increase: Acrobatics to Expert 4 Monk Feat: Stunning Blows Skill Feat: Tumbling Teamwork
Monk Feat: Stunning Blows Skill Feat: Tumbling Teamwork Archetype Feat: Sneak Attacker 5 Attribute Boosts: Str, Dex, Con, Cha Ancestry Feat: Very Sneaky Skill Increase: Stealth to Expert 6 Monk Feat: Deflect Projectile Skill Feat: Quiet Allies
Monk Feat: Deflect Projectile Skill Feat: Quiet Allies Archetype Feat: Basic Trickery (Strong Arm)
Tarondor’s Guide to the Pathfinder Second Edition Monk
7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Deception to Expert
8 Monk Feat: Pinning Fire Skill Feat: Slippery Prey
Monk Feat: Pinning Fire Skill Feat: Slippery Prey Archetype Feat: Skill Mastery (Increase Stealth to Master and Intimidation to Expert) (Intimidating Prowess) 9 Ancestry Feat: Cling Skill Increase: Acrobatics to Master 10 Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Winding Flow Skill Feat: Kip Up
Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Winding Flow Skill Feat: Kip Up Archetype Feat: Skill Mastery (Increase Intimidation to Master and Thievery to Expert) (Battle Cry) 11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase, No Free Archetype: Stealth to Master Skill Increase, With Free Archetype: Diplomacy to Trained
12 Monk Feat: Dodging Roll Skill Feat: Swift Sneak
Monk Feat: Dodging Roll Skill Feat: Swift Sneak Archetype Feat: Advanced Trickery (Gang Up)
13 Ancestry Feat: Very, Very Sneaky Skill Increase: Deception to Master
14 Monk Feat: Whirling Blade Stance Skill Feat: Foil Senses
Monk Feat: Whirling Blade Stance Skill Feat: Foil Senses Archetype Feat: Skill Mastery (Increase Thievery to Master and Diplomacy to Expert) (Wary Disarmament)
15 Attribute Boosts: Dex, Con, Wis, Cha General Feat: Canny Acumen (Reflex to Master)
Tarondor’s Guide to the Pathfinder Second Edition Monk
Third Path to Perfection: Will to Legendary Skill Increase: Acrobatics to Legendary 16 Monk Feat: Fuse Stance (Whirling Stars Stance) Skill Feat: Slippery Secrets
Monk Feat: Fuse Stance (Whirling Stars Stance) Skill Feat: Slippery Secrets Archetype Feat: Advanced Trickery (Opportune Backstab)
17 Ancestry Feat: Reckless Abandon Skill Increase: Stealth to Legendary
18 Monk Feat: Swift River Skill Feat: Legendary Sneak
Monk Feat: Swift River Skill Feat: Legendary Sneak Archetype Feat: Advanced Trickery (Sly Striker)
19 General Feat: Feather Step Skill Increase: Deception to Legendary
20 Attribute Boosts: Dex, Int, Wis, Cha (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery
Attribute Boosts: Dex, Int, Wis, Cha (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery Archetype Feat: Advanced Trickery (Tactical Entry)
Final Attributes: STR +4, DEX+6, CON+4, INT+0, WIS+2, CHA+5
Mountain Stance Monk I
This build is about a very high AC, but there are some drawbacks, too. Mountain Stance monks lose a lot of durability if they’re hit before they can get into Mountain Stance, so our monk remains well to the rear until they can enter the stance. Mountain Stance monks struggle to deal with flying targets, so our monk has qi spells to attack at range.
Our Mountain Stance monk should carry a shield and Raise a Shield often. After 3rd level, it should be a fortress shield.
Tarondor’s Guide to the Pathfinder Second Edition Monk
With a Free Archetype, we’ll add Bastion to make us a better shield user.
Key Ability: Strength Ancestry: Human Heritage: Versatile Human (Shield Block) Ancestry Feat: Natural Ambition) (Qi Spells) ( _inner upheaval_ ) Background: Farmhand (Assurance with Athletics) Initial Monk Feat: Mountain Stance Initial Skills: Athletics, Acrobatics, Farming Lore, Medicine, Religion, Stealth Attributes: STR +4, DEX +1, CON +2, INT +0, WIS +2, CHA +0
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Battle Medicine
Monk Feat: Stunning Blows Skill Feat: Battle Medicine Archetype Feat: Bastion Dedication (Reactive Shield) 3 General Feat: Fleet Skill Increase: Athletics to Expert 4 Monk Feat: Stand Still Skill Feat: Titan Wrestler
Monk Feat: Stand Still Skill Feat: Titan Wrestler Archetype Feat: Disarming Block 5 Attribute Boosts: Str, Con, Int, Wis (Trained in Crafting) Ancestry Feat: Clever Improviser Skill Increase: Medicine to Expert 6 Monk Feat: Mountain Stronghold Skill Feat: Godless Healing
Monk Feat: Mountain Stronghold Skill Feat: Godless Healing Archetype Feat: Nimble Shield Hand
7 General Feat: Incredible Initiative First Path to Perfection: Will to Master Skill Increase: Athletics to Master (History Lore to Master)
Tarondor’s Guide to the Pathfinder Second Edition Monk
8 Monk Feat: Advanced Qi Spells ( qi blast ) Skill Feat: Continual Recovery
Monk Feat: Advanced Qi Spells ( qi blast ) Skill Feat: Continual Recovery Archetype Feat: Reflexive Shield 9 Ancestry Feat: Cooperative Nature Skill Increase: Medicine to Master
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Prevailing Position Skill Feat: Ward Medic
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Prevailing Position Skill Feat: Ward Medic Archetype Feat: Quick Shield Block
11 General Feat: Toughness Second Path to Perfection: Fortitude to Master Skill Increase: Crafting to Expert
12 Monk Feat: Meditative Focus Skill Feat: Specialty Crafting
Monk Feat: Meditative Focus Skill Feat: Specialty Crafting Archetype Feat: Mirror Shield
13 Ancestry Feat: Incredible Improvisation Skill Increase: Crafting to Master 14 Monk Feat: Mountain Quake Skill Feat: Magical Crafting
Monk Feat: Mountain Quake Skill Feat: Magical Crafting Archetype Feat: Destructive Block
15 Attribute Boosts: Str, Con, Int, Wis (trained in Society) General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary (History Lore to Legendary) 16 Monk Feat: Master Qi Spells ( medusa's wrath ) Skill Feat: Cloud Jump
Monk Feat: Master Qi Spells ( medusa's wrath ) Skill Feat: Cloud Jump Archetype Feat: Shield Salvation
17 Ancestry Feat: Heroic Presence Skill Increase: Medicine to Legendary
Tarondor’s Guide to the Pathfinder Second Edition Monk
18 Monk Feat: Diamond Fists Skill Feat: Legendary Medic
Monk Feat: Diamond Fists Skill Feat: Legendary Medic Archetype Feat: Improved Reflexive Shield
19 General Feat: Diehard Skill Increase: Diplomacy to Legendary
20 Attribute Boosts: Str, Con, Int, Wis (trained in Occultism) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Craft Anything
Attribute Boosts: Str, Con, Int, Wis (trained in Occultism) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Craft Anything Archetype Feat: Shielded Stride
Final Attributes: STR +6, DEX+2, CON+5, INT+3, WIS+5, CHA+0
Mountain Stance II: The Electric Monk^12
This fun build is centered on two things: The high defenses of Mountain Stance and the spellheart known as a jolt coil. When you cast an electricity spell by activating the coil, your Strikes with the weapon it’s attached to deal additional electricity damage until the end of your next turn, the amount depending on the level of the jolt coil. Most jolt coils work once per day.
I’ve altered the original build so as not to use Alternate Ancestry Boosts, but you do you.
At 1st level, you have a speed of 30 ft. You carry a Steel Shield and a Healer’s Toolkit.
At 3rd level, you take the Fleet general feet. Along with the monk’s Incredible Movement, you now have a speed of 50 ft, reduced to 45 ft. when in Mountain Stance. You ditch your steel shield and carry a Fortress Shield, a 5-bulk behemoth that imposes a -10 ft. speed penalty. You can handle it because at 35 ft., you’re still faster than everyone else and you’re only going
(^12) This build is based on The Electric Fence, a Monk Build by Jamestr. Tarondor’s Guide to the Pathfinder Second Edition Monk
to get faster. When you Raise a Shield with a fortress shield, you gain a +3 circumstance bonus to your AC. In a single turn you can Raise Shield + Take Cover + Flurry of Blows, giving you a 22 AC at 3rd level!
At 4th level, you gain Basic Cleric Spellcasting and can now use a jolt coil. The jolt coil not only gives you an electric attack spell, but adds +1d4 electrical damage to each of your strikes _through the end of your next turn_.
At 5th level, you take Adopted Ancestry (Dwarf). At 7th level, even with the Fortress shield and mountain stance, your speed is 40 ft. At 9th level you take Unburdened Iron and your speed with the fortress shield becomes 45 ft and continues to improve as you level up.
A typical combat could look like this:
❖ Round 1: Enter Mountain Stance + Stride + Flurry ❖ Round 2: Cast electric arc + Flurry (+1d4 damage per strike) ❖ Round 3: Raise Shield + Take Cover + Flurry (+1d4 damage per strike)
Key Ability: Strength Ancestry: Elf Heritage, if No Free Archetype: Ancient Elf (Cleric Dedication) Heritage, if Free Archetype: Woodland Elf Ancestry Feat: Nimble Elf Background: Field Medic (Battle Medicine) Initial Monk Feat: Mountain Stance Initial Skills, No Free Archetype: Athletics, Battleground Lore, Heraldry Lore, Diplomacy, Intimidation, Medicine, Religion, Society, Warfare Lore Attributes: STR +4, DEX +1, CON +0, INT +1, WIS +2, CHA +1
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Cleric Dedication 3 General Feat: Fleet
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Increase: Medicine to Expert 4 Monk Feat: Basic Cleric Spellcasting Skill Feat: Continual Recovery
Monk Feat: Stand Still Skill Feat: Continual Recovery Archetype Feat: Basic Cleric Spellcasting 5 Attribute Boosts: Ancestry Feat: Adopted Ancestry (Dwarf) Skill Increase: Athletics to Expert 6 Monk Feat: Mountain Stronghold Skill Feat: Ward Medic
Monk Feat: Mountain Stronghold Skill Feat: Ward Medic Archetype Feat: Basic Dogma (Domain Initiate) (Time)
7 General Feat: Incredible Initiative First Path to Perfection: Will to Master Skill Increase: Athletics to Master
8 Monk Feat: Divine Breadth Skill Feat: Kreighton's Cognitive Crossover (Medicine & Religion)
Monk Feat: Flurry of Maneuvers Skill Feat: Kreighton's Cognitive Crossover (Medicine & Religion) Archetype Feat: Divine Breadth
9 Ancestry Feat: Unburdened Iron Skill Increase: Religion to Expert
10 Attribute Boosts: Monk Feat: Prevailing Position Skill Feat: Water Sprint
Attribute Boosts: Monk Feat: Prevailing Position Skill Feat: Water Sprint Archetype Feat: Advanced Dogma (Raise Symbol) 11 General Feat: Toughness Second Path to Perfection: Fortitude to Master Skill Increase: Religion to Master 12 Monk Feat: Expert Cleric Spellcasting Skill Feat: Break Curse
Monk Feat: Qi Spells ( inner upheaval ) Skill Feat: Break Curse Archetype Feat: Expert Cleric
Tarondor’s Guide to the Pathfinder Second Edition Monk
Spellcasting 13 Ancestry Feat: Mountain's Stoutness Skill Increase: Medicine to Master
14 Monk Feat: Mountain Quake Skill Feat: Advanced First Aid
Monk Feat: Mountain Quake Skill Feat: Advanced First Aid Archetype Feat: Advanced Dogma (Divine Weapon) 15 Attribute Boosts: General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary 16 Monk Feat: Peerless Form Skill Feat: Cloud Jump
Monk Feat: Peerless Form Skill Feat: Cloud Jump Archetype Feat: Advanced Dogma (Advanced Domain)
17 Ancestry Feat: Telluric Power Skill Increase: Religion to Legendary 18 Monk Feat: Master Cleric Spellcasting Skill Feat: Divine Guidance
Monk Feat: Diamond Fists Skill Feat: Divine Guidance Archetype Feat: Master Cleric Spellcasting
19 General Feat: Feather Step Skill Increase: Medicine to Legendary 20 Attribute Boosts: Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Medic
Attribute Boosts: Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Medic Archetype Feat: Advanced Dogma (Shield of Faith) Final Attributes: STR +6, DEX+2, CON+4, INT+1, WIS+5, CHA+4
Tarondor’s Guide to the Pathfinder Second Edition Monk
Qi Master Monk
This build concentrates on using qi spells and ranged attacks, but begins with Tiger Stance so you have a useful melee attack and a way to Step out of danger. Sadly, there is no room in the build for Tiger Slash, an otherwise solid feat. We maximize Dexterity and Wisdom, also keeping Strength and Constitution reasonably high.
With the Free Archetype option, we’ll add the Medic and Bastion archetypes.
Key Ability: Dexterity Ancestry: Human Heritage: Versatile Human (Shield Block) Ancestry Feat: Natural Ambition) (Qi Spells) ( _inner upheaval_ ) Background: Field Medic (Battle Medicine) Initial Monk Feat: Tiger Stance Initial Skills: Acrobatics, Athletics, Diplomacy, Medicine, Stealth, Warfare Lore Attributes: STR +1, DEX +4, CON +1, INT +0, WIS +3, CHA +0
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Godless Healing
Monk Feat: Stunning Blows Skill Feat: Godless Healing Archetype Feat: Medic Dedication
3 General Feat: Fleet Skill Increase: Medicine to Expert 4 Monk Feat: Harmonize Self Skill Feat: Continual Recovery
Monk Feat: Harmonize Self Skill Feat: Treat Condition Archetype Feat: Doctor's Visitation
5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Clever Improviser Skill Increase: Acrobatics to Expert
6 Monk Feat: Advanced Qi Spells Monk Feat: Advanced Qi Spells
Tarondor’s Guide to the Pathfinder Second Edition Monk
( qi blast ) Skill Feat: Ward Medic
( qi blast ) Skill Feat: Holistic Care Archetype Feat: Bastion Dedication (Reactive Shield)
7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Acrobatics to Master
8 Monk Feat: Wild Winds Initiate Skill Feat: Kip Up
Monk Feat: Wild Winds Initiate Skill Feat: Continual Recovery Archetype Feat: Shielded Stride 9 Ancestry Feat: Cooperative Nature Skill Increase: Stealth to Expert
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Wind Jump Skill Feat: Quiet Allies
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Wind Jump Skill Feat: Ward Medic Archetype Feat: Reflexive Shield
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Medicine to Master
12 Monk Feat: Meditative Focus Skill Feat: Advanced First Aid
Monk Feat: Meditative Focus Skill Feat: Kip Up Archetype Feat: Quick Shield Block
13 Ancestry Feat: Incredible Improvisation Skill Increase: Stealth to Master
14 Monk Feat: Wild Winds Gust Skill Feat: Swift Sneak
Monk Feat: Wild Winds Gust Skill Feat: Swift Sneak Archetype Feat: Destructive Block
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Medicine to Legendary
Tarondor’s Guide to the Pathfinder Second Edition Monk
16 Monk Feat: Master Qi Spells ( medusa's wrath ) Skill Feat: Legendary Medic
Monk Feat: Master Qi Spells ( medusa's wrath ) Skill Feat: Legendary Medic Archetype Feat: Resuscitate
17 Ancestry Feat: Heroic Presence Skill Increase: Stealth to Legendary
18 Monk Feat: Grandmaster Qi Spells ( embrace nothingness ) Skill Feat: Legendary Sneak
Monk Feat: Grandmaster Qi Spells ( embrace nothingness ) Skill Feat: Legendary Sneak Archetype Feat: Improved Reflexive Shield 19 General Feat: Feather Step Skill Increase: Acrobatics to Legendary
20 Attribute Boosts: Dex, Int, Wis, Cha (Trained in Survival) Monk Feat: Endurance of the Rooted Tree Skill Feat: Foil Senses
Attribute Boosts: Dex, Int, Wis, Cha (Trained in Survival) Monk Feat: Endurance of the Rooted Tree Skill Feat: Foil Senses Archetype Feat: Shield Salvation
Final Attributes: STR +4, DEX+6, CON+4, INT+1, WIS+5, CHA+1
Rain of Embers Stance Monk^13
This unusual build is all about using the fact that _you_ are on fire to set the other guy on fire. Weird? Fun? Let’s find out.
In this build, we’re using Burn It! to gain the extra +1 persistent fire damage when we get to level 4 and have _incendiary aura_.
Key Ability: Dexterity Ancestry: Goblin Heritage: Charhide Goblin Ancestry Feat: Burn It!
(^13) This build was inspired by A Bad Idea by Stack. Tarondor’s Guide to the Pathfinder Second Edition Monk
Background: Bandit (Group Coercion) Initial Monk Feat: Rain of Embers Stance Initial Skills: Acrobatics, Athletics, Forest Lore, Intimidation, Stealth, Thievery Attributes: STR +1, DEX +4, CON +1, INT +0, WIS +2, CHA +1
Level No Free Archetype With Free Archetype 2 Monk Feat: Oracle Dedication (Flames Mystery) (Trained in Religion and Deception) Skill Feat: Battle Medicine
Monk Feat: Stunning Blows Skill Feat: Battle Medicine Archetype Feat: Oracle Dedication (Flames Mystery) (Trained in Religion and Deception)
3 General Feat: Shield Block Skill Increase: Acrobatics to Expert
4 Monk Feat: First Revelation ( incendiary aura ) Skill Feat: Pickpocket
Monk Feat: Qi Spells ( inner upheaval ) Skill Feat: Student of the Canon Archetype Feat: First Revelation ( incendiary aura ) 5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Torch Goblin Skill Increase: Medicine to Expert 6 Monk Feat: Blazing Talon Surge Skill Feat: Continual Recovery
Monk Feat: Blazing Talon Surge Skill Feat: Continual Recovery Archetype Feat: Basic Oracle Spellcasting
7 General Feat: Fleet First Path to Perfection: Will to Master Skill Increase: Acrobatics to Master
8 Monk Feat: Qi Spells ( inner upheaval ) Skill Feat: Kip Up
Monk Feat: Advanced Qi Spells ( qi blast ) Skill Feat: Kip Up Archetype Feat: Basic Mysteries (Domain Acumen) ( Fire Ray )
Tarondor’s Guide to the Pathfinder Second Edition Monk
9 Ancestry Feat: Scalding Spit Skill Increase, No Free Archetype: Thievery to Expert Skill Increase, With Free Archetype: Religion to Expert
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Advanced Qi Spells ( qi blast ) Skill Feat: Ward Medic
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Elemental Fist Skill Feat: Ward Medic Archetype Feat: Advanced Mysteries (Bespell Strikes) 11 General Feat: Toughness Second Path to Perfection: Fortitude to Master Skill Increase, No Free Archetype: Thievery to Master Skill Increase, With Free Archetype: Religion to Master
12 Monk Feat: Dodging Roll Skill Feat: Wary Disarmament
Monk Feat: Dodging Roll Skill Feat: Kreighton's Cognitive Crossover (Medicine & Religion) Archetype Feat: Expert Oracle Spellcasting 13 Ancestry Feat: Flames of Vision Skill Increase: Medicine to Master 14 Monk Feat: Explosive Death Drop Skill Feat: Quick Unlock
Monk Feat: Explosive Death Drop Skill Feat: Consult the Spirits Archetype Feat: Mysterious Breadth
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase, No Free Archetype: Thievery to Legendary Skill Increase, With Free Archetype: Religion to Legendary 16 Monk Feat: Shattering Strike Skill Feat: Advanced First Aid
Monk Feat: Shattering Strike Skill Feat: Divine Guidance Archetype Feat: Advanced Mysteries (Gifted Power) 17 Ancestry Feat: Reckless Abandon Skill Increase: Medicine to Legendary
Tarondor’s Guide to the Pathfinder Second Edition Monk
18 Monk Feat: Diamond Fists Skill Feat: Legendary Medic
Monk Feat: Diamond Fists Skill Feat: Legendary Medic Archetype Feat: Master Oracle Spellcasting
19 General Feat: Incredible Initiative Skill Increase: Acrobatics to Legendary
20 Attribute Boosts: Dex, Int, Wis, Cha (Trained in Survival) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Thief
Attribute Boosts: Dex, Int, Wis, Cha (Trained in Survival) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Advanced First Aid Archetype Feat: Advanced Mysteries (Trial by Skyfire)
Final Attributes: STR +4, DEX+6, CON+4, INT+1, WIS+5, CHA+2
Reflective Ripple Stance Monk^14
This build uses the spider-like Anadi ancestry and Reflective Ripple Stance to create a master of grappling and tripping. Reflective Ripple Stance gives you a 1d6 bludgeoning attack with the agile, disarm, finesse, trip and water traits. Snaring Anadi heritage gives you a 1d6 piercing attack with the finesse, grapple and trip traits. Both attacks can benefit from Reflective Ripple Stance’s blanket +1 circumstance bonus to Disarm and Trip.
Flurry of Maneuvers lets you make a combat maneuver as part of your flurry of blows. Trip+Strike is a great combination. Rippling Spin permits you to Disarm or Trip as a reaction. Wake to Strife allows you to apply the excellent sickened condition to a prone foe, even if they succeed on their saving throw.
If we have the Free Archetype option, we’ll use the Wrestler archetype for even more grappling.
(^14) This build is based on Control Your Enemies Actions with this Monk Build!! by Team Player Gaming Tarondor’s Guide to the Pathfinder Second Edition Monk
Key Ability: Strength Ancestry: Anadi Heritage: Snaring Anadi Ancestry Feat: Reassuring Presence Background: Firebrand Follower (Assurance in Athletics) Initial Monk Feat: Reflective Ripple Stance Initial Skills: Acrobatics, Athletics, Firebrand Lore, Medicine, Stealth, Survival Attributes: STR +4, DEX +3, CON +0, INT +0, WIS +2, CHA +0
Level No Free Archetype With Free Archetype
2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Wrestler Dedication
3 General Feat: Toughness Skill Increase: Athletics to Expert
4 Monk Feat: Stand Still Skill Feat: Battle Medicine
Monk Feat: Stand Still Skill Feat: Battle Medicine Archetype Feat: Suplex
5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Hunter's Fangs Skill Increase: Medicine to Expert
6 Monk Feat: Flurry of Maneuvers Skill Feat: Godless Healing
Monk Feat: Flurry of Maneuvers Skill Feat: Godless Healing Archetype Feat: Clinch Strike
7 General Feat: Diehard First Path to Perfection: Will to Master Skill Increase: Athletics to Master
8 Monk Feat: Rippling Spin Skill Feat: Mortal Healing
Monk Feat: Rippling Spin Skill Feat: Mortal Healing Archetype Feat: Whirling Throw 9 Ancestry Feat: Strand Strider
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Increase: Medicine to Master 10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Wake to Strife Skill Feat: Continual Recovery
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Wake to Strife Skill Feat: Continual Recovery Archetype Feat: Strangle
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Acrobatics to Expert
12 Monk Feat: Wave Spiral Skill Feat: Ward Medic
Monk Feat: Wave Spiral Skill Feat: Ward Medic Archetype Feat: Inescapable Grasp
13 Ancestry Feat: Webslinger Skill Increase: Acrobatics to Master
14 Monk Feat: Peerless Form Skill Feat: Kip Up
Monk Feat: Peerless Form Skill Feat: Kip Up Archetype Feat: Talisman Dabbler Dedication
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary 16 Monk Feat: Shattering Strike Skill Feat: Cloud Jump
Monk Feat: Shattering Strike Skill Feat: Cloud Jump Archetype Feat: Deeper Dabbler 17 Ancestry Feat: Friendform Skill Increase: Medicine to Legendary 18 Monk Feat: Swift River Skill Feat: Legendary Medic
Monk Feat: Swift River Skill Feat: Legendary Medic Archetype Feat: Talismanic Sage 19 General Feat: Feather Step Skill Increase: Acrobatics to Legendary
Tarondor’s Guide to the Pathfinder Second Edition Monk
20 Attribute Boosts: Str, Con, Int, Wis (trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery
Attribute Boosts: Str, Con, Int, Wis (trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery Archetype Feat: Godbreaker
Final Attributes: STR +6, DEX+5 CON+4, INT+1, WIS+5, CHA+0
Rushing Goat Stance Monk
This is a build all about movement. Monks are good at movement and Rushing Goat Stance rewards you for that by giving you bonus damage when you move before striking.
Even if you don’t move, this is a solid 1d8 bludgeoning damage with the forceful and shove traits. While most of Rushing Goat Stance’s attack come with an innate movement of the enemy, the Shove trait means that you can add the bonus from your handwraps of mighty blows to any shove attempts, and that goes very nicely with the centaur feat Practiced Brawn, so that you can be pushing the enemy all over the field.
With a Free Archetype option, we’ll take the Guardian archetype to give us the Taunt action, Guardian Resiliency and Guardian's Intercept and to capitalize on the ability to Shove foes well. The Punishing Shove guardian feat goes incredibly well with the centaur feat Practiced Brawn, so we’ll pick that up as soon as possible.
Key Ability: Strength Ancestry: Centaur Heritage: Fleetwind Centaur Ancestry Feat: Practiced Brawn Background: Thrill-Seeker (Combat Climber) Initial Monk Feat: Rushing Goat Stance Initial Skills: Acrobatics, Athletics, Engineering Lore, Medicine, Nature, Stealth Attributes: STR +4, DEX +3, CON +1, INT +0, WIS +2, CHA -1
Tarondor’s Guide to the Pathfinder Second Edition Monk
Level No Free Archetype With Free Archetype
2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Guardian Dedication
3 General Feat: Shield Block Skill Increase: Athletics to Master
4 Monk Feat: Stand Still Skill Feat: Battle Medicine
Monk Feat: Stand Still Skill Feat: Battle Medicine Archetype Feat: Basic Defender (Punishing Shove)
5 Attribute Boosts: Str, Dex, Con, Cha Ancestry Feat: Distant Archer Skill Increase: Medicine to Expert
6 Monk Feat: Momentous Charge Skill Feat: Continual Recovery
Monk Feat: Momentous Charge Skill Feat: Continual Recovery Archetype Feat: Guardian's Intercept 7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Athletics to Master 8 Monk Feat: Mixed Maneuver Skill Feat: Quick Climb
Monk Feat: Mixed Maneuver Skill Feat: Quick Climb Archetype Feat: Guardian Resiliency
9 Ancestry Feat: Stubborn Defiance Skill Increase: Acrobatics to Expert 10 Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Lessons of Flux Skill Feat: Ward Medic
Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Lessons of Flux Skill Feat: Ward Medic Archetype Feat: Advanced Defender (Shielding Taunt) 11 General Feat: Incredible Initiative
Tarondor’s Guide to the Pathfinder Second Edition Monk
Second Path to Perfection: Fortitude to Master Skill Increase: Acrobatics to Master 12 Monk Feat: Five-gods Ram Skill Feat: Kip Up
Monk Feat: Five-gods Ram Skill Feat: Kip Up Archetype Feat: Advanced Defender (Reactive Strike)
13 Ancestry Feat: Miraculous Medic Skill Increase: Medicine to Master 14 Monk Feat: Peerless Form Skill Feat: Advanced First Aid
Monk Feat: Peerless Form Skill Feat: Advanced First Aid Archetype Feat: Advanced Defender (Disarming Intercept)
15 Attribute Boosts: Str, Dex, Con, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary
16 Monk Feat: Shattering Strike Skill Feat: Cloud Jump
Monk Feat: Shattering Strike Skill Feat: Cloud Jump Archetype Feat: Advanced Defender (Juggernaut Charge) 17 Ancestry Feat: Incredible Sprint Skill Increase: Medicine to Legendary
18 Monk Feat: Diamond Fists Skill Feat: Legendary Medic
Monk Feat: Diamond Fists Skill Feat: Legendary Medic Archetype Feat: Advanced Defender (Group Taunt) 19 General Feat: Diehard Skill Increase: Acrobatics to Legendary
20 Attribute Boosts: Str, Int, Wis, Cha (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Water Sprint
Attribute Boosts: Str, Int, Wis, Cha (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Archetype Feat: Advanced Defender (Tough Cookie)
Final Attributes: STR +6, DEX+5, CON+3, INT+1, WIS+5, CHA+0
Tarondor’s Guide to the Pathfinder Second Edition Monk
Tarondor’s Guide to the Pathfinder Second Edition Monk
Stoked Flame Stance^15
This build takes the theme of Stoked Flame Stance and runs with it, using the Ifrit versatile heritage. Lavasoul gives you magma spikes, a 1d4+1 piercing weapon with the agile and finesse traits. On a critical hit you inflict an additional 1d6 persistent fire damage _plus_ 1 persistent fire damage per bonus of your handwraps of mighty blows. Obviously, Stoke Flame Stance’s flashing spark attacks do more damage, but magma spikes have the agile trait which makes them a better choice for any attack after the first if you’re fighting tough opponents.
At 2nd level your attacks, whether flashing spark or magma spikes, are improved by Stunning Blows. At 3rd level you get the qi spell _inner upheaval_.
At 4th level, we’ll take the Acrobat Dedication, which will take our Acrobatics all the way to Legendary. At 5th level, Heatwave will give you concealment anytime you’re exposed to fire damage, even if you resist it all.
At 6th level, Elemental Fist lets you vary the energy of _inner upheaval._ At 9th level, Scorching Disarm does damage to anyone against whom you successfully use a disarm action. At 10th level, Blazing Streak lets you make two Strides and four attacks all for just three actions.
At 13th level, we’ll take the Barbarian Dedication. We won’t often use it because being in a rage will prevent us from using qi spells, but when it’s important, you can pull out +2 damage per blow just from getting really angry.
At 17th level our theme is complete with Blazing Aura, a reaction which does 7d6 damage to all enemies in the 20’ aura and quickens all allies in the aura. Awesome!
With a free archetype, we’ll expand the use of the Acrobat archetype.
Key Ability: Dexterity Ancestry: Human
(^15) This build is inspired by Flash Fire Fist by BadLuckGamer. Tarondor’s Guide to the Pathfinder Second Edition Monk
Heritage: Ifrit Ancestry Feat: Lavasoul Background: Once Bitten (Battle Medicine) Initial Monk Feat: Stoked Flame Stance Initial Skills: Acrobatics, Athletics, Medicine, Stealth, Thievery, Undead Lore Attributes: STR +2, DEX +4, CON +0, INT +0, WIS +2, CHA +1
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Acrobat Dedication (Acrobatics to Expert)
3 General Feat: Ancestral Paragon (Natural Ambition) (Qi Spells) ( inner upheaval ) Skill Increase: Athletics to Expert
4 Monk Feat: Acrobat Dedication (Acrobatics to Expert) Skill Feat: Pickpocket
Monk Feat: Harmonize Self Skill Feat: Pickpocket Archetype Feat: Dodge Away
5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Heatwave Skill Increase: Medicine to Expert
6 Monk Feat: Elemental Fist Skill Feat: Continual Recovery
Monk Feat: Elemental Fist Skill Feat: Continual Recovery Archetype Feat: Contortionist
7 General Feat, No Free Archetype: Incredible Initiative General Feat, With Free Archetype: Graceful Leaper First Path to Perfection: Will to Master Skill Increase: Athletics to Master (Acrobatics to Master)
8 Monk Feat: Advanced Qi Spells ( shrink the span ) Skill Feat: Kip Up
Monk Feat: Advanced Qi Spells ( shrink the span ) Skill Feat: Kip Up Archetype Feat: Tumbling Strike 9 Ancestry Feat: Scorching Disarm Skill Increase: Thievery to Expert
Tarondor’s Guide to the Pathfinder Second Edition Monk
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Blazing Streak Skill Feat: Ward Medic
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Blazing Streak Skill Feat: Ward Medic Archetype Feat: Tumbling Opportunist 11 General Feat, No Free Archetype: Toughness General Feat, With Free Archetype: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Medicine to Master
12 Monk Feat: Reflexive Stance Skill Feat: Wary Disarmament
Monk Feat: Reflexive Stance Skill Feat: Wary Disarmament Archetype Feat: Operatic Adventurer (Performance to Master) 13 Ancestry Feat: Multitalented (Barbarian Dedication) Skill Increase: Thievery to Master
14 Monk Feat: Meditative Focus Skill Feat: Quick Unlock
Monk Feat: Meditative Focus Skill Feat: Quick Unlock Archetype Feat: Fit for the Role 15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase, No Free Archetype: Athletics to Legendary (Acrobatics to Legendary) Skill Increase, With Free Archetype: Athletics to Legendary (Acrobatics & Performance to Legendary) 16 Monk Feat: Master Qi Spells ( touch of death ) Skill Feat: Cloud Jump
Monk Feat: Master Qi Spells ( touch of death ) Skill Feat: Cloud Jump Archetype Feat: Tempo Shift 17 Ancestry Feat: Blazing Aura Skill Increase: Medicine to Legendary 18 Monk Feat: Grandmaster Qi Spells ( qi form ) Skill Feat: Legendary Medic
Monk Feat: Grandmaster Qi Spells ( qi form ) Skill Feat: Legendary Medic Archetype Feat: Fight
Tarondor’s Guide to the Pathfinder Second Edition Monk
Choreography 19 General Feat: Diehard Skill Increase: Thievery to Legendary
20 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Enduring Quickness Skill Feat: Legendary Thief
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Enduring Quickness Skill Feat: Legendary Thief Archetype Feat: More Real than Real
Final Attributes: STR +5, DEX+6, CON+4, INT+0, WIS+5, CHA+1
Stumbling Stance Monk
This stance requires and rewards a high Deception skill and thus a high Charisma. We’re going to use a kobold with the Spellhorn Kobold heritage. We keep our Deception maximized and also use our excellent Charisma for Intimidation. With a Free Archetype, we’ll use the Rogue archetype.
Key Ability: Dexterity Ancestry: Kobold Heritage: Spellhorn Kobold Ancestry Feat: Cringe Background: Lost and Alone (Intimidating Glare) Initial Monk Feat: Stumbling Stance Initial Skills: Acrobatics, Athletics, Deception, Diplomacy, Intimidation, Warfare Lore Attributes: STR +2, DEX +4, CON +0, INT +0, WIS +0, CHA +3
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Charming Liar
Monk Feat: Stunning Blows Skill Feat: Charming Liar Archetype Feat: Rogue Dedication (Trained in Stealth)
3 General Feat: Fleet Skill Increase: Deception to Expert
Tarondor’s Guide to the Pathfinder Second Edition Monk
4 Monk Feat: Stand Still Skill Feat: Discreet Inquiry
Monk Feat: Stand Still Skill Feat: Discreet Inquiry Archetype Feat: Sneak Attacker
5 Attribute Boosts: Dex, Con, Wis, Cha Ancestry Feat: Draconic Sycophant Skill Increase: Athletics to Expert
6 Monk Feat: Stumbling Feint Skill Feat: Titan Wrestler
Monk Feat: Stumbling Feint Skill Feat: Titan Wrestler Archetype Feat: Basic Trickery (Nimble Dodge) 7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Intimidation to Expert 8 Monk Feat: One-inch Punch Skill Feat: Intimidating Prowess
Monk Feat: One-inch Punch Skill Feat: Intimidating Prowess Archetype Feat: Skill Mastery (Intimidation to Master, Diplomacy to Expert) (Battle Cry) 9 Ancestry Feat: Evolved Spellhorn Skill Increase: Deception to Master
10 Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Prevailing Position Skill Feat: Terrifying Resistance
Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Prevailing Position Skill Feat: Terrified Retreat Archetype Feat: Skill Mastery (Diplomacy to Master, Stealth to Expert) (Shameless Request)
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Athletics to Master
12 Monk Feat: Dodging Roll Skill Feat: Slippery Secrets
Monk Feat: Dodging Roll Skill Feat: Slippery Secrets Archetype Feat: Advanced Trickery (Gang Up)
Tarondor’s Guide to the Pathfinder Second Edition Monk
13 Ancestry Feat: Resplendent Spellhorn Skill Increase, No Free Archetype: Intimidation to Master Skill Increase, No Free Archetype: Stealth to Master
14 Monk Feat: Peerless Form Skill Feat: Battle Cry
Monk Feat: Peerless Form Skill Feat: Swift Sneak Archetype Feat: Advanced Trickery (Shove Down)
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Deception to Legendary 16 Monk Feat: Shattering Strike Skill Feat: Terrified Retreat
Monk Feat: Shattering Strike Skill Feat: Foil Senses Archetype Feat: Advanced Trickery (Opportune Backstab) 17 Ancestry Feat: Benefactor's Majesty Skill Increase: Athletics to Legendary 18 Monk Feat: Effortless Reach Skill Feat: Cloud Jump
Monk Feat: Effortless Reach Skill Feat: Cloud Jump Archetype Feat: Advanced Trickery (Sly Striker) 19 General Feat: Diehard Skill Increase: Intimidation to Legendary 20 Attribute Boosts: Dex, Con, Wis,Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Scare to Death
Attribute Boosts: Dex, Con, Wis,Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Scare to Death Archetype Feat: Advanced Trickery (Tactical Entry) Final Attributes: STR +4, DEX+6, CON+4, INT+0, WIS+3, CHA+5
Tarondor’s Guide to the Pathfinder Second Edition Monk
Tiger Stance Monk
A simple but powerful build. At 1st level, the monk uses tiger claw attacks and the ability to Step 10 ft. to move in, slash and move back without triggering reactions. At 2nd level the attacks are improved with Stunning Blows and at 6th level Tiger Slash gives you powerful attack with lots of extra damage dice and extra bleed damage on a critical hit.
At 8th level, you get Ironblood Stance, which you may or may not prefer over Tiger Stance, but at 16th level, you can combine the two into a single Stance (which I’m calling “Iron Tiger Stance”.) With this you can use tiger claw attacks while enjoying Ironblood’s damage resistance.
With the Free Archetype option, we’ll use the Swashbuckler archetype.
Key Ability: Dexterity Ancestry: Orc Heritage: Hold-Scarred Orc Ancestry Feat: Orc Ferocity Background: Warrior (Intimidating Glare) Initial Monk Feat: Tiger Stance Initial Skills: Acrobatics, Athletics, Intimidation, Stealth, Thievery, Warfare Lore Attributes: STR +2, DEX +4, CON +1, INT +0, WIS +0, CHA +2
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Swashbuckler Dedication (Braggart style) (trained in Diplomacy)
3 General Feat: Toughness Skill Increase: Athletics to Expert
4 Monk Feat: Stand Still Skill Feat: Cat Fall
Monk Feat: Stand Still Skill Feat: Cat Fall Archetype Feat: Basic Flair (You’re Next)
Tarondor’s Guide to the Pathfinder Second Edition Monk
5 Attribute Boosts: Str, Dex, Wis, Cha Ancestry Feat: Scar-Thick Skin Skill Increase: Intimidation to Expert
6 Monk Feat: Tiger Slash Skill Feat: Intimidating Prowess
Monk Feat: Tiger Slash Skill Feat: Intimidating Prowess Archetype Feat: Swashbuckler's Riposte
7 General Feat: Diehard First Path to Perfection: Will to Master Skill Increase: Intimidation to Master 8 Monk Feat: Ironblood Stance Skill Feat: Battle Cry
Monk Feat: Ironblood Stance Skill Feat: Battle Cry Archetype Feat: Advanced Flair (Charmed Life)
9 Ancestry Feat: Defy Death Skill Increase: Athletics to Master 10 Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Prevailing Position Skill Feat: Terrified Retreat
Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Prevailing Position Skill Feat: Terrified Retreat Archetype Feat: Advanced Flair (Tumble Behind) 11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Acrobatics to Expert 12 Monk Feat: Reflexive Stance Skill Feat: Skeptic's Defense
Monk Feat: Reflexive Stance Skill Feat: Skeptic's Defense Archetype Feat: Advanced Flair (Agile Maneuvers) 13 Ancestry Feat: Incredible Ferocity Skill Increase: Acrobatics to Master 14 Monk Feat: Peerless Form Skill Feat: Kip Up
Monk Feat: Peerless Form Skill Feat: Kip Up Archetype Feat: Advanced Flair (Flashy Dodge)
Tarondor’s Guide to the Pathfinder Second Edition Monk
15 Attribute Boosts: Str, Dex, Con, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Intimidation to Legendary
16 Monk Feat: Fuse Stance (Iron Tiger Stance) Skill Feat: Scare to Death
Monk Feat: Fuse Stance (Iron Tiger Stance) Skill Feat: Scare to Death Archetype Feat: Advanced Flair (Flashy Roll) 17 Ancestry Feat: Rampaging Ferocity Skill Increase: Athletics to Legendary 18 Monk Feat: Diamond Fists Skill Feat: Cloud Jump
Monk Feat: Diamond Fists Skill Feat: Cloud Jump Archetype Feat: Advanced Flair (Vivacious Bravado) 19 General Feat: Feather Step Skill Increase: Acrobatics to Legendary 20 Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Too Angry to Die
Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Too Angry to Die Archetype Feat: Advanced Flair (Dazzling Display) Final Attributes: STR +4, DEX+6, CON+4, INT+0, WIS+3, CHA+5
Twisting Petals Stance Monk
This stance has a bonus to the Shove action, and whenever I think about Shove, I think about the Centaur ancestry and the Practiced Brawn ancestry feat. But sadly, both bonuses are circumstance bonuses and don’t stack. So instead, we’re going to take a human and use Natural Ambition to get Monastic Weaponry. Then, we’ll use a Khakkhara two-handed for big damage and an item bonus to Shove while also entering Twisting Petal Stance for the circumstance bonus to Shove and Feint.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Nothing about the gale blossom strikes requires that you have a hand free, so when you use Flurry of Blows you can make the first strike with the khakkara and the second strike with a gale blossom strike to take advantage of the agile trait.
With a Free Archetype, we’re going to add the Bard archetype. Song of Strength will give us a rare status bonus to Athletics, thus allowing us to have Twisting Petal Stance’s circumstance bonus to Shove, plus a status bonus plus an item bonus. We’ll be shoving masters!
One issue I’ve tried to exemplify with this build is that if you attempt to have a high Deception in order to take advantage of the bonus to Feint, you need to have a high Charisma and that’s going to lower your Will (or some other critical ability score). I think if I were to actually play a Twisting Petal Stance monk, I would ignore the bonus to Feint, lose the high Charisma and get a high will instead.
Key Ability: Strength Ancestry: Human Heritage: Versatile Human (Fleet) Ancestry Feat: Natural Ambition (Monastic Weaponry) Background: Beast Seeker (Titan Wrestler) Initial Monk Feat: Twisting Petal Stance Initial Skills: Acrobatics, Athletics, Deception, Diplomacy, Intimidation, Legendary Beast Lore Attributes: STR +4, DEX +1, CON +1, INT +0, WIS +1, CHA +2
Level No Free Archetype With Free Archetype
2 Monk Feat: Stunning Blows Skill Feat: Intimidating Glare
Monk Feat: Stunning Blows Skill Feat: Intimidating Glare Archetype Feat: Bard Dedication (warrior muse) (Trained in Performance and Occultism) 3 General Feat: Toughness Skill Increase: Athletics to Expert 4 Monk Feat: Flurry of Maneuvers
Monk Feat: Flurry of Maneuvers
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Feat: Hobnobber Skill Feat: Impressive Performance Archetype Feat: Basic Muse's Whispers (Song of Strength)
5 Attribute Boosts: Str, Dex, Con, Cha Ancestry Feat: Cooperative Nature Skill Increase: Intimidation to Expert
6 Monk Feat: Stand Still Skill Feat: Intimidating Prowess
Monk Feat: Stand Still Skill Feat: Intimidating Prowess Archetype Feat: Basic Bard Spellcasting 7 General Feat: Diehard First Path to Perfection: Will to Master Skill Increase: Athletics to Master 8 Monk Feat: Scattering in Spring Skill Feat: Quick Coercion
Monk Feat: Scattering in Spring Skill Feat: Quick Coercion Archetype Feat: Anthemic Performance
9 Ancestry Feat: Clever Improviser Skill Increase, No Free Archetype: Intimidation to Master Skill Increase, With Free Archetype: Occultism to Expert
10 Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Prevailing Position Skill Feat: Battle Cry
Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Prevailing Position Skill Feat: Archetype Feat: Occult Breadth
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase, No Free Archetype: Diplomacy to Expert Skill Increase, With Free Archetype: Occultism to Master
12 Monk Feat: Whirling in the Summer Storm Skill Feat: Glad-Hand
Monk Feat: Whirling in the Summer Storm Skill Feat: Consult the Spirits Archetype Feat: Expert Bard Spellcasting
Tarondor’s Guide to the Pathfinder Second Edition Monk
13 Ancestry Feat: Cooperative Soul Skill Increase, No Free Archetype: Diplomacy to Master Skill Increase, With Free Archetype: Intimidation to Master
14 Monk Feat: Peerless Form Skill Feat: Shameless Request
Monk Feat: Peerless Form Skill Feat: Battle Cry Archetype Feat: Advanced Muse's Whispers (Martial Performance) 15 Attribute Boosts: Str, Dex, Con, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary 16 Monk Feat: Reflexive Stance Skill Feat: Terrified Retreat
Monk Feat: Reflexive Stance Skill Feat: Terrified Retreat Archetype Feat: Advanced Muse's Whispers (Reflexive Courage)
17 Ancestry Feat: Heroic Presence Skill Increase, No Free Archetype: Intimidation to Legendary Skill Increase, With Free Archetype: Occultism to Legendary
18 Monk Feat: Effortless Reach Skill Feat: Scare to Death
Monk Feat: Effortless Reach Skill Feat: Calm and Centered Archetype Feat: Master Bard Spellcasting 19 General Feat: Feather Step Skill Increase, No Free Archetype: Diplomacy to Legendary Skill Increase, With Free Archetype: Intimidation to Legendary 20 Attribute Boosts: Str, Int, Wis, Cha (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Negotiation
Attribute Boosts: Str, Int, Wis, Cha (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Scare to Death Archetype Feat: Advanced Muse's Whispers (Quickened Casting)
Final Attributes: STR +6, DEX+4, CON+4, INT+1, WIS+2, CHA+5
Tarondor’s Guide to the Pathfinder Second Edition Monk
Wolf Stance Monk I
Like Tiger Stance, Wolf Stance is simple but powerful. The trip trait is nice for the first several levels, but by level 5 you should have a Lifting Belt or other object that gives an item bonus to all Athletics checks, not just Trip, so that bonus when flanking will soon be unimportant. Nonetheless, this leads to the excellent Wolf Drag feat, so it’s well worth staying with.
With a Free Archetype, we’ll use the Student of Perfection and Jalmeri Heavenseeker archetypes.
Key Ability: Strength Ancestry: Human Heritage: Versatile Human (Shield Block) Ancestry Feat: Natural Ambition (Qi Spells) ( _qi rush_ ) Background: Field Medic (Battle Medicine) Initial Monk Feat: Wolf Stance Initial Skills: Acrobatics, Athletics, Medicine, Religion, Stealth, Warfare Lore Attributes: STR +4, DEX +2, CON +2, INT +0, WIS +0, CHA +1
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Student of Perfection Dedication ( Inner Upheaval ) (Athletics to Expert)
3 General Feat: Toughness Skill Increase, No Free Archetype: Athletics to Expert Skill Increase, With Free Archetype: Occultism to Trained 4 Monk Feat: Stand Still Skill Feat: Godless Healing
Monk Feat: Stand Still Skill Feat: Godless Healing Archetype Feat: Perfect Strike 5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Cooperative Nature Skill Increase: Medicine to Expert
Tarondor’s Guide to the Pathfinder Second Edition Monk
6 Monk Feat: Wolf Drag Skill Feat: Continual Recovery
Monk Feat: Wolf Drag Skill Feat: Continual Recovery Archetype Feat: Perfect Ki Adept ( untwisting iron buffer )
7 General Feat: Diehard First Path to Perfection: Will to Master Skill Increase: Athletics to Master
8 Monk Feat: Ironblood Stance Skill Feat: Ward Medic
Monk Feat: Ironblood Stance Skill Feat: Ward Medic Archetype Feat: Jalmeri Heavenseeker Dedication (Acrobatics to Expert) 9 Ancestry Feat: Clever Improviser Skill Increase: Medicine to Master 10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Prevailing Position Skill Feat: Advanced First Aid
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Wind Jump Skill Feat: Advanced First Aid Archetype Feat: Heaven's Thunder
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase, No Free Archetype: Acrobatics to Expert Skill Increase, With Free Archetype: Stealth to Expert 12 Monk Feat: Disrupt Qi Skill Feat: Tumbling Teamwork
Monk Feat: Disrupt Qi Skill Feat: Tumbling Teamwork Archetype Feat: Steal the Sky 13 Ancestry Feat: Cooperative Soul Skill Increase: Acrobatics to Master
14 Monk Feat: Ironblood Surge Skill Feat: Kip Up
Monk Feat: Ironblood Surge Skill Feat: Kip Up Archetype Feat: Perfect Ki Exemplar ( untwisting iron augmentation ) 15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Increase: Athletics to Legendary 16 Monk Feat: Fuse Stance (Iron Wolf Stance) Skill Feat: Cloud Jump
Monk Feat: Fuse Stance (Iron Wolf Stance) Skill Feat: Cloud Jump Archetype Feat: Speaking Sky 17 Ancestry Feat: Heroic Presence Skill Increase: Medicine to Legendary 18 Monk Feat: Effortless Reach Skill Feat: Legendary Medic
Monk Feat: Effortless Reach Skill Feat: Legendary Medic Archetype Feat: Perfect Ki Grandmaster ( untwisting iron pillar )
19 General Feat: Feather Step Skill Increase: Acrobatics to Legendary 20 Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery
Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery Archetype Feat: Your Choice Final Attributes: STR +6, DEX+5, CON+5, INT+0, WIS+4, CHA+1
Wolf Stance Monk II (Luchador Monk)^16
Team Player Gaming has created a monk designed to wrestle, without actually using the Wrestler archetype. If we get a Free Archetype, why not add the Wrestler to this build?
Key Ability: Strength Ancestry: Orc Heritage: Battle-Ready Orc (Intimidating Glare) Ancestry Feat: Orc Warmask (Dubious Knowledge) Background: Gladiator (Impressive Performance)
(^16) This build is based on Luchador Monk by Team Player Gaming Tarondor’s Guide to the Pathfinder Second Edition Monk
Initial Monk Feat: Wolf Stance Initial Skills: Acrobatics, Athletics, Deception, Gladiatorial Lore, Intimidation, Performance, Religion, Stealth Attributes: STR +4, DEX +2, CON +1, INT +0, WIS +0, CHA +2
Level No Free Archetype With Free Archetype
2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Powerful Leap Archetype Feat: Wrestler Dedication (expert in Athletics) (Titan Wrestler) 3 General Feat: Fleet Skill Increase: Athletics to Expert
4 Monk Feat: Flurry of Maneuvers Skill Feat: Distracting Performance
Monk Feat: Flurry of Maneuvers Skill Feat: Distracting Performance Archetype Feat: Snagging Strike
5 Attribute Boosts: Str, Con, Wis Cha Ancestry Feat: Orc Ferocity Skill Increase: Intimidation to Expert
6 Monk Feat: Wolf Drag Skill Feat: Intimidating Prowess
Monk Feat: Wolf Drag Skill Feat: Intimidating Prowess Archetype Feat: Crushing Grab 7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Performance to Expert 8 Monk Feat: Tangled Forest Stance Skill Feat: Virtuosic Performer
Monk Feat: Tangled Forest Stance Skill Feat: Virtuosic Performer Archetype Feat: Suplex 9 Ancestry Feat: Mask of Pain Skill Increase: Athletics to Master
Tarondor’s Guide to the Pathfinder Second Edition Monk
10 Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Sleeper Hold Skill Feat: Terrifying Resistance
Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Sleeper Hold Skill Feat: Terrifying Resistance Archetype Feat: Whirling Throw
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Intimidation to Master
12 Monk Feat: Reflexive Stance Skill Feat: Battle Cry
Monk Feat: Reflexive Stance Skill Feat: Battle Cry Archetype Feat: Spinebreaker
13 Ancestry Feat: Incredible Ferocity Skill Increase: Performance to Master 14 Monk Feat: Mixed Maneuver Skill Feat: Terrified Retreat
Monk Feat: Mixed Maneuver Skill Feat: Terrified Retreat Archetype Feat: Inescapable Grasp
15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary
16 Monk Feat: Fuse Stance (Tangled Wolf Stance) Skill Feat: Cloud Jump
Monk Feat: Fuse Stance (Tangled Wolf Stance) Skill Feat: Cloud Jump Archetype Feat: Aerial Piledriver 17 Ancestry Feat: Rampaging Ferocity Skill Increase: Intimidation to Legendary 18 Monk Feat: Enlightened Presence Skill Feat: Scare to Death
Monk Feat: Enlightened Presence Skill Feat: Scare to Death Archetype Feat: Strangle 19 General Feat: Diehard Skill Increase: Performance to Legendary
Tarondor’s Guide to the Pathfinder Second Edition Monk
20 Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Performer
Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Performer Archetype Feat: Godbreaker
Final Attributes: STR +6, DEX+3, CON+3, INT+0, WIS+3, CHA+5
Shooting Stars Stance Monk
_See_ Monastic Weapons Monk III (Dogslicer), above.
Waterfowl Stance Monk
_See_ Monastic Weapons Monk II (Khakkara & Talwar), above.
Cobra Stance Monk
Cobra Stance has very low damage, so you need to fish for critical hits in order to engage the deadly d10 trait. Try to always be flanking, and use _inner upheaval_ as much as possible. It’s also worth making Strength your key ability for more damage. Because we’re focusing on Strength, our Cobra Stance monk should definitely carry a shield for more AC.
It is unfortunate that Cobra Stance doesn’t come online until 4th level and at that level competes with the very strong feat Stand Still. For the 1st three levels, you’ll be relying on your Powerful Fists. In addition, we’ll be using the Nagaji ancestry, which gives you a 1d6 piercing damage fang attack.
Tarondor’s Guide to the Pathfinder Second Edition Monk
In the meantime, we’ll also be investing in alternative forms of damage, namely qi spells.
If we have a Free Archetype, we’ll add the Wrestler archetype.
Key Ability: Strength Ancestry: Nagaji Heritage: Hooded Nagaji Ancestry Feat: Nalinivati's Light Background: Secular Medic (Battle Medicine) Initial Monk Feat: Qi Spells ( _inner upheaval_ ) Initial Skills: Acrobatics, Anatomy Lore, Athletics, Medicine, Stealth, Thievery Attributes: STR +4, DEX +3, CON +1, INT +0, WIS +1, CHA +0
Level No Free Archetype With Free Archetype
2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Godless Healing Archetype Feat: Wrestler Dedication (Titan Wrestler) (Expert in Athletics) 3 General Feat: Shield Block Skill Increase, No Free Archetype: Athletics to Expert Skill Increase, With Free Archetype: Medicine to Expert 4 Monk Feat: Cobra Stance Skill Feat: Godless Healing
Monk Feat: Cobra Stance Skill Feat: Mortal Healing Archetype Feat: Combat Grab 5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Venom Spit Skill Increase, No Free Archetype: Medicine to Expert Skill Increase, With Free Archetype: Acrobatics to Expert 6 Monk Feat: Advanced Qi Spells ( qi blast ) Skill Feat: Mortal Healing
Monk Feat: Advanced Qi Spells ( qi blast ) Skill Feat: Continual Recovery Archetype Feat: Snagging Strike
7 General Feat: Toughness
Tarondor’s Guide to the Pathfinder Second Edition Monk
First Path to Perfection: Will to Master Skill Increase: Athletics to Master 8 Monk Feat: Mixed Maneuver Skill Feat: Continual Recovery
Monk Feat: Mixed Maneuver Skill Feat: Ward Medic Archetype Feat: Suplex 9 Ancestry Feat: Envenom Strike Skill Increase: Medicine to Master 10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Cobra Envenom Skill Feat: Ward Medic
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Cobra Envenom Skill Feat: Advanced First Aid Archetype Feat: Whirling Throw
11 General Feat: Diehard Second Path to Perfection: Fortitude to Master Skill Increase, No Free Archetype: Acrobatics to Expert Skill Increase, With Free Archetype: Acrobatics to Master 12 Monk Feat: Meditative Focus Skill Feat: Advanced First Aid
Monk Feat: Meditative Focus Skill Feat: Kip Up Archetype Feat: Crushing Grab 13 Ancestry Feat: Disruptive Stare Skill Increase, No Free Archetype: Acrobatics to Master Skill Increase, With Free Archetype: Stealth to Expert 14 Monk Feat: Peerless Form Skill Feat: Kip Up
Monk Feat: Peerless Form Skill Feat: Advanced First Aid Archetype Feat: Submission Hold
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary
16 Monk Feat: Master Qi Spells ( medusa's wrath ) Skill Feat: Cloud Jump
Monk Feat: Master Qi Spells ( medusa's wrath ) Skill Feat: Cloud Jump Archetype Feat: Strangle
Tarondor’s Guide to the Pathfinder Second Edition Monk
17 Ancestry Feat: Breath of Calamity Skill Increase: Medicine to Legendary 18 Monk Feat: Grandmaster Qi Spells ( embrace nothingness ) Skill Feat: Legendary Medic
Monk Feat: Grandmaster Qi Spells ( embrace nothingness ) Skill Feat: Legendary Medic Archetype Feat: Inescapable Grasp
19 General Feat: Feather Step Skill Increase: Acrobatics to Legendary
20 Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery
Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery Archetype Feat: Godbreaker
Final Attributes: STR +6, DEX+5, CON+4 , INT+1, WIS+4, CHA+1
Peafowl Stance Monk
A Peafowl-stance monk is all about defense. By letting you Step as a free action, the stance encourages you to move away from the enemy at the end of your turn, forcing them to spend at least one action to pursue you if they want to continue to fight. Robbing the enemy of actions is one of the most useful things you can do in combat.
Timing becomes an issue for Peafowl Stance. You can only make the free movement as the next action after you hit with your sword. So if you Strike and miss, there’s no free Step. However, remember that Flurry of Blows is two Strikes for a single action, so if either of them hits, your next action can be the free Step. Peafowl Stance comes into its own at 10th level when you take Peafowl Strut, which for one action lets you Step + Step + Strike. Another issue is which weapon to use. The only martial sword with the Monk trait is the Temple Sword, and it’s not really ideal. For a build like this you want a sword that has the Agile trait and probably also the Finesse trait. You could get Advanced Monastic Weaponry at 6th level and take the Butterfly
Tarondor’s Guide to the Pathfinder Second Edition Monk
Sword, but the much better plan is to acquire Tengu Weapon Familiarity and use the Tengu Gale Blade right from 1st level.
A final thought is that since this build concentrates on the Step action, we should look for feats that make Stepping better. One such feat is Smoke Through Bamboo, a 5th-level Sarangay ancestry feat that lets you Step 10 feet -andStep into and within difficult terrain. So we’re going to want a tengu monk with Adopted Ancestry (Sarangay). Let’s do this.
With this build, we’re going to be a master healer and a master of qi spells. Make sure you have a Steel Shield and a Healer’s Toolkit (and a Tengu Gale Blade.) At 3rd level you’re going to trade your Steel Shield for a Fortress Shield.
With the Free Archetype option, we’ll use the Bastion archetype. Between the ability to Step frequently and for longer than usual distances, and the ability to snap a shield into place at need, it will be very hard to pin you down and really hurt you.
Key Ability: Dexterity Ancestry: Tengu Heritage: Skyborn Tengu Ancestry Feat: Tengu Weapon Familiarity Background: Acupuncturist (Battle Medicine) Initial Monk Feat: Monastic Weaponry Initial Skills: Acrobatics, Acupuncture Lore, Athletics, Medicine, Stealth, Thievery Attributes: STR +2, DEX +4, CON +2, INT +0, WIS +1, CHA +0
Level No Free Archetype With Free Archetype
2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Bastion Dedication (Reactive Shield)
3 General Feat: Adopted Ancestry (Sarangay) Skill Increase: Acrobatics to Expert
4 Monk Feat: Peafowl Stance Monk Feat: Peafowl Stance
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Feat: Godless Healing Skill Feat: Godless Healing Archetype Feat: Disarming Block
5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Smoke Through Bamboo Skill Increase: Medicine to Expert
6 Monk Feat: Stand Still Skill Feat: Mortal Healing
Monk Feat: Stand Still Skill Feat: Mortal Healing Archetype Feat: Nimble Shield Hand
7 General Feat: Ancestral Paragon (One-Toed Hop) First Path to Perfection: Will to Master Skill Increase: Athletics to Expert
8 Monk Feat: Qi Spells ( inner upheaval ) Skill Feat: Continual Recovery
Monk Feat: Qi Spells ( inner upheaval ) Skill Feat: Continual Recovery Archetype Feat: Reflexive Shield 9 Ancestry Feat: Soaring Form Skill Increase: Acrobatics to Master 10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Peafowl Strut Skill Feat: Kip Up
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Peafowl Strut Skill Feat: Kip Up Archetype Feat: Quick Shield Block
11 General Feat: Toughness Second Path to Perfection: Fortitude to Master Skill Increase: Medicine to Master
12 Monk Feat: Advanced Qi Spells ( qi blast ) Skill Feat: Ward Medic
Monk Feat: Advanced Qi Spells ( qi blast ) Skill Feat: Ward Medic Archetype Feat: Mirror Shield 13 Ancestry Feat: Harbinger's Claw Skill Increase: Athletics to Master
14 Monk Feat: Peerless Form Monk Feat: Peerless Form
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Feat: Advanced First Aid Skill Feat: Advanced First Aid Archetype Feat: Destructive Block
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Acrobatics to Legendary
16 Monk Feat: Master Qi Spells ( medusa's wrath ) Skill Feat: Tumbling Teamwork
Monk Feat: Master Qi Spells ( medusa's wrath ) Skill Feat: Tumbling Teamwork Archetype Feat: Shield Salvation 17 Ancestry Feat: Favor of Heaven Skill Increase: Medicine to Legendary 18 Monk Feat: Grandmaster Qi Spells ( qi form ) Skill Feat: Legendary Medic
Monk Feat: Grandmaster Qi Spells ( qi form ) Skill Feat: Legendary Medic Archetype Feat: Improved Reflexive Shield
19 General Feat: Incredible Initiative Skill Increase: Athletics to Legendary 20 Attribute Boosts: Str, Dex, Con, Int (trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Underwater Marauder
Attribute Boosts: Str, Dex, Con, Int (trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Underwater Marauder Archetype Feat: Shielded Stride
Final Attributes: STR +5, DEX+6, CON+5, INT+1, WIS+4, CHA+0
Tarondor’s Guide to the Pathfinder Second Edition Monk
Clinging Shadows Initiate^17
This build is an orc monk who wants to grapple the enemy, hold them and beat them into submission.
At 2nd level, I’ve taken the Crushing Grab feat, which lets you do damage equal to your Strength when you grapple an enemy. Let’s compare this to another good option at this level, Dragon Stance. A standard turn might be Stride + Grapple + Flurry of Blows. You’d make an Athletics check to Grapple at your full attack bonus, then a Flurry at -5 and -10. Let’s say you grab the enemy and hit with the first Strike of the Flurry of Blows. So with Crushing Grab and Powerful Fists you’d do 4+1d6+4 damage, or 11.5 average. But with Dragon Stance you’d do 1d10+4, or 9.5 average damage. Dragon Stance gives you more damage potential, but Crushing Grab gives you more average damage. So pick the one you prefer, but I’m going with Crushing Grab. You could of course do both, picking up Dragon Stance at 1st level instead of Qi Spells, but you’re going to want that extra focus point at 8th level.
The math remains the same at 4th level with the introduction of Flurry of Maneuvers, but your action economy has improved. Also or around 4th level, you should have acquired a Lifting Belt to apply a +1 item bonus to Athletics checks.
At 5th level, Bloody Blows lets you inflict 1d4 persistent bleed damage on a critical hit. At 6th level, Whirling Throw lets you toss your opponents around the battlefield. At or around 6th level, you should try to replace your Lifting Belt with a pair of Grub Gloves.
The build really comes into its own at 8th level, when you gain Clinging Shadows Initiate. This lets you Grapple with a 10’ reach! Notice that even if you don’t use the shadow grasp Strikes you still gain the +2 circumstance bonus to Athletics checks to Grapple.
At 10th level, you get Sleeper Hold, which can make your grappled target clumsy (and thus even easier to hit) on a critical success or even unconscious. Note that there is no Incapacitation trait on this ability!
(^17) This build is inspired by a build from Ssalarn, but I can’t find the original to link to. Sorry! Tarondor’s Guide to the Pathfinder Second Edition Monk
At 12th level, you should try to upgrade your Grub Gloves to Moderate, for a +2 circumstance bonus to all Athletics checks. At 14th level, you gain Shadow's Web, a focus spell with an area-of-effect that does 14d4 void damage and makes enemies enfeebled even if they succeed. On a critical failure, they become stunned 1 , and enfeebled 2 for 1 round, and immobilized.
If we have a Free Archetype, we’ll add the Wrestler archetype.
Key Ability: Strength Ancestry: Orc Heritage: Hold-Scarred Orc Ancestry Feat: Orc Ferocity Background: Farmhand (Assurance in Athletics) Initial Monk Feat: Qi Spells ( _inner upheaval_ ) Initial Skills: Acrobatics, Athletics, Farming Lore, Medicine, Stealth, Thievery Attributes: STR +4, DEX +2, CON +2, INT +0, WIS +1, CHA +0
Level No Free Archetype With Free Archetype 2 Monk Feat: Crushing Grab Skill Feat: Battle Medicine
Monk Feat: Crushing Grab Skill Feat: Battle Medicine Archetype Feat: Wrestler Dedication (Titan Wrestler) (Expert in Athletics)
3 General Feat: Toughness Skill Increase: Athletics to Expert 4 Monk Feat: Flurry of Maneuvers Skill Feat: Titan Wrestler
Monk Feat: Flurry of Maneuvers Skill Feat: Godless Healing Archetype Feat: Combat Grab
5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Bloody Blows Skill Increase, No Free Archetype: Medicine to Expert Skill Increase, With Free Archetype: Acrobatics to Expert
6 Monk Feat: Whirling Throw Monk Feat: Whirling Throw
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Feat: Godless Healing Skill Feat: Mortal Healing Archetype Feat: Snagging Strike
7 General Feat: Diehard First Path to Perfection: Will to Master Skill Increase: Athletics to Master
8 Monk Feat: Clinging Shadows Initiate Skill Feat: Continual Recovery
Monk Feat: Clinging Shadows Initiate Skill Feat: Continual Recovery Archetype Feat: Suplex
9 Ancestry Feat: Undying Ferocity Skill Increase: Medicine to Master
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Sleeper Hold Skill Feat: Ward Medic
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Sleeper Hold Skill Feat: Ward Medic Archetype Feat: Clinch Strike 11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase, No Free Archetype: Acrobatics to Expert Skill Increase, With Free Archetype: Acrobatics to Master 12 Monk Feat: Meditative Focus Skill Feat: Advanced First Aid
Monk Feat: Meditative Focus Skill Feat: Kip Up Archetype Feat: Running Tackle
13 Ancestry Feat: Incredible Ferocity Skill Increase, No Free Archetype: Acrobatics to Master Skill Increase, With Free Archetype: Stealth to Expert
14 Monk Feat: Shadow's Web Skill Feat: Kip Up
Monk Feat: Shadow's Web Skill Feat: Advanced First Aid Archetype Feat: Strangle
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary
16 Monk Feat: Disrupt Qi Monk Feat: Disrupt Qi
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Feat: Cloud Jump Skill Feat: Cloud Jump Archetype Feat: Aerial Piledriver
17 Ancestry Feat: Rampaging Ferocity Skill Increase: Medicine to Legendary 18 Monk Feat: Grandmaster Qi Spells ( qi form ) Skill Feat: Legendary Medic
Monk Feat: Grandmaster Qi Spells ( qi form ) Skill Feat: Legendary Medic Archetype Feat: Inescapable Grasp
19 General Feat: Feather Step Skill Increase: Acrobatics to Legendary
20 Attribute Boosts: Str, Dex, Con, Int (trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery
Attribute Boosts: Str, Dex, Con, Int (trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery Archetype Feat: Godbreaker
Final Attributes: STR +6, DEX+5, CON+5, INT+1, WIS+4, CHA+0
Ironblood Stance Monk
_See_ Tiger Stance Monk, above.
Jellyfish Stance Monk
Jellyfish Stance is all about having both the finesse and reach traits without having to use weapons. It’s not only the only Reach stance for Dexterity-based monks, it keeps your hands free to hold items, like a shield. This stance comes online rather late, so we’ll start with the trusty Tiger Stance at 1st level. You can either train out of that stance at 8th level, or as here, use both.
Tarondor’s Guide to the Pathfinder Second Edition Monk
With a Free Archetype, we’re going to use the Medic, Acrobat and Talisman Dabbler archetypes.
Key Ability: Dexterity Ancestry: Human Heritage: Versatile Human (Shield Block) Ancestry Feat: Natural Ambition (Qi Spells) ( _qi rush_ ) Background: Field Medic (Battle Medicine) Initial Monk Feat: Tiger Stance Initial Skills: Acrobatics, Athletics, Medicine, Religion, Stealth, Warfare Lore Attributes: STR +2, DEX +4, CON +2, INT +0, WIS +1, CHA +0
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Medic Dedication
3 General Feat: Toughness Skill Increase: Athletics to Expert 4 Monk Feat: Stand Still Skill Feat: Godless Healing
Monk Feat: Stand Still Skill Feat: Treat Condition Archetype Feat: Doctor's Visitation
5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Clever Improviser Skill Increase: Medicine to Expert
6 Monk Feat: Tiger Slash Skill Feat: Trick Magic Item
Monk Feat: Tiger Slash Skill Feat: Holistic Care Archetype Feat: Acrobat Dedication (Acrobatics to Expert) 7 General Feat: Fast Recovery First Path to Perfection: Will to Master Skill Increase, No Free Archetype: Athletics to Master Skill Increase, With Free Archetype: Athletics to Master (Acrobatics to Master)
Tarondor’s Guide to the Pathfinder Second Edition Monk
8 Monk Feat: Jellyfish Stance Skill Feat: Continual Recovery
Monk Feat: Jellyfish Stance Skill Feat: Continual Recovery Archetype Feat: Tumbling Strike
9 Ancestry Feat: Incredible Improvisation Skill Increase: Medicine to Master
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Prevailing Position Skill Feat: Ward Medic
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Prevailing Position Skill Feat: Graceful Leaper Archetype Feat: Tumbling Opportunist 11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Religion to Expert 12 Monk Feat: Reflexive Stance Skill Feat: Advanced First Aid
Monk Feat: Reflexive Stance Skill Feat: Ward Medic Archetype Feat: Talisman Dabbler Dedication
13 Ancestry Feat: Bounce Back Skill Increase: Religion to Master 14 Monk Feat: Peerless Form Skill Feat: Consult the Spirits
Monk Feat: Peerless Form Skill Feat: Consult the Spirits Archetype Feat: Quick Fix 15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase, No Free Archetype: Athletics to Legendary Skill Increase, With Free Archetype: Athletics to Legendary (Acrobatics to Legendary) 16 Monk Feat: Fuse Stance (Floating Tiger Stance) Skill Feat: Cloud Jump
Monk Feat: Fuse Stance (Floating Tiger Stance) Skill Feat: Cloud Jump Archetype Feat: Resuscitate 17 Ancestry Feat: Heroic Presence Skill Increase: Medicine to Legendary
Tarondor’s Guide to the Pathfinder Second Edition Monk
18 Monk Feat: Swift River Skill Feat: Legendary Medic
Monk Feat: Swift River Skill Feat: Legendary Medic Archetype Feat: Deeper Dabbler
19 General Feat: Diehard Skill Increase: Religion to Legendary
20 Attribute Boosts: Str, Dex, Con, Int (trained in Survival) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Divine Guidance
Attribute Boosts: Str, Dex, Con, Int (trained in Survival) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Divine Guidance Archetype Feat: Talismanic Sage
Final Attributes: STR +5, DEX+6, CON+5, INT+1, WIS+4, CHA+0
Kaiju Stance Monk^18
This monk is deeply knowledgeable about giant monsters and uses that knowledge to fight them…while also becoming one himself.
With a Free Archetype, we’ll add the Barbarian archetype and the Wild Mimic archetype.
Key Ability: Strength Ancestry: Fleshwarp Heritage: Created Fleshwarp Ancestry Feat: Living Weapon (jaws) Background: Kaiju Stalker (Titan Wrestler) Initial Monk Feat: Qi Spells ( _inner upheaval_ ) Initial Skills: Acrobatics, Athletics, Deception, Intimidation, Kaiju Lore, Nature, Stealth Attributes: STR +4, DEX +2, CON +2, INT +0, WIS +1, CHA +0
(^18) This build is based on Full Build Friday Kaiju No. 8 [PF2e Fleshwarp Monk] by Ready to Die. Or check out his notes HERE for equipment suggestions. Tarondor’s Guide to the Pathfinder Second Edition Monk
Level No Free Archetype With Free Archetype 2 Monk Feat: Crushing Grab Skill Feat: Additional Lore (Kaiju Lore) (retrain initial Kaiju Lore skill to Martial Arts Lore)
Monk Feat: Crushing Grab Skill Feat: Additional Lore (Kaiju Lore) (retrain initial Kaiju Lore skill to Martial Arts Lore) Archetype Feat: Barbarian Dedication (Animal Instinct)
3 General Feat: Toughness Skill Increase: Athletics to Expert
4 Monk Feat: Harmonize Self Skill Feat: Quick Jump
Monk Feat: Harmonize Self Skill Feat: Quick Jump Archetype Feat: Basic Fury (Moment of Clarity)
5 Attribute Boosts: Str, Dex, Con, Int (Trained in Occultism) Ancestry Feat: Mutate Weapon Skill Increase: Nature to Expert
6 Monk Feat: One-inch Punch Skill Feat: Dubious Knowledge
Monk Feat: One-inch Punch Skill Feat: Dubious Knowledge Archetype Feat: Advanced Fury (Brutal Crush)
7 General Feat: Adopted Ancestry (Human) First Path to Perfection: Will to Master Skill Increase: Athletics to Master (Kaiju Lore to Master) 8 Monk Feat: Kaiju Stance Skill Feat: Unmistakable Lore
Monk Feat: Kaiju Stance Skill Feat: Unmistakable Lore Archetype Feat: Wild Mimic Dedication
9 Ancestry Feat: Multitalented (Investigator Dedication) (Trained in Arcana & Society) Skill Increase: Nature to Master
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Investigator's Stratagem Skill Feat: Kreighton's Cognitive Crossover (Kaiju Lore
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Investigator's Stratagem Skill Feat: Kreighton's Cognitive Crossover (Kaiju Lore
Tarondor’s Guide to the Pathfinder Second Edition Monk
& Nature) & Nature) Archetype Feat: Rend Mimicry 19
11 General Feat: Fast Recovery Second Path to Perfection: Fortitude to Master Skill Increase: Intimidation to Expert
12 Monk Feat: Basic Deduction (Known Weaknesses) Skill Feat: Powerful Leap
Monk Feat: Basic Deduction (Known Weaknesses) Skill Feat: Powerful Leap Archetype Feat: Primal Proportions 13 Ancestry Feat: Spew Tentacles Skill Increase: Intimidation to Master
14 Monk Feat: World-breaking Footfall Skill Feat: Intimidating Glare
Monk Feat: World-breaking Footfall Skill Feat: Intimidating Glare Archetype Feat: Roar Mimicry
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary (Kaiju Lore to Legendary)
16 Monk Feat: Advanced Deduction (Shared Stratagem) Skill Feat: Legendary Professional
Monk Feat: Advanced Deduction (Shared Stratagem) Skill Feat: Legendary Professional Archetype Feat: Emergency Regeneration 17 Ancestry Feat: Augment Senses Skill Increase: Nature to Legendary 18 Monk Feat: One-millimeter Punch Skill Feat: Cloud Jump
Monk Feat: One-millimeter Punch Skill Feat: Cloud Jump Archetype Feat: Advanced Fury (Furious Bully)
(^19) Note that both Rend Mimicry and Flurry of Blows are Flourish actions, so you can’t do both in a round. Tarondor’s Guide to the Pathfinder Second Edition Monk
19 General Feat: Diehard Skill Increase: Intimidation to Legendary 20 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Scare to Death
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Scare to Death Archetype Feat: Advanced Fury (Silencing Strike)
Final Attributes: STR +6, DEX+5, CON+5, INT+2, WIS+3, CHA+0
Tangled Forest Stance Monk I
This build is predicated on the idea of expanding your reach with the Aberrant Sorcerer bloodline spell _tentacular limbs._ The 10-ft. Unarmed reach combines well with the Stand Still feat and very well with Tangled Forest Stance’s zone.
With a Free Archetype, we’ll add the Blessed One and Bastion archetypes.
_See Also_ Tiger Stance Monk, above.
Key Ability: Strength Ancestry: Human Heritage: Aiuvarin Ancestry Feat: Wildborn Magic ( _electric arc_ ) Background: Animal Wrangler (Titan Wrestler) Initial Monk Feat: Tiger Stance Initial Skills: Acrobatics, Athletics, Feline Lore, Medicine, Stealth, Survival Attributes: STR +4, DEX +2, CON +1, INT +0, WIS +0, CHA +2
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Battle Medicine
Monk Feat: Stunning Blows Skill Feat: Battle Medicine Archetype Feat: Blessed One
Tarondor’s Guide to the Pathfinder Second Edition Monk
Dedication 3 General Feat: Ancestral Paragon (Natural Ambition) (Qi Spells) ( inner upheaval ) Skill Increase: Athletics to Expert 4 Monk Feat: Stand Still Skill Feat: Intimidating Glare
Monk Feat: Stand Still Skill Feat: Intimidating Glare Archetype Feat: Blessed Sacrifice 5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Clever Improviser Skill Increase: Medicine to Expert 6 Monk Feat: Tiger Slash Skill Feat: Continual Recovery
Monk Feat: Tiger Slash Skill Feat: Continual Recovery Archetype Feat: Mercy 7 General Feat: Shield Block First Path to Perfection: Will to Master Skill Increase: Athletics to Master 8 Monk Feat: Tangled Forest Stance Skill Feat: Ward Medic
Monk Feat: Tangled Forest Stance Skill Feat: Ward Medic Archetype Feat: Bastion Dedication (Reactive Shield)
9 Ancestry Feat: Multitalented (Sorcerer Dedication) (Aberrant bloodline) Skill Increase: Intimidation to Expert
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Basic Bloodline Spell ( tentacular limbs ) Skill Feat: Intimidating Prowess
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Basic Bloodline Spell ( tentacular limbs ) Skill Feat: Intimidating Prowess Archetype Feat: Greater Mercy 11 General Feat: Diehard Second Path to Perfection: Fortitude to Master Skill Increase: Medicine to Master
Tarondor’s Guide to the Pathfinder Second Edition Monk
12 Monk Feat: Prevailing Position Skill Feat: Advanced First Aid
Monk Feat: Prevailing Position Skill Feat: Advanced First Aid Archetype Feat: Quick Shield Block
13 Ancestry Feat: Incredible Improvisation Skill Increase: Intimidation to Master
14 Monk Feat: Peerless Form Skill Feat: Battle Cry
Monk Feat: Peerless Form Skill Feat: Battle Cry Archetype Feat: Affliction Mercy
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary 16 Monk Feat: Fuse Stance (Iron Tiger Stance) Skill Feat: Cloud Jump
Monk Feat: Fuse Stance (Iron Tiger Stance) Skill Feat: Cloud Jump Archetype Feat: Reflexive Shield
17 Ancestry Feat: Heroic Presence Skill Increase: Medicine to Legendary 18 Monk Feat: Grandmaster Qi Spells ( qi form ) Skill Feat: Legendary Medic
Monk Feat: Grandmaster Qi Spells ( qi form ) Skill Feat: Legendary Medic Archetype Feat: Improved Reflexive Shield
19 General Feat: Incredible Initiative Skill Increase: Intimidation to Legendary
20 Attribute Boosts: Str, Dex, Con, Int (trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Scare to Death
Attribute Boosts: Str, Dex, Con, Int (trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Scare to Death Archetype Feat: Rejuvenating Touch
Final Attributes: STR +6, DEX+5, CON+5, INT+1, WIS+4, CHA+0
Tarondor’s Guide to the Pathfinder Second Edition Monk
Tangled Forest Stance Monk II: Tangled Forest
Frog^20
This is a very solid area-control build. The idea of the Tangled Forest Frog is that you use Magic Warrior Transformation to transform yourself into a frog. Then you use the frog’s 15-ft. reach to keep enemies from moving using Tangled Forest Stance and Stand Still. You can even use Flurry of Blows with your tongue! Then we’ll take feats designed to climb and jump and swim to enhance our essential froginess.
This is a very flexible build, needing only five feats: ❖ Magic Warrior Dedication (2) ❖ Magic Warrior Transformation (4) ❖ Stand Still (6) ❖ Tangled Forest Stance (8) ❖ Tangled Forest Rake (14)
Everything else, including key ability score and ancestry, can be set to your test. The originator of the idea used a human monk, but I’m going to use a Tripkee, in order to accentuate the froggy feel of the build. The Hunter's Defense ancestry feat will let us use our Nature DC instead of our actual AC whenever we fight certain natural opponents. This is perhaps particularly relevant when we’re in Frog form.
With a Free Archetype, we’ll shift the Magic Warrior archetype to that side of the ledger and then add the Rogue archetype.
Key Ability: Dexterity Ancestry: Tripkee Heritage: Stickytoe Tripkee Ancestry Feat: Hunter's Defense Background: Thrill-Seeker (Combat Climber) Initial Monk Feat: Qi Spells ( _inner upheaval_ )
(^20) This build is based on Tangled Forest Frog by DustinKnight. Tarondor’s Guide to the Pathfinder Second Edition Monk
Initial Skills: Acrobatics, Athletics, Engineering Lore, Nature, Stealth, Survival Attributes: STR +X, DEX +X, CON +X, INT +X, WIS +X, CHA +X
Level No Free Archetype With Free Archetype 2 Monk Feat: Magic Warrior Dedication Skill Feat: Natural Medicine
Monk Feat: Stunning Blows Skill Feat: Natural Medicine Archetype Feat: Magic Warrior Dedication 3 General Feat: Toughness Skill Increase: Nature to Expert 4 Monk Feat: Magic Warrior Transformation Skill Feat: Titan Wrestler
Monk Feat: Stand Still Skill Feat: Titan Wrestler Archetype Feat: Magic Warrior Transformation 5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Prodigious Climber Skill Increase: Athletics to Expert 6 Monk Feat: Stand Still Skill Feat: Additional Lore (Engineering Lore)
Monk Feat: Advanced Qi Spells ( Shrink the span ) Skill Feat: Additional Lore (Engineering Lore) Archetype Feat: Nameless Anonymity
7 General Feat: Robust Health First Path to Perfection: Will to Master Skill Increase: Nature to Master 8 Monk Feat: Tangled Forest Stance Skill Feat: Kreighton's Cognitive Crossover (Engineering Lore & Nature)
Monk Feat: Tangled Forest Stance Skill Feat: Kreighton's Cognitive Crossover (Engineering Lore & Nature) Archetype Feat: Rogue Dedication (trained in Religion and Thievery) (Terrain Stalker (Underbrush))
Tarondor’s Guide to the Pathfinder Second Edition Monk
9 Ancestry Feat: Fantastic Leaps Skill Increase, No Archetype: Athletics to Master Skill Increase, With Archetype: Acrobatics to Expert
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Lessons of Flux Skill Feat: Powerful Leap
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Lessons of Flux Skill Feat: Powerful Leap Archetype Feat: Skill Mastery (Thievery to Expert; Athletics to Master) (Wary Disarmament)
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase, No Archetype: Acrobatics to Expert Skill Increase, With Archetype: Stealth to Expert 12 Monk Feat: Disrupt Qi Skill Feat: Slippery Prey
Monk Feat: Disrupt Qi Skill Feat: Slippery Prey Archetype Feat: Skill Mastery (Survival to Expert; Thievery to Master) (Quick Unlock)
13 Ancestry Feat: Hop Up Skill Increase, No Archetype: Acrobatics to Master Skill Increase, With Archetype: Society to Trained
14 Monk Feat: Tangled Forest Rake Skill Feat: Consult the Spirits
Monk Feat: Tangled Forest Rake Skill Feat: Consult the Spirits Archetype Feat: Skill Mastery (Society to Expert; Stealth to Master) (Swift Sneak) 15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Nature to Legendary
16 Monk Feat: Enlightened Presence Skill Feat: Morphic Manipulation
Monk Feat: Enlightened Presence Skill Feat: Morphic Manipulation Archetype Feat: Sneak Attacker
Tarondor’s Guide to the Pathfinder Second Edition Monk
17 Ancestry Feat: Unbound Leaper (or Envenomed Edge) Skill Increase: Athletics to Legendary 18 Monk Feat: Diamond Fists Skill Feat: Cloud Jump
Monk Feat: Diamond Fists Skill Feat: Cloud Jump Archetype Feat: Basic Trickery (Mobility)
19 General Feat: Diehard Skill Increase: Acrobatics to Legendary 20 Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Water Sprint
Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Water Sprint Archetype Feat: Advanced Trickery (Opportune Backstab)
Final Attributes: STR +5, DEX+6, CON+3, INT+1, WIS+5, CHA+0
Wild Winds Initiate Monk
This flavorful build is all about wind. The Sylph versatile heritage gives us a lot of flavor and useful feats, while the Student of Perfection and Jalmeri Heavenseeker archetypes give us plenty of windand air-related abilities.
_See Also_ Qi Master Monk, above.
Key Ability: Dexterity Ancestry: Human Heritage: Sylph Ancestry Feat: Stormsoul Background: Sky Rider (Cat Fall) Initial Monk Feat: Tiger Stance Initial Skills: Acrobatics, Athletics, Diplomacy, Plane of Air Lore, Stealth, Thievery Attributes: STR +2, DEX +4, CON +2, INT +0, WIS +1, CHA +2
Tarondor’s Guide to the Pathfinder Second Edition Monk
Level No Free Archetype With Free Archetype 2 Monk Feat: Student of Perfection Dedication ( inner upheaval ) (Acrobatics to Expert) Skill Feat: Steady Balance
Monk Feat: Elemental Fist Skill Feat: Tumbling Teamwork Archetype Feat: Student of Perfection Dedication ( inner upheaval ) (Acrobatics to Expert)
3 General Feat: Toughness Skill Increase: Acrobatics to Expert
4 Monk Feat: Perfect Strike Skill Feat: Tumbling Teamwork
Monk Feat: Stunning Blows Skill Feat: Steady Balance Archetype Feat: Perfect Strike
5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Slip with the Breeze Skill Increase: Stealth to Expert
6 Monk Feat: Perfect Ki Adept (air) ( unfolding wind rush ) Skill Feat: Pickpocket
Monk Feat: Tiger Slash Skill Feat: Pickpocket Archetype Feat: Perfect Ki Adept (air) ( unfolding wind rush ) 7 General Feat: Incredible Initiative First Path to Perfection: Will to Master Skill Increase: Thievery to Expert 8 Monk Feat: Wild Winds Initiate Skill Feat: Wary Disarmament
Monk Feat: Wild Winds Initiate Skill Feat: Wary Disarmament Archetype Feat: Jalmeri Heavenseeker Dedication ( qi rush ) (trained in Occultism)
9 Ancestry Feat: Wings of Air Skill Increase: Acrobatics to Master 10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Jalmeri Heavenseeker Dedication ( qi rush ) (trained in Occultism) Skill Feat: Kip Up
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Prevailing Position Skill Feat: Kip Up Archetype Feat: Heaven's Thunder
Tarondor’s Guide to the Pathfinder Second Edition Monk
11 General Feat: Feather Step Second Path to Perfection: Fortitude to Master Skill Increase: Stealth to Master
12 Monk Feat: Heaven's Thunder Skill Feat: Swift Sneak
Monk Feat: Meditative Focus Skill Feat: Swift Sneak Archetype Feat: Speaking Sky
13 Ancestry Feat: Planar Sidestep Skill Increase: Thievery to Master 14 Monk Feat: Wild Winds Gust Skill Feat: Quick Unlock
Monk Feat: Wild Winds Gust Skill Feat: Quick Unlock Archetype Feat: Perfect Ki Exemplar ( unfolding wind blitz )
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Acrobatics to Legendary
16 Monk Feat: Fuse Stance (Tiger Wind Stance) Skill Feat: Foil Senses
Monk Feat: Fuse Stance (Tiger Wind Stance) Skill Feat: Foil Senses Archetype Feat: Steal the Sky 17 Ancestry Feat: Storm Form Skill Increase: Stealth to Legendary
18 Monk Feat: Perfect Ki Grandmaster Skill Feat: Legendary Sneak
Monk Feat: Skill Feat: Legendary Sneak Archetype Feat: Perfect Ki Grandmaster ( unfolding wind crash ) 19 General Feat: Diehard Skill Increase: Thievery to Legendary 20 Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Thief
Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Thief Archetype Feat: Perfect Resistance
Tarondor’s Guide to the Pathfinder Second Edition Monk
Final Attributes: STR +5, DEX+6, CON+5, INT+0, WIS+5, CHA+1
Bard Monk
_See_ Twisting Petals Style Monk, above.
Champion Monk
Two of the tankiest classes in the game, combined into one. “You got your peanut butter in my chocolate!”
Key Ability: Strength Ancestry: Human Heritage: Versatile Human (Fleet) Ancestry Feat: Natural Ambition (Qi Spells) ( _inner upheaval_ ) Background: Fogfen Tale-Teller (Titan Wrestler) Initial Monk Feat: Monastic Weaponry (Bo Staff) Initial Skills: Acrobatics, Athletics, Deception, Diplomacy, Stealth, Swamp Lore Attributes: STR +4, DEX +2, CON +1, INT +0, WIS +0, CHA +2
Level No Free Archetype With Free Archetype
2 Monk Feat: Champion Dedication (Justice)(Ragathiel) (Trained in Religion & Intimidation) Skill Feat: Intimidating Glare
Monk Feat: Stunning Blows Skill Feat: Intimidating Glare Archetype Feat: Champion Dedication (Justice)(Ragathiel) (Trained in Religion & Intimidation)
3 General Feat: Toughness Skill Increase: Intimidation to Expert 4 Monk Feat: Devout Magic ( lay on hands ) Skill Feat: Intimidating Prowess
Monk Feat: Stand Still Skill Feat: Intimidating Prowess Archetype Feat: Devout Magic ( lay on hands )
Tarondor’s Guide to the Pathfinder Second Edition Monk
5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Clever Improviser Skill Increase: Athletics to Expert
6 Monk Feat: Stand Still Skill Feat: Terrifying Resistance
Monk Feat: Harmonize Self Skill Feat: Terrifying Resistance Archetype Feat: Champion's Reaction 7 General Feat: Diehard First Path to Perfection: Will to Master Skill Increase: Athletics to Master 8 Monk Feat: Tangled Forest Stance Skill Feat: Cat Fall
Monk Feat: Tangled Forest Stance Skill Feat: Cat Fall Archetype Feat: Devout Blessing (Blessed Armaments)
9 Ancestry Feat: Cooperative Nature Skill Increase: Intimidation to Master 10 Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Champion's Reaction Skill Feat: Battle Cry
Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Prevailing Position Skill Feat: Battle Cry Archetype Feat: Champion Resiliency 11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Acrobatics to Expert 12 Monk Feat: Devout Blessing (Blessed Armaments) Skill Feat: Terrified Retreat
Monk Feat: Disrupt Qi Skill Feat: Terrified Retreat Archetype Feat: Basic Devotion (Nimble Reprisal) 13 Ancestry Feat: Incredible Improvisation Skill Increase: Acrobatics to Master 14 Monk Feat: Tangled Forest Rake Skill Feat: Kip Up
Monk Feat: Tangled Forest Rake Skill Feat: Kip Up Archetype Feat: Advanced
Tarondor’s Guide to the Pathfinder Second Edition Monk
Devotion (Mercy) 15 Attribute Boosts: Str, Dex, Con, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary 16 Monk Feat: Peerless Form Skill Feat: Cloud Jump
Monk Feat: Peerless Form Skill Feat: Cloud Jump Archetype Feat: Advanced Devotion (Smite)
17 Ancestry Feat: Heroic Presence Skill Increase: Intimidation to Legendary 18 Monk Feat: Effortless Reach Skill Feat: Scare to Death
Monk Feat: Effortless Reach Skill Feat: Scare to Death Archetype Feat: Advanced Devotion (Greater Mercy)
19 General Feat: Feather Step Skill Increase: Acrobatics to Legendary 20 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery Archetype Feat: Advanced Devotion (Elucidating Mercy)
Final Attributes: STR +6, DEX+5, CON+4, INT+0, WIS+3, CHA+4
Cleric Monk
_See_ Mountain Stance II: The Electric Monk, above.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Druid Monk^21
The point of this build is to be a martial-arts bear. Or cat. Or dinosaur.
At 2nd level, you get two cantrips. Flurry of Blows + _Electric arc_ gets you four attacks for three actions! At 4th level, you gain Untamed Form and can transform into various animals. All the attacks are Unarmed attacks, and so you can use Flurry of Blows and other monk feats (like Stand Still or One-inch Punch) with them.
The key to the greatness of Untamed Form is this sentence:
When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls.
That status bonus will stack with almost anything. This means that you’re getting a Fighter’s accuracy in these polymorphed forms. You’re going to hit and crit more often.
Don’t forget that the forms available from _pest form_ (part of Untamed Form) are great for scouting.
At 8th level, Form Control gets us polymorphs that last for an hour instead of a minute. Also at 8th level, Untamed Form gets us a bird form (from _pest form_ ) we can use for hour-long aerial scouting.
At 10th level, we’re taking Wind Jump so you can be a flying crocodile. At 16th level, we’re taking Ferocious Shape so you can be a (flying?) dinosaur!
I really like this build with its combination of fighting and healing, but if you expand to a Free Archetype, you might wish to develop Druid spellcasting. If so, you’ll need to ditch the Medicine (and Medicine feats) for Nature. So for this build, I’ve kept the druid aspects to mostly shapeshifting. But you can decide which way you want to take it.
Key Ability: Strength
(^21) This build is inspired by THIS POST by MistaCharisma. Tarondor’s Guide to the Pathfinder Second Edition Monk
Ancestry: Human Heritage: Versatile Human (Fleet) Ancestry Feat: Natural Ambition (Qi Spells) ( _inner upheaval_ ) Background: Beast Seeker (Titan Wrestler) Initial Monk Feat: Tiger Stance Initial Skills: Acrobatics, Athletics, Legendary Beast Lore, Medicine, Nature, Stealth Attributes: STR +4, DEX +2, CON +1, INT +0, WIS +2, CHA +0
Level No Free Archetype With Free Archetype
2 Monk Feat: Druid Dedication (Untamed Order) (trained in Intimidation and Survival) Skill Feat: Battle Medicine
Monk Feat: Skill Feat: Battle Medicine Archetype Feat: Druid Dedication (Untamed Order) (trained in Intimidation and Survival) 3 General Feat: Toughness Skill Increase: Athletics to Expert 4 Monk Feat: Basic Wilding (Untamed Form) Skill Feat: Godless Healing
Monk Feat: Stunning Blows Skill Feat: Godless Healing Archetype Feat: Basic Wilding (Untamed Form) 5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Clever Improviser Skill Increase: Acrobatics to Expert 6 Monk Feat: One-inch Punch Skill Feat: Mortal Healing
Monk Feat: One-inch Punch Skill Feat: Mortal Healing Archetype Feat: Advanced Wilding (Poison Resistance)
7 General Feat: Diehard First Path to Perfection: Will to Master Skill Increase: Medicine to Expert
8 Monk Feat: Advanced Wilding (Form Control) Skill Feat: Continual Recovery
Monk Feat: Mixed Maneuver Skill Feat: Continual Recovery Archetype Feat: Advanced Wilding (Form Control)
Tarondor’s Guide to the Pathfinder Second Edition Monk
9 Ancestry Feat: Incredible Improvisation Skill Increase: Athletics to Master 10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Wind Jump Skill Feat: Ward Medic
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Wind Jump Skill Feat: Ward Medic Archetype Feat: Advanced Wilding (Rip and Tear) 11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Acrobatics to Master 12 Monk Feat: Meditative Focus Skill Feat: Kip Up
Monk Feat: Meditative Focus Skill Feat: Kip Up Archetype Feat: Advanced Wilding (Anthropomorphic Shape)
13 Ancestry Feat: Bounce Back Skill Increase: Medicine to Master 14 Monk Feat: Peerless Form Skill Feat: Advanced First Aid
Monk Feat: Peerless Form Skill Feat: Advanced First Aid Archetype Feat: Advanced Wilding (Toppling Transformation)
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary 16 Monk Feat: Advanced Wilding (Ferocious Shape) Skill Feat: Cloud Jump
Monk Feat: Shattering Strike Skill Feat: Cloud Jump Archetype Feat: Advanced Wilding (Ferocious Shape) 17 Ancestry Feat: Heroic Presence Skill Increase: Acrobatics to Legendary 18 Monk Feat: Swift River Skill Feat: Aerobatics Mastery
Monk Feat: Swift River Skill Feat: Aerobatics Mastery Archetype Feat: Advanced Wilding (Soaring Shape)
Tarondor’s Guide to the Pathfinder Second Edition Monk
19 General Feat: Feather Step Skill Increase: Medicine to Legendary 20 Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Medic
Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Medic Skill Feat: Archetype Feat: Advanced Wilding (Elemental Shape )
Final Attributes: STR +6, DEX+5, CON+5, INT+0, WIS+5, CHA+1
Guardian Monk
_See_ Rushing Goat Stance Monk, above.
Rogue Monk
_See_ Monastic Weapons Monk III (Dogslicer) and Stumbling Stance Monk, above.
Sorcerer/Shadowdancer Monk^22
For Sorcerer monk, _See also_ Flood Stance Monk and Tangled Forest Stance Monk I, above.
This build goes heavy into shadows, using the Fetchling ancestry, the sorcerer’s shadow bloodline and the Shadowdancer archetype. With the Free Archetype, we get more spellcasting. Either version uses Basic Sorcerer Spellcasting to acquire shadowand fear-related spells like Penumbral Shroud, Wall of Shadow and Fear. Both versions also uses the bloodline spell _dim the light_ to prevent the enemy from ending the darkness in which you thrive.
(^22) This build inspired by THIS POST by Kyrone. Tarondor’s Guide to the Pathfinder Second Edition Monk
Key Ability: Dexterity Ancestry: Fetchling Heritage: Deep Fetchling Ancestry Feat: Shadow Blending Background: Hired Killer (Terrain Stalker) Initial Monk Feat: Qi Spells ( _inner upheaval_ ) Initial Skills: Acrobatics, Athletics, Medicine, Stealth, Thievery, Underworld Lore Attributes: STR +1, DEX +4, CON +1, INT +0, WIS +0, CHA +2
Level No Free Archetype With Free Archetype 2 Monk Feat: Sorcerer Dedication (Shadow bloodline) (Trained in Intimidation & Occultism) Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Sorcerer Dedication (Shadow bloodline) (Trained in Intimidation & Occultism)
3 General Feat: Fleet Skill Increase: Athletics to Expert
4 Monk Feat: Basic Sorcerer Spellcasting Skill Feat: Intimidating Glare
Monk Feat: Stand Still Skill Feat: Quick Jump Archetype Feat: Basic Sorcerer Spellcasting
5 Attribute Boosts: Str, Dex, Wis, Cha Ancestry Feat: Extinguish Light Skill Increase: Stealth to Expert
6 Monk Feat: Basic Bloodline Spell ( dim the light ) Skill Feat: Intimidating Prowess
Monk Feat: One-inch Punch Skill Feat: Quiet Allies Archetype Feat: Basic Bloodline Spell ( dim the light ) 7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Athletics to Master 8 Monk Feat: Shadowdancer Dedication Skill Feat: Quiet Allies
Monk Feat: Advanced Qi Spells ( qi blast ) Skill Feat: Water Sprint Archetype Feat:
Tarondor’s Guide to the Pathfinder Second Edition Monk
Shadowdancer Dedication 9 Ancestry Feat: Shadow Sight Skill Increase, No Free Archetype: Intimidation to Expert Skill Increase, With Free Archetype: Occultism to Expert 10 Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Shadow Magic ( dance of darkness ) Skill Feat: Terrifying Resistance
Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Bloodline Breadth Skill Feat: Aura Sight Archetype Feat: Shadow Magic ( dance of darkness )
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase, No Free Archetype: Stealth to Master Skill Increase, With Free Archetype: Occultism to Master 12 Monk Feat: Meditative Focus Skill Feat: Swift Sneak
Monk Feat: Meditative Focus Skill Feat: Consult the Spirits Archetype Feat: Expert Sorcerer Spellcasting 13 Ancestry Feat: Shadow's Assault Skill Increase, No Free Archetype: Intimidation to Master Skill Increase, With Free Archetype: Stealth to Master 14 Monk Feat: Spring from the Shadows Skill Feat: Battle Cry
Monk Feat: Basic Blood Potency (Propelling Sorcery) Skill Feat: Swift Sneak Archetype Feat: Spring from the Shadows
15 Attribute Boosts: Str, Dex, Con, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary 16 Monk Feat: Master Qi Spells ( touch of death ) Skill Feat: Cloud Jump
Monk Feat: Master Qi Spells ( touch of death ) Skill Feat: Cloud Jump Archetype Feat: Advanced Blood Potency (Safeguard Spell)
17 Ancestry Feat: Pierce the Light
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Increase, No Free Archetype: Stealth to Legendary Skill Increase, With Free Archetype: Occultism to Legendary 18 Monk Feat: Grandmaster Qi Spells ( embrace nothingness ) Skill Feat: Legendary Sneak
Monk Feat: Grandmaster Qi Spells ( embrace nothingness ) Skill Feat: Calm and Centered Archetype Feat: Advanced Blood Potency (Advanced Bloodline) ( steal shadow ) 19 General Feat: Diehard Skill Increase, No Free Archetype: Intimidation to Legendary Skill Increase, With Free Archetype: Stealth to Legendary 20 Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Scare to Death
Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Sneak Archetype Feat: Advanced Blood Potency (Quickened Casting)
Final Attributes: STR +4, DEX+6, CON+4, INT+0, WIS+3, CHA+5
Swashbuckler Monk
_See_ Tiger Stance Monk, above.
Thaumaturge Monk
The Thaumaturge archetype works well for the monk if you understand its advantages and limitations. First of all, Glimpse Vulnerability is just straight-up extra damage on the first hit of almost any turn, and that’s pretty good. It does take an extra action, but the monk’s action economy is so strong that it’s likely the class most able to afford the extra action. Altogether, Glimpse Vulnerability and a well-chosen implement (as well as a few thaumaturge feats) make a nice addition to the monk package.
Tarondor’s Guide to the Pathfinder Second Edition Monk
As for implements, I’m a fan of several, but the best two for monk may be the Chalice and the Mirror. With the Chalice, you get excellent in-combat healing. With the Mirror, you can literally flank an opponent with yourself! For this build, we’ll go with the Chalice implement. A typical turn could be:
Glimpse Vulnerability + Flurry of Blows + Sip/Drain Chalice.
For this build, we’ll use Stumbling Stance, which pairs well with the image of a monk carrying around a drinking vessel. I’ve even seen it suggested for flavor that it could be a cup gifted to the monk by Cayden Cailean after a drinking match.
Key Ability: Dexterity Ancestry: Human Heritage: Versatile Human (Fleet) Ancestry Feat: Natural Ambition (Qi Spells) ( _inner upheaval_ ) Background: Insurgent (Lengthy Diversion) Initial Monk Feat: Stumbling Stance Initial Skills: Acrobatics, Athletics, Deception, Intimidation, Stealth, Warfare Lore Attributes: STR +1, DEX +4, CON +1, INT +0, WIS +0, CHA +2
Level No Free Archetype With Free Archetype 2 Monk Feat: Thaumaturge Dedication (Chalice) (Trained in Religion) Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Thaumaturge Dedication (Chalice) (Trained in Religion)
3 General Feat: Ancestral Paragon (Cooperative Nature) Skill Increase: Deception to Expert 4 Monk Feat: Implement Initiate (Drink from the Chalice) Skill Feat: Charming Liar
Monk Feat: Stand Still Skill Feat: Charming Liar Archetype Feat: Implement Initiate (Drink from the Chalice)
5 Attribute Boosts: Str, Dex, Wis, Cha Ancestry Feat: Clever Improviser Skill Increase: Athletics to Expert
Tarondor’s Guide to the Pathfinder Second Edition Monk
6 Monk Feat: Stumbling Feint Skill Feat: Discreet Inquiry
Monk Feat: Stumbling Feint Skill Feat: Discreet Inquiry Archetype Feat: Basic Thaumaturgy (Scroll Thaumaturgy) 7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Deception to Master 8 Monk Feat: One-inch Punch Skill Feat: Eyes of the City
Monk Feat: One-inch Punch Skill Feat: Eyes of the City Archetype Feat: Advanced Thaumaturgy (Talisman Esoterica)
9 Ancestry Feat: Incredible Improvisation Skill Increase: Athletics to Master 10 Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Prevailing Position Skill Feat: Slippery Secrets
Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Prevailing Position Skill Feat: Slippery Secrets Archetype Feat: Advanced Thaumaturgy (Breached Defenses) 11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Diplomacy to Expert 12 Monk Feat: Meditative Focus Skill Feat: Quick Disguise
Monk Feat: Meditative Focus Skill Feat: Quick Disguise Archetype Feat: Advanced Thaumaturgy (Scroll Esoterica)
13 Ancestry Feat: Cooperative Soul Skill Increase: Diplomacy to Master 14 Monk Feat: Peerless Form Skill Feat: Shameless Request
Monk Feat: Peerless Form Skill Feat: Shameless Request Archetype Feat: Advanced Thaumaturgy (One More Activation)
15 Attribute Boosts: Str, Dex, Con, Cha
Tarondor’s Guide to the Pathfinder Second Edition Monk
General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Deception to Legendary
16 Monk Feat: Master Qi Spells ( Medusa's wrath ) Skill Feat: Water Sprint
Monk Feat: Master Qi Spells ( Medusa's wrath ) Skill Feat: Water Sprint Archetype Feat: Advanced Thaumaturgy (Elaborate Talisman Esoterica) 17 Ancestry Feat: Heroic Presence Skill Increase: Athletics to Legendary 18 Monk Feat: Grandmaster Qi Spells ( Qi form ) Skill Feat: Cloud Jump
Monk Feat: Grandmaster Qi Spells ( Qi form ) Skill Feat: Cloud Jump Archetype Feat: Advanced Thaumaturgy (Your choice)
19 General Feat: Diehard Skill Increase: Diplomacy to Legendary 20 Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Negotiation
Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Negotiation Archetype Feat: Advanced Thaumaturgy (Thaumaturge's Investiture) Final Attributes: STR +4, DEX+6, CON+4, INT+0, WIS+3, CHA+5
Acrobat Monk
_See_ Stoked Flame Stance, above.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Aldori Duelist Monk
The Aldori Duelist archetype gives us the Aldori Dueling Sword and a fun “Three Musketeers” style of combat. The Aldori Dueling Sword is a 1d8 slashing advanced weapon with the Finesse and Versatile P traits. Sadly, it does not have the agile trait.
In order to qualify for the Aldori Duelist archetype, we’re going to need to be trained in Martial Weapons. Monastic Weaponry only trains us in “martial monk weapons” which isn’t good enough. So we’ll need the Weapon Proficiency general feat and the easiest way to start with that feat is to play a good ol’ human. We’re still going to need Monastic Weaponry to give the Aldori Dueling Sword the monk trait so we can use it with Flurry of Blows.
It’s worth examining the use of the 12th-level feat One-on-One (one of the best Aldori Duelist feats) for a monk. This feat gives you both a Feint and a Strike for one action. So you are better off using One-on-One + One-on-One (which gives you four activities for the cost of two actions) than you are using Feint + Flurry of Blows. However, you don’t get to use Stunning Blows with One-on-One.
Since a considerable portion of the Aldori Dueling style involves feinting, it is well worth keeping a high Deception and reasonable Charisma score.
With a Free Archetype, our monk is much more monk-like, and also picks up Tangled Forest Stance, which at 16th level will fuse with Duelist's Form to become Duelist’s Forest Stance.
Key Ability: Dexterity Ancestry: Human Heritage: Versatile Human (Weapon Proficiency) Ancestry Feat: Natural Ambition (Qi Spells) ( _inner upheaval_ ) Background: Warrior (Intimidating Glare) Initial Monk Feat: Monastic Weaponry Initial Skills: Acrobatics, Athletics, Intimidation, Stealth, Thievery, Warfare Lore Attributes: STR +2, DEX +4, CON +1, INT +0, WIS +0, CHA +2
Tarondor’s Guide to the Pathfinder Second Edition Monk
Level No Free Archetype With Free Archetype 2 Monk Feat: Aldori Duelist Dedication (Expert in Acrobatics) (Additional Lore: Dueling Lore) Skill Feat: Quick Coercion
Monk Feat: Stunning Blows Skill Feat: Quick Coercion Archetype Feat: Aldori Duelist Dedication (Expert in Acrobatics) (Additional Lore: Dueling Lore)
3 General Feat: Fast Recovery Skill Increase: Deception to Expert
4 Monk Feat: Stunning Blows Skill Feat: Steady Balance
Monk Feat: Stand Still Skill Feat: Steady Balance Archetype Feat: Aldori Parry
5 Attribute Boosts: Str, Dex, Wis, Cha Ancestry Feat: Clever Improviser Skill Increase: Intimidation to Expert
6 Monk Feat: Aldori Parry Skill Feat: Intimidating Prowess
Monk Feat: Harmonize Self Skill Feat: Intimidating Prowess Archetype Feat: Aldori Riposte
7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Deception to Master (Dueling Lore to Master)
8 Monk Feat: Aldori Riposte Skill Feat: Discreet Inquiry
Monk Feat: Tangled Forest Stance Skill Feat: Discreet Inquiry Archetype Feat: Unnerving Prowess 9 Ancestry Feat: Cooperative Nature Skill Increase: Acrobatics to Master 10 Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Saving Slash Skill Feat: Kip Up
Attribute Boosts: Str, Dex, Con, Cha Monk Feat: Wind Jump Skill Feat: Kip Up Archetype Feat: Saving Slash
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Increase: Intimidation to Master 12 Monk Feat: One-on-One Skill Feat: Battle Cry
Monk Feat: Meditative Focus Skill Feat: Battle Cry Archetype Feat: One-on-One 13 Ancestry Feat: Incredible Improvisation Skill Increase: Athletics to Expert
14 Monk Feat: Aldori's Retort Skill Feat: Terrified Retreat
Monk Feat: Peerless Form Skill Feat: Terrified Retreat Archetype Feat: Aldori's Retort 15 Attribute Boosts: Dex, Con, Wis, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Deception to Legendary (Dueling Lore to Legendary)
16 Monk Feat: Duelist's Form Skill Feat: Slippery Prey
Monk Feat: Fuse Stance (Duelist’s Forest Stance!) Skill Feat: Slippery Prey Archetype Feat: Duelist's Form 17 Ancestry Feat: Heroic Presence Skill Increase: Intimidation to Legendary
18 Monk Feat: Devastating Duelist Skill Feat: Scare to Death
Monk Feat: Swift River Skill Feat: Scare to Death Archetype Feat: Devastating Duelist
19 General Feat: Diehard Skill Increase: Acrobatics to Legendary
20 Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Slippery Secrets
Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Slippery Secrets Archetype Feat: Aldori Swordlord
Tarondor’s Guide to the Pathfinder Second Edition Monk
Final Attributes: STR +4, DEX+6, CON+4, INT+0, WIS+3, CHA+5
Bastion Monk
_See_ Dragon Stance Monk, Qi Master Monk, Peafowl Stance Monk and Tangled Forest Stance Monk I, above.
Beastmaster Monk
_See_ Crane Stance Monk, above.
Blessed One Monk
_See_ Tangled Forest Stance Monk I, above.
Clawdancer Monk
Without a free archetype, we’ll only take a few feats from the Clawdancer archetype. Clawdancer Dedication gives us two stances we can switch between, but mostly we’ll be in Talon Stance. For an extra action, Abscission Shards adds 1d6 persistent bleed damage to the damage, which increases as you level up. Feline Dance is a reaction that lets you roll twice on a basic Reflex save but forces you to change stances. At 16th level, Storm of Claws will let you attack three times and move between each attack.
If I were to add one Clawdancer feat to this build, it would be Claw Snag and if I were to remove one, it would be Storm of Claws.
Since both stances have the finesse trait, you’d be justified in making Dexterity your key ability. I’m doing it as a Strength build because I plan to be grabbing and tripping a fair bit. Likewise, making a low-Wisdom monk can be dangerous, but a high Charisma allows this build to Feint, Make an
Tarondor’s Guide to the Pathfinder Second Edition Monk
Impression and Demoralize. You could as easily build for a high Wisdom and forget the Charisma activities if you worry about a low Will save.
Key Ability: Strength Ancestry: Catfolk Heritage: Clawed Catfolk Ancestry Feat: Cat's Luck Background: Warrior (Intimidating Glare) Initial Monk Feat: Qi Spells ( _inner upheaval_ ) Initial Skills: Acrobatics, Athletics, Deception, Intimidation, Stealth, Warfare Lore Attributes: STR +4, DEX +3, CON +1, INT +0, WIS -1, CHA +2
Level No Free Archetype With Free Archetype
2 Monk Feat: Clawdancer Dedication Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Clawdancer Dedication
3 General Feat: Ancestral Paragon (Well-Met Traveler) (Trained in Diplomacy) (Hobnobber) Skill Increase: Athletics to Expert
4 Monk Feat: Stunning Blows Skill Feat: Powerful Leap
Monk Feat: Flurry of Maneuvers Skill Feat: Powerful Leap Archetype Feat: Claw Snag 5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Lucky Break Skill Increase: Intimidation to Expert 6 Monk Feat: Abscission Shards Skill Feat: Intimidating Prowess
Monk Feat: Stand Still Skill Feat: Intimidating Prowess Archetype Feat: Abscission Shards
7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Intimidation to Master
8 Monk Feat: Feline Dance Monk Feat: Mixed Maneuver
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Feat: Battle Cry Skill Feat: Battle Cry Archetype Feat: Feline Dance 9 Ancestry Feat: Aggravating Scratch Skill Increase: Athletics to Master 10 Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Lessons of Flux Skill Feat: Terrified Retreat
Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Lessons of Flux Skill Feat: Terrified Retreat Archetype Feat: Wheeling Grab
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Diplomacy to Expert
12 Monk Feat: Wind Jump Skill Feat: Discreet Inquiry
Monk Feat: Wind Jump Skill Feat: Discreet Inquiry Archetype Feat: Claw and Talon Flow 13 Ancestry Feat: Black Cat Curse Skill Increase: Diplomacy to Master
14 Monk Feat: Disrupt Qi Skill Feat: Shameless Request
Monk Feat: Reflexive Stance Skill Feat: Shameless Request Archetype Feat:
15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary 16 Monk Feat: Storm of Claws Skill Feat: Cloud Jump
Monk Feat: Master of Many Styles Skill Feat: Cloud Jump Archetype Feat: Precise Hooks
17 Ancestry Feat: Reliable Luck Skill Increase: Intimidation to Legendary 18 Monk Feat: Effortless Reach Skill Feat: Scare to Death
Monk Feat: Effortless Reach Skill Feat: Scare to Death Archetype Feat: Storm of
Tarondor’s Guide to the Pathfinder Second Edition Monk
Claws 19 General Feat: Diehard Skill Increase: Diplomacy to Legendary
20 Attribute Boosts: Str, Dex, Con, Int (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Negotiation
Attribute Boosts: Str, Dex, Con, Int (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Negotiation Archetype Feat: Dashing Pounce Final Attributes: STR +6, DEX+5, CON+4, INT+1, WIS+2, CHA+4
Five-Breath Vanguard Monk
So Five-Breath Vanguard is a fun archetype, if not precisely the most efficient! But Five-breath Vanguard Dedication makes it much more efficient by permitting you to change stances whenever you Stride or Step. Neat!
The idea here is to be able to flow from one elemental stance to the next without having to wait for a high level and spend several feats just to get to Master of Many Styles. At 10th level, Renewing Cycle gives you a small incentive to have only two or three styles, but at 18th level, Five Breaths, One Death wants you to have all five styles. But of course the odds that you’re going to hit anyone other than a minion with five consecutive attacks is very low. You’re going to want to be in a party with support characters (9th-rank _heroism_ , plus _mask of terror_ plus making the enemy off-guard might do the trick.)^23
(^23) Five Breaths, One Death would be a much better capstone feat if, rather than daring you to make five successful attacks, most of them at a nearly-impossible -10 MAP, it were worded more like Cross the Final Horizon, the capstone of the Jalmeri Heavenseeker archetype. That feat lets you make several attacks, but all at a -2 penalty, only applying MAP after all had been made. _C’est la vie_ , I suppose. Tarondor’s Guide to the Pathfinder Second Edition Monk
Anyway, the main fun of Five-Breath Vanguard isn’t Five Breaths, One Death, it’s being able to fluidly switch between stances to bring the right for the situation easily into play.
Our Key Ability will be Strength because most of the five elemental stances don’t have finesse attacks. Our Ancestry will be human because we want to take two of the five stances right off the bat. We are not going to get fancy with our Ability Scores. We’ll stick with the meat-and-potatoes of Strength, Dexterity, Constitution and Wisdom.
The big questions are: How many stances to take and in what order? I think you need at least three of the five elemental stances to make the best use of this archetype, and might want to consider stopping there if you don’t have a Free Archetype (you’re still going to want other monk feats after all). As for which order, I suppose it depends on the use you want to make of your monk (skirmisher or tank). I’m going to start with Mountain Stance and Stoked Flame Stance because Mountain Stance is a very good defensive (tank) stance, whereas Stoked Flame is all about movement (skirmisher).
Key Ability: Strength Ancestry: Human Heritage: Versatile Human (Shield Block) Ancestry Feat: Natural Ambition (Mountain Stance) Background: Field Medic (Battle Medicine) Initial Monk Feat: Stoked Flame Stance Initial Skills: Acrobatics, Athletics, Medicine, Stealth, Thievery, Warfare Lore Attributes: STR +4, DEX +2, CON +2, INT +0, WIS +1, CHA +0
Level No Free Archetype With Free Archetype 2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Medic Dedication 3 General Feat: Fleet Skill Increase: Athletics to Expert
Tarondor’s Guide to the Pathfinder Second Edition Monk
4 Monk Feat: Stand Still Skill Feat: Godless Healing
Monk Feat: Stand Still Skill Feat: Godless Healing Archetype Feat: Doctor's Visitation
5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Clever Improviser Skill Increase: Medicine to Expert
6 Monk Feat: Five-breath Vanguard Dedication Skill Feat: Mortal Healing
Monk Feat: Mountain Stronghold Skill Feat: Treat Condition Archetype Feat: Five-breath Vanguard Dedication 7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Athletics to Master 8 Monk Feat: Tangled Forest Stance Skill Feat: Continual Recovery
Monk Feat: Tangled Forest Stance Skill Feat: Holistic Care Archetype Feat: Talisman Dabbler Dedication
9 Ancestry Feat: Incredible Improvisation Skill Increase: Medicine to Master
10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Renewing Cycle Skill Feat: Ward Medic
Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Ironblood Stance Skill Feat: Continual Recovery Archetype Feat: Renewing Cycle 11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Acrobatics to Expert 12 Monk Feat: Mountain Stronghold Skill Feat: Advanced First Aid
Monk Feat: Reflective Ripple Stance Skill Feat: Advanced First Aid Archetype Feat: Deeper Dabbler
13 Ancestry Feat: Bounce Back
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Increase: Acrobatics to Master 14 Monk Feat: Induce Imbalance Skill Feat: Kip Up
Monk Feat: Mountain Quake Skill Feat: Kip Up Archetype Feat: Induce Imbalance 15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary
16 Monk Feat: Protective Cycle Skill Feat: Cloud Jump
Monk Feat: Enlightened Presence Skill Feat: Cloud Jump Archetype Feat: Protective Cycle 17 Ancestry Feat: Heroic Presence Skill Increase: Medicine to Legendary
18 Monk Feat: Five Breaths, One Death Skill Feat: Legendary Medic
Monk Feat: Diamond Fists Skill Feat: Legendary Medic Archetype Feat: Five Breaths, One Death
19 General Feat: Diehard Skill Increase: Acrobatics to Legendary 20 Attribute Boosts: Str, Dex, Con, Int (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery
Attribute Boosts: Str, Dex, Con, Int (Trained in Religion) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Aerobatics Mastery Archetype Feat: Talismanic Sage
Final Attributes: STR +6, DEX+5, CON+5, INT+1, WIS+4, CHA+0
Tarondor’s Guide to the Pathfinder Second Edition Monk
Jalmeri Heavenseeker Monk
_See_ Wolf Stance Monk and Wild Winds Initiate Monk, above.
Marshal Monk
The monk is an excellent class to pair with Marshal for two reasons. One, unlike the bard, the monk’s excellent action economy usually leaves it an action (or two!) free to use the Marshal’s ability. Two, the monk’s unique mobility allows it to be wherever the Marshal would be most useful. However, be advised a Marshal is only as useful as the number of martial characters available in the party. If the monk is the only martial character, don’t bother.
We’ll need the Human ancestry so we can acquire Weapon Proficiency at 1st level (“trained in martial weapons” is a requirement for Marshal.)
In this build, Deception, Intimidation and Athletics are all important and hard to prioritize. Feel free to give them a different order in your version of this build.
Key Ability: Dexterity Ancestry: Human Heritage: Versatile Human (Weapon Proficiency) Ancestry Feat: Natural Ambition (Qi Spells) ( _qi rush_ ) Background: Warrior (Intimidating Glare) Initial Monk Feat: Stumbling Stance Initial Skills: Acrobatics, Athletics, Deception, Intimidation, Stealth, Warfare Lore Attributes: STR +2, DEX +4, CON +1, INT +0, WIS +0, CHA +2
Level No Free Archetype With Free Archetype 2 Monk Feat: Marshal Dedication Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Tarondor’s Guide to the Pathfinder Second Edition Monk
Archetype Feat: Marshal Dedication 3 General Feat: Shield Block Skill Increase: Deception to Expert 4 Monk Feat: Dread Marshal Stance Skill Feat: Lie to Me
Monk Feat: Stand Still Skill Feat: Lie to Me Archetype Feat: Dread Marshal Stance 5 Attribute Boosts: Str, Dex, Wis, Cha Ancestry Feat: Clever Improviser Skill Increase: Intimidation to Expert 6 Monk Feat: Stumbling Feint Skill Feat: Intimidating Prowess
Monk Feat: Stumbling Feint Skill Feat: Intimidating Prowess Archetype Feat: Snap Out of It!
7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Athletics to Expert
8 Monk Feat: To Battle! Skill Feat: Powerful Leap
Monk Feat: Tangled Forest Stance Skill Feat: Powerful Leap Archetype Feat: Bastion Dedication (Reactive Shield) 9 Ancestry Feat: Cooperative Nature Skill Increase: Deception to Master 10 Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Cadence Call Skill Feat: Discreet Inquiry
Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: To Battle! Skill Feat: Discreet Inquiry Archetype Feat: Quick Shield Block
11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Intimidation to Master
12 Monk Feat: Wind Jump Monk Feat: Wind Jump
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Feat: Battle Cry Skill Feat: Battle Cry Archetype Feat: Cadence Call 13 Ancestry Feat: Incredible Improvisation Skill Increase: Athletics to Master 14 Monk Feat: Tactical Cadence Skill Feat: Terrified Retreat
Monk Feat: Meditative Focus Skill Feat: Terrified Retreat Archetype Feat: Tactical Cadence 15 Attribute Boosts: Str, Dex, Con, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Deception to Legendary
16 Monk Feat: Enlightened Presence Skill Feat: Skeptic's Defense
Monk Feat: Fuse Stance (Staggering Forest Stance) Skill Feat: Skeptic's Defense Archetype Feat: Reflexive Shield 17 Ancestry Feat: Heroic Presence Skill Increase: Intimidation to Legendary
18 Monk Feat: Master Qi Spells ( Medusa's wrath ) Skill Feat: Scare to Death
Monk Feat: Master Qi Spells ( Medusa's wrath ) Skill Feat: Scare to Death Archetype Feat: Improved Reflexive Shield 19 General Feat: Diehard Skill Increase: Athletics to Legendary 20 Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Cloud Jump
Attribute Boosts: Dex, Con, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Cloud Jump Archetype Feat: Coordinated Charge Final Attributes: STR +4, DEX+6, CON+3, INT+0, WIS+3, CHA+5
Tarondor’s Guide to the Pathfinder Second Edition Monk
Martial Artist Monk
The point of a monk taking the Martial Artist archetype is the many feats that don’t appear on the monk feat list, namely Follow-up Strike (6), Adamantine Body (8), Path of Iron (14) and Echoing Violence (18).
These are great additions to any monk, but we’re going to add them to a minotaur monk using Wolf Stance.
With a Free Archetype, we’ll take both Martial Artist and Blessed One archetypes.
Key Ability: Strength Ancestry: Minotaur Heritage: Stalker Minotaur (Terrain Stalker: Rubble) Ancestry Feat: Friendly Nudge Background: Farmhand (Assurance in Athletics) Initial Monk Feat: Wolf Stance Initial Skills: Acrobatics, Athletics, Farming Lore, Intimidation, Medicine, Stealth, Thievery Attributes: STR +4, DEX +2, CON +2, INT +0, WIS +1, CHA +0
Level No Free Archetype With Free Archetype
2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler
Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Blessed One Dedication
3 General Feat: Fleet Skill Increase: Athletics to Expert 4 Monk Feat: Martial Artist Dedication Skill Feat: Intimidating Glare
Monk Feat: Flurry of Maneuvers Skill Feat: Intimidating Glare Archetype Feat: Blessed Sacrifice
5 Attribute Boosts: Str, Dex, Con, Cha Ancestry Feat: Keen Nose
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Increase: Intimidation to Expert 6 Monk Feat: Wolf Drag Skill Feat: Intimidating Prowess
Monk Feat: Wolf Drag Skill Feat: Intimidating Prowess Archetype Feat: Mercy 7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Stealth to Expert 8 Monk Feat: Follow-up Strike Skill Feat: Terrifying Resistance
Monk Feat: Follow-up Strike Skill Feat: Terrifying Resistance Archetype Feat: Martial Artist Dedication
9 Ancestry Feat: Alarming Disappearance Skill Increase: Athletics to Master
10 Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Adamantine Body Skill Feat: Slippery Prey
Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: One-inch Punch Skill Feat: Slippery Prey Archetype Feat: Greater Mercy 11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Intimidation to Master 12 Monk Feat: Prevailing Position Skill Feat: Battle Cry
Monk Feat: Prevailing Position Skill Feat: Battle Cry Archetype Feat: Adamantine Body
13 Ancestry Feat: Threatening Pursuit Skill Increase: Stealth to Master 14 Monk Feat: Path of Iron Skill Feat: Swift Sneak
Monk Feat: Peerless Form Skill Feat: Swift Sneak Archetype Feat: Path of Iron 15 Attribute Boosts: Str, Dex, Con, Cha General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Increase: Athletics to Legendary 16 Monk Feat: One-inch Punch Skill Feat: Cloud Jump
Monk Feat: Shattering Strike Skill Feat: Cloud Jump Archetype Feat: Blessed Denial 17 Ancestry Feat: Into the Labyrinth Skill Increase: Stealth to Legendary 18 Monk Feat: Echoing Violence Skill Feat: Legendary Sneak
Monk Feat: Affliction Mercy Skill Feat: Legendary Sneak Archetype Feat: Echoing Violence 19 General Feat: Diehard Skill Increase: Intimidation to Legendary 20 Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Scare to Death
Attribute Boosts: Str, Dex, Wis, Cha Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Scare to Death Archetype Feat: Ultimate Mercy Final Attributes: STR +6, DEX+5, CON+4, INT+0, WIS+3, CHA+4
Mauler Monk
_See_ Monastic Weapon Monk I (Bo Staff) & Monastic Weapons Monk II: (Khakkara and Talwar), above.
Medic Monk
_See_ Qi Master Monk, Jellyfish Stance Monk and Five-Breath Vanguard Monk, above.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Sixth Pillar Monk
This build is all about making a better spellcasting monk, and for that you’ll need two archetypes, one for the spellcasting and one for the Sixth Pillar. For that reason, I would never take this archetype unless I was using the Free Archetype option. Therefore, there is no “Without Free Archetype” build here as with most other builds in this guide.
The Sixth Pillar archetype will work with any spellcasting archetype, but because it’s easy to build a monk with Wisdom, I’m going with the Cleric archetype.
Key Ability: Dexterity Ancestry: Human Heritage: Dragonblood Ancestry Feat: Scaly Hide Background: Field Medic (Battle Medicine) Initial Monk Feat: Tiger Stance Initial Skills: Acrobatics, Athletics, Medicine, Stealth, Thievery, Warfare Lore Attributes: STR +2, DEX +4, CON +1, INT +0, WIS +2, CHA +0
Level
2 Monk Feat: Stunning Blows Skill Feat: Titan Wrestler Archetype Feat: Basic Cleric Spellcasting (Gozreh) (Trained in Religion and Survival) 3 General Feat: Fleet Skill Increase: Athletics to Expert
4 Monk Feat: Stand Still Skill Feat: Student of the Canon Archetype Feat: Basic Cleric Spellcasting
5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Dragon's Flight Skill Increase: Medicine to Expert
6 Monk Feat: Tiger Slash
Tarondor’s Guide to the Pathfinder Second Edition Monk
Skill Feat: Continual Recovery Archetype Feat: Basic Dogma (Domain Initiate) (travel) ( Agile Feet )
7 General Feat: Toughness First Path to Perfection: Will to Master Skill Increase: Athletics to Master
8 Monk Feat: Flurry of Maneuvers Skill Feat: Ward Medic Archetype Feat: Divine Breadth
9 Ancestry Feat: True Dragon's Flight Skill Increase: Religion to Expert 10 Attribute Boosts: Str, Dex, Con, Wis Monk Feat: Prevailing Position Skill Feat: Kreighton's Cognitive Crossover (Medicine & Religion) Archetype Feat: Sixth Pillar Dedication (Expert in Acrobatics) 11 General Feat: Incredible Initiative Second Path to Perfection: Fortitude to Master Skill Increase: Religion to Master 12 Monk Feat: Expert Cleric Spellcasting Skill Feat: Consult the Spirits Archetype Feat: Six Pillars Stance 13 Ancestry Feat: Majestic Presence Skill Increase: Medicine to Master
14 Monk Feat: Peerless Form Skill Feat: Advanced First Aid Archetype Feat: Sixth Pillar Mastery
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Canny Acumen (Reflex to Master) Third Path to Perfection: Will to Legendary Skill Increase: Athletics to Legendary 16 Monk Feat: Fuse Stance (Six Tigers Stance!) Skill Feat: Cloud Jump Archetype Feat: Touch Focus
Tarondor’s Guide to the Pathfinder Second Edition Monk
17 Ancestry Feat: Form of the Dragon Skill Increase: Religion to Legendary 18 Monk Feat: Effortless Reach Skill Feat: Divine Guidance Archetype Feat: Master Cleric Spellcasting 19 General Feat: Diehard Skill Increase: Medicine to Legendary 20 Attribute Boosts: Str, Dex, Int, Wis (Trained in Nature) Monk Feat: Impossible Technique (or Golden Body, if you can get it) Skill Feat: Legendary Medic Archetype Feat: Advanced Dogma (Advanced Domain) ( Traveler's Transit )
Final Attributes: STR +5, DEX+6, CON+4, INT+1, WIS+5, CHA+0
Staff Acrobat Monk
_See_ Monastic Weapons Monk I (Bo Staff), above.
Student of Perfection
_See_ Wolf Stance Monk and Wild Winds Initiate Monk, above.
Wild Mimic Monk
_See_ Kaiju Stance Monk, above.
Tarondor’s Guide to the Pathfinder Second Edition Monk
Wrestler Monk
_See_ Reflective Ripple Stance Monk, Wolf Stance Monk II, Cobra Style Monk and Clinging Shadows Initiate Monk, above.
15. CONCLUSION
Any mistakes in the text or in the conclusions drawn in this document are mine, and I’d be grateful to hear about them from you, along with any suggestions or comments. I can be reached on the Paizo Boards as “Tarondor” and on the Pathfinder 2e subreddit as Jazzlike_Way_9514. There are discussion pages on the Paizo forums HERE and on Reddit HERE.
16. CREDIT WHERE CREDIT IS DUE
Resources: I couldn’t have done all this without two very valuable resources: ❖ The Archives of Nethys an excellent, free index of all Pathfinder rules. ❖ HeroLab Online an amazing character builder I rely on for all my builds.
Other Guides I Referred to: ❖ RPGBOT's Monk Handbook ❖ EX Dragon Punch: DMerceless' Guide to Monk
Videos I referred to in writing this guide: ❖ Epic Zen Archer Build by Team Player Gaming. ❖ Control Your Enemies Actions with this Monk Build!! by Team Player Gaming
❖ Flash Fire Fist by BadLuckGamer.
❖ Full Build Friday Kaiju No. 8 [PF2e Fleshwarp Monk] by Ready to Die.
❖ Luchador Monk by Team Player Gaming
Tarondor’s Guide to the Pathfinder Second Edition Monk
Highly Recommended Reading: ❖ 101 Monk Builds I think there’s actually 89, and they’re pre-remaster, but this thread on the Paizo forums is a goldmine of creativity.
Helpful Sources and Commenters: Rahaith Ssalarn Jamestr Stack DustinKnight MistaCharisma Kyrone Megavore97 Lady_of_luck ColdBrewedPanacea KeiEx PM_ME_BAD_ALGORITHMS Backwards-Gravity Mikolas100 Abra_Kadabraxas
17. CHANGE LOG
10/16/2025 Published Version 1.0
18. Other Pathfinder Stuff I’ve Done
Pathfinder, 2nd Edition
Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Bard Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Cleric Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Fighter Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Guardian Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Monk Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Rogue Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Wizard Tarondor's Pathfinder 2e Conversion of The Emerald Spire Superdungeon
Tarondor’s Guide to the Pathfinder Second Edition Monk
Tarondor's Pathfinder 2e Conversion of Monte Cook’s The Banewarrens and Night of Dissolution Tarondor’s Troop Compendium Tarondor’s 2025 Guide to Pathfinder Adventure Paths
Pathfinder, 1st Edition
Tarondor’s Guide to the Pathfinder First Edition Transmuter Wizard Red Hand of Doom Conversion
19. ABOUT THE AUTHOR
Tarondor began playing D&D in 1977 and has been GMing a regular game roughly every two weeks ever since (though the game system has changed from time to time). He is still starry-eyed from meeting Gary Gygax, Brian Blume, Dave Trampier and Tom Wham at GenCon XIII in 1980. Tarondor has GMed every edition of Dungeons & Dragons, every edition of Pathfinder, every edition of Traveller and many others, including Call of Cthulhu, The One Ring and the Amber Diceless RPG. He considers “Breakout:Normandy” to be his favorite board game.
He is also a husband, father, attorney and businessman.
Tarondor’s Guide to the Pathfinder Second Edition Monk