"Monks excel at overcoming even the most daunting perils, striking where it's least
expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled
in combat, monks can navigate any battlefield with ease, aiding allies wherever
they are needed most.
For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle,
a doctrine, a state of mind. These warrior-artists search out methods of battle
beyond swords and shields, finding weapons within themselves just as capable of
crippling or killing as any blade.
These monks elevate their bodies to become weapons of war, from battle-minded ascetics
to self-taught brawlers. Monks tread the path of discipline, and those with the
will to endure that path discover within themselves not what they are, but what
they are meant to be."
Archetype Considerations
The only Archetype a monk has to concern themselves with is
Focused; everything else is optional.
To be considered a monk (and not some other hybrid concept), most characters should
start with at least Focused +3; which for a standard
starting character leaves only the decision of where to put the final +1.
Most monks will go all in on Focused +4, but some
might prefer to put a +1 into one of the other Archetypes to round out a background
or a concept.
However the Martial Artist set of Starting Archetypes illustrates a non-standard
option.
Roguish +1 is a great choice for a monk with an urban
facet. Additionally, Focused and
Roguish synergize well at higher tiers of play, so a monk character who
progresses through a few major milestones as a Focused
/ Roguish split should offer a very satisfying play
experience.
Divine +1 might seem somewhat unusual, but some monkish
orders also have a spiritual facet and thus splashing Divine
can make sense in that context.
In the Pathfinder setting of Golarion many monks venerate the god
Irori, and a monk with Divine +1 who worshiped
Irori would not be out of place.
Primal +1 is a reasonable choice for a monk originating
from a remote temple or who is a recluse or trained at a mountain shrine or who
grew up in the country before becoming a monk. It's a solid choice, particularly
for an adventuring monk who might spend a large amount of time traveling the wilderness.
Arcane +1 is a pretty unlikely option that would
most likely be taken to anchor a creative concept incorporating a more "mystical"
or overtly magical facet.
For instance, a monk with magical tattoos, or a monk that uses one time "scrolls"
to activate their strange abilities might take Arcane
+1 to "sell" the concept.
Also, a Archetype can always defend against itself; thus a monk with
Arcane +1 effectively has an "improved save" vs arcane magic. However,
this is a relatively weak reason unto itself to invest in a Archetype.
Combatives +1 can be a choice for a starting monk
who also uses weapons, though generally it's more efficient to take a Stunt allowing
the monkish character to use Focused instead of Combatives for a small selection of weapons.
It is also possible to go the other way and make a monk with high
Combatives and a Stunt like Barehanded Fighting
to allow Combatives to cover barehanded fighting
and grappling.
Barehanded Fighting: Because my fighting skills include barehanded combat, I may use Combative instead of Focused when fighting barehanded or grappling.
Going this route works well for a more practical and less mystical barehanded fighter.
Approach Considerations
Monks are quite diverse, and thus all Approaches are equally viable depending upon
what sort of monk is being represented.
Contemplative monks are generally Careful, while
more scholarly or academic monks are usually Clever.
Monks dedicated to fancy fighting styles might be Flashy,
or Forceful, or both. Many monks are able to be unusually
Quick when they need to be.
Monks that practice a secret style or oppose oppressive regimes tend to be Sneaky.
What Kind Of Monk, Exactly?
Generally speaking, when defining a character in Pathfinder Fate Accelerated that
you envision falling into the "monk" category, you might start out by asking yourself
the following questions:
Starting Archetype Sets
Phenom
Focused +4
Street Fighter
Focused +3, Roguish +1
Contemplative
Focused +3, Divine +1
Martial Artist
Combative +3, Focused +1
Self-buffing Barehanded Strikers
The source material offers monks as a putatively melee oriented class. that eventually
accrues a laundry list of supernormal abilties as they progress.
Monks benefit from the best "saving throws" available in the game, a high rate of
movement, scaling barehanded damage, and some other useful (but seemingly randomly
chosen) class features.
Underpowered And Maligned
Monks are severely hampered by several problems. Despite being a primary melee based
class, the monk only has intermediate attack rate progression, sub-optimal hitpoints,
and at higher levels difficulty hurting things with special resistances without
expensive magic items.
The monk class is also one of the more divisive in D&D in general, and Pathfinder
is no exception. Some people find the entire concept to be out of place in the largely
western influenced fantasy genre.
Others have no philosophical problem with the idea but take exception at the monk's
low power level, or their quirky array of fluff abilities, or the fact that the
class is woefully Multiple Ability Dependent aka MAD
(meaning a character of the class needs multiple high stats rather than a single
high stat to be competitive).
Still others find it frustrating that the entire breadth of
Wuxia
is shoehorned into the rather odd assortment of class abilities granted by the monk.
The source material does offer ways to differentiate monks using "archetypes" (as defined in the Pathfinder rule books) that
allow swapping out the more useless class features for better ones, style feats,
and other class and level manipulation shenanigans. There are also certain specific
feat chains that can be cobbled together and exploited to help make the monk more
competitive. However, an unpleasant amount of system exploitation is involved.
Due to the perceived problems and despite a few specific viable builds, the monk as a whole is widely regarded
as being in competition for the weakest or worst class in Pathfinder. Bottom line, the class
is much maligned and the potential of the overall concept largely falls on the
floor.
Diverging From Source Material
The good news is, if you are making a monkish character for play in Pathfinder Fate
Accelerated, you have the freedom to express whatever sort of Wuxia or martial artist
or barehanded pugilist concept you want.
Inspired by the rich traditions and fiction of Asian cultures, what monks are meant to represent is much more interesting
and exciting...
-
Incredibly skilled, amazing devotees of semi-mystical martial arts capable of physical
and mental feats beyond the ken of normal folks.
-
Barehanded street fighters and brawlers, masters of diverse fighting arts.
-
Nearly superhuman masters of the inner potential of ki energy.
-
Practitioners of strange hard, soft, hidden, animal inspired, and even forbidden
styles of combat.
I.e., all the crazy stuff seen in countless "kung fu" movies.
The flexibility and permissiveness of Fate Accelerated is ideally suited to allowing
this kind of character to excel, and making a monkish character in Pathfinder Fate
Accelerated offers a lot of opportunities to express a distinct concept and play
it to great heights of acheivement.
The system is not going to get in your way or force you down an arbitrarily narrow
path. The only limiters are your imagination and the number of Aspect and Stunt
slots available to you.