Themes, Paragon Paths, Epic Destinies
Themes
At level 10 and beyond, the strongest themes for monks are the three were-creature themes from Dragon 410. Sarifal Feywarden is heavily competitive with them for elemental damage monks. Other than those, Ironwrought, Guardian,
Only listing themes that rate
black or higher for a monk.
Beguiler (Dr420)- a minor action attack for both triggering blurred ki focus and sliding a target into burst radius. Very useful.
Devil's Pawn (NWCS)- An minor action encounter minion popper and a debuffing zone. Use the zone before your nova to make sure every enemy in the burst gets hit. The fire resist is just a bonus.
Fey Beast Tamer (HoFW)- A useful pet that grants bonuses and makes enemies grant CA. However, it will probably cost surges each day.
Guardian (Good MBA) (Dr 399)- An immediate action weapon attack that gets your attacked instead of an ally. Monks typically have a weak MBA at best, but if you have a decent MBA and have good defenses, then this is a decent path
Knight Hospitaler (Centered Breath, Desert Wind) (Dr 399)- If you got the wisdom, immediate action heals for allies are helpful.
Harper Agent (NWCS)- The harper pin provides three powers that will always be useful in every encounter. The Resourceful Dastard power is
awesome if you're a Ghostwalker.
Ironwrought(Blurred Ki Focus) (HotEC) - Only consider if you have a minor action melee weapon attack, but if you do, this is a powerhouse option for Blurred Ki Focus, especially for Centered Breath Monks.
Ooze Adept - Blurred Strike Ki Focus user looking for an extra minor action attack?
Order Adept (Dr 399)- There are two versions of this theme, one in the compendium and CB which is poor for monks, and another in the original article which is
useful. The original article is the actual rules source, but it doesn't read sensibly. For monks, you can pick wizard utilities (at all levels, or just level 2) instead of monk utilities, and you get a power bonus to will, which won't stack with most stances.
Mercenary (Dr 399)- A no-action prone increases stickiness, and a defense bonus when bloodied helps keep the monk alive.
Primordial Adept (HoEC) A lot of fun burst powers + bonus to elemental damage. Generally good theme.
Noble Adept (DSCS)- Turns a miss into a hit each encounter.
Sarifal Feywarden (Dr 404)- Great for elemental damage users, particular Desert Wind types
Sohei (Dr 404)- The level 1 power doesn't work for monk powers. That said, if you have an MBA or power swap, this can work out.
Were-Bear (Dr 410)- At level 10, you can use claw gloves to add 1d10 to both FoB and your melee powers. You also get a nice power bonus to defenses. Regen utility 2 is amazing.
Were-Rat (Dr 410)-At level 10, you can use claw gloves to add 1d10 to both FoB and your melee powers. You also can use Goblin totem for an item bonus to all your powers. You also get a nice power bonus to defenses. Regen utility 2 is amazing.
Were-Wolf (Dr 410) At level 10, you can use claw gloves to add 1d10 to both FoB and your melee powers. You also get a nice power bonus to speed. Regen utility 2 is amazing.
Yakuza (Dr 404)- If you have good defenses and drop a minion, the encounter power equals +2 to all defenses until the next time you're hit. That bonus stacks with all but 1 stance, and may have made you virtually unhittable. Especially good for Desert Wind Monks.
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Paragon Paths
Monks have some solid, but not awe-inspiring paragon paths. A few multi-class paths and racial paths can be very interesting to monks. The synergy in monk Paragon Paths isn't always immediately evident, so think carefully about your options before making a choice.
Overview - Centered Breath focused on defense will be drawn to Ghostwalker. Centered Breath focusing more on offense will be drawn to Radiant Fist. Desert Wind, Eternal Tide Stone Fists will be drawn to Initiate of the Dragon, but they could also do well with Radiant Fist if they're expecting undead or other party members are also exploiting radiant damage. Unseen Hand works well if you're exploiting Blurred Ki Focus.
Basilisk's Fury Adept (PsiP) This path is really weird. You get some save bonuses against mobility-related conditions, and you petrify (save ends) if you crit. Petrified makes the oppoenent helpless, which allows you and your allies to make Coup to Graces against the enemy, but the enemy has substantial resistance - think of it as a controller/leader path and it makes more sense - you control your opponent so it can't act and then set it up to be knocked out by the PC with the critical hit weapon. Versatile Expertise for a 19-20 crit weapon and a ki focus with a d12 crit die is the way to go here.
Falling Needle Itinerant (D389) - This path is defensive and mobility related, for the monk skirmishers out there. You add 1 to all shifts given by monk powers, and get a small defensive boost. The features are a bit weak, and the powers are weaker.
Four Winds Master (PsiP) This path mostly provides extra mobility, and some resistanes/save bonuses. The powers are ok, but nothing amazing. Overall, the path seems underpowered as it doesn't improve a monk's DPR or control. The U12 utility's insubstantial as an interrupt will make you very durable, though.
Ghostwalker (PHB3)
- It is quite defensive in nature, with a decent improvement in your mobility as well. The big selling point of this path is having concealment if you have CA, which means that Centered Breath with Deadly Draw basically will have permanent concealment and the +2 defenses (and stealth possibilites) that come with that. Shifting when you're missed will also allow you to get out of the reach of multi-attacking creatures. This path also allows you to grant some nice conditions, such as weakened and stunned. As this path draws monks who wish to be unhittable, the level 20 is a stun followed by a "dazed until we quit ignoring him."
Herald of Madness (Dr 394) - solid AP feature, but rest of it weak, especially for a Striker.
Initiate of the Dragon (Desert Wind, Eternal Tide, and Stone Fist) (PHB3) - A nice AP feature if you're a Stone Fist, but everyone gets some fire resist and +2 FoB damage. Desert Wind Monks are drawn toward making their FoB irrestible, as fire or variable resistance is common in enemies of this level. This path gives you some party unfriendly close blasts, but they do fire damage so they're easily resisted. However, the daily power is a
awesome polymorph power. Seriously, who doesn't want to play a dragon?
Mountain Devotee (PHB3) - You must be Stone Fist to enter this path. For most styles of play, this path is pretty well inferior to the Initiate of the Dragon, which also give +2 to FoB damage. The +2 damage to monk unarmed strikes only clearly functions on weapon attacks, and monks don't have any other than their basic attack. However, if you're
using a lot of melee basics with your monk unarmed strike or otherwise are using a lot of unarmed weapon attacks (like a half-elf twin strike abuser), this could be a good path. The powers are quite lackluster.
Radiant Fist (Centered Breath) (PHB3) - This path is mostly geared towards Centered Breath Monks, but Stone Fist also could find use in the Path.
If your party is exploiting radiant vulnerability, taking this path is a
no-brainer. It gives you a channel divinity feat (I recommend Solar Enemy), a good wisdom-based AP feature, and makes your FoB deal radiant damage. Because your FoB is a seperate power, this allows you to do radiant vulnerability damage twice per hit to enemies. Make sure to grab a weapon that turns your attacks radiant to take advantage of this! The utility power is
awesome for Centered Breath, as it isn't a stance and gives resist all equal to your wisdom. The daily also is
awesome and gives an encounter long effect.
Soaring Blade(Iron Fist) (PsiP) - At level 11, you get to use acrobatics (with a decent bonus) for most athletics checks. This means you can easily avoid most difficult terrain by jumping. You also gain profeciency with military heavy blades, which is a mixed blessing as you other implements have superior implements and heavy blades don't. At level 16, you get to add cold/fire/or lightning damage equal to your constitution modifier to damage rolls from melee attacks
using a heavy blade. i.e. not your FoB. As the best monk attacks aren't melee attacks, this again is a mixed blessing. The addition of elemental damage means you can always optimise for frost, fire or lighting attacks, which is a very nice benefit given the new item rarity rules. The powers are decent, but nothing awe-inspiring. Overall, this path is decent, but it would be significantly better if it wouldn't hamstring you into using melee attacks with a heavy blade.
Tiger Claw Master (Stone Fist) (PsiP)- The main selling point is some nice powers and the ability to take a -2 on attack rolls until you trigger FoB to get +4 damage on FoB, which might be useful if you've got a lot of FoB targets and are using a multiattack. As monks aren't super accurate, this will lead to a decreased DPR in many cases. A level 16, you get an improved second wind if you have a good strength. The level 20 daily is
awesome if you have a good strength, and works well with some the AP charge rerolls. If you're good at remembering (and like) conditional modifiers and you get bloodied a lot, you might really
enjoy this path. It's definitally not my personal style however.
Transcendent Perfection (PsiP) - A bit weird, but the AP feature is solid(shift speed+insubstantial until EoNT) - lots of movement.
Unseen Hand (PsiP) - In theory, this is the path that Blurred Ki Focus Monks are dreaming about, especially Centered Breath. Massively clump up targets and then repeatedly burst them. But you want to solve the problems. The path gives prof with hand crossbows, which are decent monk implements (if your DM says you don't need to reload them), and you gain another FoB target within 10 if you have one loaded in hand. Also gives 2 squares extra shift if you have concealment, and this paths provides a lot of ways to get concealment and hide in combat. The powers all provide concealment and are reasonably fun and effective. The daily is a stunned (save ends). There are two potential problems with this path.
Path Problems
1) You have no way to reload the hand crossbow unless you either: have a free hand and attack with a ki focus (you can draw a mundane dagger, perhaps with Fast Hands, each round for Starblade Flurry), MC rogue and take Two Fisted Shooter, or have 1 (Thri-Kreen racial) or 2 draw/shealthing abilities (e.g., Battle Harness and Fast Hands or Disembodied Hand or Rakshasa Claw). 2 crossbows clearly do not require ammunition or loading(Needler Pistol, Laser Pistol) and another one ought to be such(Quenchquiver Weapon), but it uses some wording implying loading happens by pulling the string. Another option during late paragon is to use a Ring of the Warforged and a Shoulderbow (no reloading, and no hand needed), assuming that your Dm counts you as holding an embedded weapon. Whether you solve the loading problems by having a free hand, which loves your defenses or damage, or through equipment, feats, and power choices, it's still an expensive trade.
2) Monks commonly have the best defenses in the party, so frequently hiding in combat as this pp allows might actually make it harder on the party as the monk is no longer a viable target. If you have poor defenses or the party can handle the additional monster love, then this is a
nice path for you.
Multiclass Paragon Paths
Overview-If you decide to multi-class, there are a lot of nice choices to pick from regardless of the type of monk you are. Lyrander Wind Rider, Morninglord, Resurgent Wilder, and Tharanni Shadow Killer all provide additional offense. Evermeet Warlock is potentially a nice pick for the defensively inclined monk. Devoted Orator is a nice way for Centered Breath to enlarge their bursts and blasts. Just remember to figure out where your non-standard actions are coming from, so you don't sacrifice power for less power.
Arena Champion (Dragon Magazine, Any Martial, Arena Fighting Feat, Intimidate, and Bluff) - Okay, enough odd prereqs for you? This is based off of
Heather. Changeling(1 bluff check), Escaped Slave(2 additional bluff attacks) = 3 free basic attacks for 3 rounds of combat to trigger Blurred Ki Focus...expensive though. As you don't have any Rogue at-wills, Gulg Hunter Practice, Urikite Staff Practice or Yaramite Giantslayer Practice for the free bonus to a skill are probably best.
Demonskin Adept(Desert Wind) (Sorcerer) - while pointless for anyone but a Dex/Cha Monk, this allows an easy swap for Flame Spiral+Demon-Soul Bolts - just have a way to avoid being blinded(Armor of Eyes) and it gives some awesome easy to insert capabilities. Demonskin Adept is a top-5 Paragon Path in the entire game.
Devoted Orator (Centered Breath) (Invoker- DP)- At level 16, you can add a push 1 to all you attacks, and (if you have a 14 int) do 1 extra thunder damage. Either of these effects makes all your attacks into thunder powers, which opens up Resounding Thunder. Resounding Thunder enlarges all your bursts and blasts by 1, which makes Five Storms into a close burst 2. The powers are decent party friendly bursts that are useable by Centered Breath. Malec-Keth Janissary is generally easier.
Evermeet Warlock (Warlock- FRPG) - Use a power-swap feat to grab Ethereal Sidestep, then you're going to teleport every round to be invisible to those you were adjacent with. Add in a Cloak of Translocation, and you'll never be hit again with a melee attack. You just need to remember to roll stealth when you teleport to make the enemy pick which square they're attacking, with a -5 penalty if they get the right one. However, monks commonly have the best defenses in the party, so frequently hiding in combat as this pp allows might actually make it harder on the party as the monk is no longer a viable target. If you have poor defenses or the party can handle the additional monster love, then this is a
nice path for you.
Kensei (Fighter) - as the +1 to hit only works with weapon attacks, this is basically an exercise in how to waste your paragon path for +4 damage on attacks that use a weapon at 16th. Bad AP, e11, poorly worded U12, f11 that only works with non-Monk powers, and not particularly useful D20. There are a number of almost strictly better paragon paths.
Lyrandar Wind Rider (Iron Soul) (Mark of Storm-EPG) -Iron Soul with a lightning weapon are in heaven. +1 to hit and con to damage.
Malec-Keth Janissary (Swordmage-MoP)- Add extra damage to all attacks. As this can be thunder damage, it can be combined with Resounding Thunder or Fire damage for Firewind Blade. Extra damage is applied to FoB, as FoB is also an attack. The rest of the path is pretty worthless, but you don't need anything else.
Morninglord (Centered Breath) (Any Divine-FRPG) Grab a radiant weapon and have yourself a blast granting radiant vulnerability! One downside is lack of easy minor attack action and the path doesn't really kick in until 16th for Monks. Avenger has Soulforge Hammering at 17th, but that's a long time to wait in many real games.
Resurgent Wilder (Wilder Theme - DSCS) - This Dark Sun path lets you get 18-20 criticals on at-wills, which and opens up critical fishing builds as solid possibilities. Allowing you to spend a surge on a crit also can be useful. The features and powers are all decent, and are usable by any kind of monk. It has a very leadery feel for a striker PP.
Shock Trooper (Eternal Tide, Stone Fist) (MP) - the idea here is that you have Rain of Blows
and Shocking Twister. This works a little better in the context of hybriding Fighter and it is best if you have a naturally accurate race/theme to help land those Shocking Twister swings.
Tharanni Shadow Killer(Centered Breath) (Mark of Shadow-EPG)-The selling point is the useful AP and the multi-attack that works with move action powers without requiring the spending of a specific MC feat. Monks who can consistently gain CA, you will be able to consistently add ongoing necrotic. However, necrotic is fairly regularly resisted. Shadowstep is a cool and useful power that gives you complete concealment, darkvision, and also CA, all encounter long for the cheap price of a minor action sustain. However, over half of monsters have darkvision or blindsight, so the power is less useful than it may seem. Spectral Garrote also looks fun, but could be hard to sustain. Overall, it looks like a solid path, even if it is a bit situational. This is a strong black, weak dark blue path - Centered Breath gains a slight advantage because they'll often find themselves surrounded by dazed opponents and being invisible in that situation is useful.
Traveler's Harlequinn (Any MC and trained in Bluff - D392) Training in Bluff is difficult, but managable, as backgrounds and some MCs will give it to you. You get to multi-class freely like a bard, and you will get a few rerolls via the level 16 feature. You can pick any level 20 daily power, so you should be able to get a real encounter changer.
Racial Paragon Paths
Adroit Explorer (Human - PHB2) - Reuse your favorite encounter power and some durability boosters.
Blade Banshee (Centered Breath) (Eladrin, Ranger)- Not actually that bad a choice, the problem is that there are some nearly strictly superior choices. Doing Wisdom Thunder to melee attacks only is generally worse than Malec-Keth Janissary's +1d4 to all attacks or Soaring Blade's ability to pick up Fire or Cold damage to melee attacks without using up an MC feat.
Honorable Blade (Dragonborn & Martial MC - PHBR-Dr)- Easy way to pick up Fire, Cold or Lightning Damage for all your attacks and bypass resistance due to retaining the original damage type. Thunder can be an option too, if you take the Thundering Breath feat.
Moonstalker (Centered Breath) (Shifter - PHB2) The main selling point is you and your allies adding your wisdom modifier to damage when adjacent to a prone target.
Rrathmal (Githzerai - PHB 3) Features are ok, but not specifically good for monks or strikers for that matter. It does have some fun powers that give a more defender/leader feel to a monk. Make sure to never use Trace Chance, as it's a trap.
Storvakal (Githzerai - DR 376)- The selling point is that you can take 2 less from attack penalities, which is fairly situational for most builds, especially given that monks don't need to worry about concealment if they use burst attacks. Melee-focused Stone Fist can however take Power Attack and use it without taking the attack penalty, which would be quite nice if monks didn't get so much benefit out of attacking multiple enemies primarily using bursts (and using two implements). The powers are decent, but Storvakal seems to be better suited for other classes.
Epic Destinies
Overview-There are a lot of nice Epic Destinies. The Raven Knight and Destined Scion are two of my favorites. In general, three things to remember about Epic Destinies: Awesome 30th level capstones are usually irrelevant, you want something good at 21st level in real play, and death benefits might be cool, but then again, you might not have needed the death benefit if you had gotten a real 24th level capability...
Demiurge (PsiP) - Good for for gaining APs to use
Destined Scion (PHB) - Awesome for just about anyone, monks included. Demigod(PHB) and Chosen(DP) are weaker variants on this.
Diamond Soul (PHB3)- A dex boost, a speed boost, and an increase in shifting distance. The utility makes sure you land your best melee attack each encounter.
Emergent Primordial (HotEC) - Only +2 to one stat, but you gain +3 damage to damage rolls that include a specific type of elemental damage.
Eternal Seeker (PHB) - Steal Ranger and Rogue powers
Grandmaster of Flowers (PsiP) - A dex boost is ok. With Superior Will, you will avoid being inconvienced by most stunning and dazing effects from level 21 on, which is awesome. However, the rest of the ED is farly lackluster compared to Demigod.
Indomitable Champion (HotFL) - A double stat boost for any stat like demigod, extra hp, a +1 to NADS, and some defensive boosters.
Master of Moments (PsiP) - while Master of Moments definitely has its moments, the issue for Monks is how to take advantage of all those extra actions that they'll get past the first couple of rounds or so. That and it doesn't give a stat boost. That said - not hard to do a combo of say Sarifal Feywarden+Death's Chilled Touch+Path of the Blade+Death's Chilled Touch+Path of the Blade with Form Mastery and Martial Mastery...
Prison of the Winds (D 371) - Iron Souls will enjoy the stat and speed boosts. The stance is also decent, but you probably already have a ton of stances.
Raven Knight (D 380) - Perfect stat boosts for an Iron Soul, but giving an attack penalty to adjacent foes, a speed boost, darkvision and an awesome power make this ED a winner for any type of monk.
Reincarnate Champion(Primal Power) - Steal a race. There are a variety of interesting races such as Half-Elf and Tiefling that might not be a great choice to pick as a starting racial choice, but could be fantastic given the right build - Twin Strike and Borrowed Confidence as examples. Big downside - you need to have a primal MC and many of them aren't going to be particularly effective for a Monk given focus on Dex and Reincarnate Champion only boosting 1 stat at 24th...