Master Pai Mei – Monk/Rogue/Blade Bravo

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Warning: this build is woefully out of date. If you wish to play it, replace Revenant Wilden with Revenant Minotaur, take the Past Soul and Opportunity Gore feats, and get a Helm of Opportunity ASAP. Also take another paragon path, like Beastblooded Minotaur, since you have no way to enforce Blade Bravo's mark. Other than that, have fun!

Master Pai Mei – Monk/Rogue/Blade Bravo

What is this? Master Pai Mei is a defender monk build who takes his enemies to school. Kung-fu school. Thanks to the monk article in Dragon 404, Master Pai Mei finally has an effective melee basic attack that allows him to punish anyone who just turns around and walks away from him. If they decide to try and attack him instead, they're in for a nasty surprise - Master Pai Mei is nearly impossible to hit. So it won't take long before his enemies are crying at his feet for mercy.

Why is it good? As an Iron Soul monk, Master Pai Mei's Flurry of Blows denies his enemies the ability to shift away from him. This means that they have to eat an MBA if they decide to attack anyone else. 


So they just attack Master Pai Mei, you say? Well, good luck to them! Master Pai Mei's armor class is an average level+20, 2 points above the defender norm. Since same level enemies attack at level+5, it takes a skilled opponent to even land a blow.


At paragon, Master Pai Mei's thorny side comes into play. Thanks to the Slashing Kata Style feat from Dragon 404 and the Wilden's Briar Thorns feat, his Flurry of Blows slows enemies on every hit. Add World Serpent's Grasp for opportunity attacks that prone, and Master Pai Mei's enemies are going nowhere. Combined with the ability to mark consistently at level 11, this monk has some full-on Fighter style punishment. 

How that works
1. Hit an adjacent enemy with an attack during your turn. 
2. Use Iron Soul Flurry of Blows on that enemy (or another adjacent enemy). 
3. Thanks to Slashing Kama Style, your Flurry of Blows deals ongoing damage
4. Briar Thorns then slows that enemy. 
5. Thanks to Iron Soul Flurry, the enemy can't shift away from you. So when he moves away during his turn, you make an opportunity attack. 
6. If you hit, you prone that enemy thanks to World Serpent's Grasp, messing up his move action. 


The build

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Master Pai Mei
Level 20

Revenant, Monk, Blade Bravo
Build: Iron Soul Monk
Monastic Tradition Option: Iron Soul
Choose your race in life: Wilden
Born Under a Bad Sign (Born Under a Bad Sign benefit)
Theme: Guardian 


FINAL ABILITY SCORES
STR 11 CON 20 DEX 25 INT 9 WIS 14 CHA 11


STARTING ABILITY SCORES
STR 10 CON 15 DEX 20 INT 8 WIS 13 CHA 10


AC 40 Fort 34 Ref 35 Will 33


HP: 132 Surges: 12 Surge Value: 33


Powers:
1 revenant encounter - Dark Reaping
1 guardian encounter - Guardian's Counter
1 monk feature - Iron Soul Flurry of Blows
1 at-will - Lion's Den
1 at-will - Five Storms
1 encounter - Stinging Nettles
1 daily - Whirling Mantis Step
2 utility - Guardian's Defense
3 encounter - Eternal Mountain
5 daily - Water Gives Away
6 utility - Centered Defense 
7 encounter - Mountainfall Stomp
9 daily - Twilight Touch
10 utility - Iron Heart Resilience
11 encounter - Taunting Barb
12 encounter - Threatening Flourish
13 encounter - Furious Bull (replaces Stinging Nettles)
15 daily - Booming Shout (replaces Whirling Mantis Step)
16 utility - Diamond Mind
17 encounter - Whirlwind Kick (replaces Mountainfall Stomp)
19 daily - Rising Dragon Fire (replaces Twilight Touch)
20 daily - Vicious Parry


Feats:
1 - Internalize the Basic Kata
2 - Unarmored Agility
4 - Ki Focus Expertise
6 - Slashing Kama Style
8 - Beshaba's Boon
10 - Sneak of Shadows
11 - Briar Thorns
12 - World Serpent's Grasp
14 - Improved Defenses
16 - Iron Parry
18 - Superior Implement Training (Accurate Ki Focus)
20 - Whirling Iron Defense


Items: Rhythm Sickle +1, Cascading Strikes Ki Focus +4, Mindweave Indomitable Resolve Vestments Cloth Armor +4, Steadfast Amulet +4, Bloodhound Bracers, Strikebacks, Acrobat Boots, Belt of Vim (paragon tier), Circlet of Indomitability (paragon tier), Elven Chain Shirt (paragon tier)


Level by level progression


Level 1 Snapshot

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Master Pai Mei
Level 1

Revenant, Monk, Ghostwalker
Build: Iron Soul Monk
Monastic Tradition Option: Iron Soul
Choose your race in life: Wilden
Born Under a Bad Sign (Born Under a Bad Sign benefit)
Theme: Guardian


STARTING ABILITY SCORES
STR 10 CON 15 DEX 20 INT 8 WIS 13 CHA 10


AC 18 Fort 13 Ref 16 Will 12


HP: 32 Surges: 9 Surge Value: 8


Powers:
1 revenant encounter - Dark Reaping
1 guardian encounter - Guardian's Counter
1 monk feature - Iron Soul Flurry of Blows
1 at-will - Lion's Den
1 at-will - Five Storms
1 encounter - Stinging Nettles
1 daily - Whirling Mantis Step


Feats:
1 - Internalize the Basic Kata


Items: Dagger, Ki Focus, Cloth Armor


Master Pai Mei starts his career by investing in his defender fighting style. The shift from Lion's Den gives him a +1 power bonus to all defenses, which he follows up with an Iron Soul Flurry of Blows so they can't shift away. Internalize the Basic Kata provides a good MBA in case they decide to walk away. Guardian's Counter completes the Catch-22 by providing an attack in case his enemies decide to attack his adjacent allies. 

Five Storms is useful for when Master Pai Mei is surrounded. Stinging Nettles damages everyone for one round if they decide to gang up on him. Whirling Mantis Step is a great set-up attack to put enemies where he wants them (away from allies and adjacent to him). As an encore, he slows them so they can't get away.


Level 2

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Feat: Unarmored Agility
Utility power: Guardian's Defense
Items: Indomitable Resolve Vestments Cloth Armor +1, Magic Amulet +1

Here Master Pai Mei becomes even more unhittable by boosting his AC with Unarmored Agility. He also ups all his defenses and ends any flanking nonsense with the Guardian theme utility power Guardian's Defense, which also protects one ally that fights back-to-back with Master Pai Mei. 


The one thing that worries Master Pai Mei is enemies that don't attack his body, but his mind. So he invest in an outfit that increases his Will while he's bloodied. He finishes this level by buying a pretty magical amulet. 


Level 3

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Encounter power: Eternal Mountain
Item: Cascading Strikes Ki Focus+1, Acrobat Boots

The magic ki focus that Master Pai Mei has been waiting for has come. If he ever misses an important roll, he can try again, like a true master.

In the power department, Master Pai Mei honors his reputation as a, well, eternal mountain by taking the excellent power of the same name. It bursts, it prones, it provides a little damage resistance. What's not to like?

He rounds out this level by purchasing a pair of boots that go well with his deft style. Now no-one can keep Master Pai Mei down (as long as he's got a minor action to spare). 



Level 4

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+1 CON
+1 DEX
Feat: Ki Focus Expertise
Item: Rhythm Dagger +1 

More accuracy is better. Also, Master Pai Mei tries his (off)hand at something new: fighting with a Rhythm Dagger, which improves his AC even more (not his Reflex, since Iron Soul only gives him a shield bonus to AC). The weapon doesn't have to be highly enchanted, because his Ki Focus is responsible for accuracy. He trades it in for a sickle at level 6, which is more his style anyway. 


Level 5

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Daily power: Water Gives Way

Say an enemy wants to hit Master Pai Mei and, against all odds, it succeeds. He can't have that, so the awesome new daily power from Dragon 404 comes to the rescue. It prones and slides an enemy as an immediate interrupt, which virtually guarantees that any melee attack misses.


Yes, Dragon 404 was a good issue for Master Pai Mei.


Level 6

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Feat: Slashing Kama Style
Utility power: Centered Defense
Items: Rhythm Sickle +1, Indomitable Resolve Vestments Cloth Armor +2, Steadfast Amulet +2

Slashing Kama Style is Master Pai Mei's first step towards his improved Flurry of Blows tactic, which we'll see coming to fruition at paragon. It will also drastically improve his durability, as we'll see at level 8. In the meantime he practices this new style by making his enemies bleed to death. Because he's a wise man, Master Pai Mei visits the weaponsmith to trade his trusty dagger for a sickle so he can actually use this new power. 


He also upgrades his defenses with his first stance, and what a stance it is! A +2 power bonus to all defenses for one encounter per day, no questions asked. For that extra special feeling of invulnerability. 


He finishes the level by upgrading his wardrobe and buying a new Steadfast Amulet, which protects him from some nasty conditions.


Level 7

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Encounter power: Mountainfall Stomp
Item: Cascading Strikes Ki Focus +2

Another nice encounter power to keep Master Pai Mei's foes in place and smack them when they try and get up, and an upgrade to his ki focus.


Level 8

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+1 CON
+1 DEX
Feat: Beshaba's Boon
Item: Circlet of Indomitability

Durability defines this level. More AC from a Dex-boost and a feat that provides a boatload of temporary hit points thanks to Slashing Kama Style. The Circlet of Indomitability is here to protect Master Pai Mei's mind.


Level 9

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Daily power: Twilight Touch
Item: Elven Chain Shirt

When young upstarts flash Master Pai Mei, even for an instant, a defiant eye, he'll pluck it out. And not one, but up to three eyes at a time. That'll teach them some respect. They better not poison his fish heads though. 

He also shops for some new underclothes at Mordenkainen's, and improves his AC by one more point with his new elven shirt. 



Level 10

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Feat: Sneak of Shadows
Utility power: Iron Heart Resilience
Item: Strikebacks

At this level, Master Pai Mei explores the style of those who attack from the shadows. While this backhanded, cowardly technique is not his favorite tactic, he tolerates it for the incredible paragon path option it provides. 

In the power and item department, Iron Heart Resilience provides much needed saving throw support, and Strikebacks gives Master Pai Mei a good counterattack once per encounter.



Level 11 snapshot
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====== Created Using Wizards of the Coast D&D Character Builder ======
Master Pai Mei, level 11
Revenant, Monk, Blade Bravo
Build: Iron Soul Monk
Monastic Tradition Option: Iron Soul
Choose your Race in Life: Wilden
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Guardian

FINAL ABILITY SCORES
STR 11, CON 18, DEX 23, INT 11, WIS 14, CHA 9

STARTING ABILITY SCORES
STR 10, CON 13, DEX 18, INT 10, WIS 11, CHA 8


AC: 32 Fort: 22 Ref: 25 Will: 21
HP: 85 Surges: 11 Surge Value: 21



POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Revenant Utility: Dark Reaping
Monk Feature: Iron Soul Flurry of Blows
Monk Attack 1: Lion's Den
Monk Attack 1: Five Storms
Monk Attack 1: Stinging Nettles
Monk Attack 1: Whirling Mantis Step
Guardian Utility 2: Guardian's Defense
Monk Attack 3: Eternal Mountain
Monk Attack 5: Water Gives Way
Monk Utility 6: Centered Defense
Monk Attack 7: Mountainfall Stomp
Monk Attack 9: Twilight Touch
Monk Utility 10: Iron Heart Resilience
Blade Bravo Attack 11: Taunting Barb

FEATS
Level 1: Internalize the Basic Kata
Level 2: Unarmored Agility
Level 4: Ki Focus Expertise
Level 6: Slashing Kama Style
Level 8: Beshaba's Boon
Level 10: Sneak of Shadows
Level 11: Briar Thorns

ITEMS
Cascading Strikes Ki Focus +2, Rhythm Sickle +1, Indomitable Resolve Vestments Githweave Cloth Armor+3, Strikebacks, Elven Chain Shirt (heroic tier), Acrobat Boots, Circlet of Indomitability (heroic tier), Steadfast Amulet +2, Bloodhound Bracers
====== End ======

A new dawn has come for Master Pai Mei: he has chosen to tread the path of the Blade Bravo. This style is all about the display of Master Pai Mei's power. Enemies who grant combat advantage and  take a direct hit (so no close bursts!) are now marked. To generate consistent combat advantage, Master Pai Mei dons a pair of Bloodhound Bracers, which give him combat advantage against every enemy suffering from his Slashing Kama Style. 
The Blade Bravo also performs a counterattack that does not take up his immediate actions, but does cost him his action point. But it's not a bad counterattack: a 3[W] melee basic attack against marked enemies that grant combat advantage (which will be most of them). 
Lastly, this cocky monk will occasionally taunt his enemies, causing them to come running towards him for a slash with his sickle. 

In the feat department, Master Pai Mei learns to use the ongoing damage from Slashing Kama Style to also slow his enemies. That means that one enemy he hits each round with his Iron Soul Flurry (which can target up to two creatures from now on) takes ongoing damage, is slowed and can't shift. There is really No Way Out. 

With a new dawn comes a new outfit, one made by the Gith no less. His new Githweave armor shores up his Will and makes Master Pai Mei even more difficult to hit. 



Level 12
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Power: Threatening Flourish
Feat: World Serpent's Grasp
Item: Cascading Strikes Ki Focus +3 

The path of the Blade Bravo is a gift that keeps on giving. Master Pai Mei can now rattle all he hits with a melee attack for a round, meaning they can just forget about attacking anyone (especially him). 

World Serpent's Grasp completes the movement denial package of Iron Soul Flurry - Slashing Kama Style - Briar Thorns. Now, when an adjacent enemy under the effect of Iron Soul Flurry tries to move away, Master Pai Mei's opportunity attack prones him. 

Lastly, the inventory gets an update with a stronger ki focus. 


Level 13
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Encounter power: Furious Bull (replaces Stinging Nettles)

By this level, Master Pai Mei often finds himself surrounded by enemies who can't move away. So it's time he learns a new technique to punish them for daring to stand next to him: the Furious Bull. It damages, slides and dazes everyone in a close burst 2, after which Master Pai Mei takes a step back and gives a bow. 


Level 14
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+1 CON
+1 DEX
Feat: Improved Defenses
Item: Steadfast Amulet +3

Time to up the NADs again. Improved Defenses and a better amulet finally fix the Fortitude and Will. 



Level 15
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Daily power: Booming Shout (replaces Whirling Mantis Step)
Item: Indomitable Resolve Vestments Mindweave Cloth Armor+4

Master Pai Mei can get really angry at students (and enemies) that don't listen to him. So when he starts shouting, they run away and cover their bleeding ears. The ongoing damage from this also slows them thanks to Briar Thorns, so there's a good chance they won't be able to reach Master Pai Mei or his allies during their next turn.
He also visits the tailor again at this level for increased AC and Will. 



Level 16
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Utility Power: Diamond Mind
Feat: Iron Parry
Item: Cascading Strikes Ki Focus +4
Blade Bravo Path Feature: Back Alley Bravo

From this level onward, Master Pai Mei looks down with disdain on mind flayers and their ilk when they try to pierce his mind. He follows up his stern look with a more accurate punch to the throat using his new ki focus. 

He also learns to perform an important trick: now every sidestep adds another point of AC and Reflex, meaning Master Pai Mei will never stand still. The Iron Parry adds another point to his already robust AC. 


Level 17
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Encounter power: Whirlwind Kick (replaces Mountainfall Stomp)
Item: Steadfast Amulet +4

Taking a page from the Fighter's handbook, Master Pai Mei educates himself in the technique of 'Come And Get It', also known as the Whirlwind Kick. No enemy will be able to escape him from now on. And in case they try and attack his NADs, a new amulet takes care of that problem. 


Level 18
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+1 CON
+1 DEX
Feat: Superior Implement Training (Accurate Ki Focus)
Item: Belt of Vim (paragon tier)

A superior ki focus is in order at this level to increase the chances of landing those all-important Flurry of Blows. With so many Flurries being handed out, it makes sense to invest in a new belt that ups his Fortitude. 


Level 19
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Daily power: Rising Dragon Fire (replaces Twilight Touch)
Item: Elven Chain Shirt (paragon tier)

Master Pai Mei's fury takes a new form at this level. He learns to breathe fire. Is there nothing this monk cannot do? If enemies are stupid enough to hang around (like they have a choice), his fires will consume them. 

An upgrade to his trusty Elven undershirt is also in order at this level, you know, for some more AC. 


Level 20
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Daily power: Vicious Parry
Feat: Whirling Iron Defenses
Item: Circlet of Indomitability (paragon tier)

Those who don't learn, will fail. Fail to deal damage, to be precise. Master Pai Mei learns another daily retaliation power that weakens his enemy no matter what. Useful to mitigate those untimely critical hits.

All defenses get a little better with the Whirling Iron Defenses feat, and Master Pai Mei's headgear also gets an upgrade. He is now ready for Epic. 


Why play this over a regular defender?

What you lose:
- The ability to mark at-will*
- The ability to enforce your mark

*This gets fixed at level 11

What you gain: 
- An ability that simply makes it impossible for enemies to move away from you, period (unless they can teleport)
- An AC (and Ref) that's even better than that of regular defenders
- New ways to use monk powers

Monks make really interesting defenders. They have powers at just about every level that would look good on any defender, they have an MBA to punish those that walk away from them, and great defenses to frustrate those who don't. So if you want to play a striker/defender without resorting to fighter shenanigens, give Master Pai Mei a try!

Possible alternatives
Race: I've received questions about the racial choice. Master Pai Mei needs to be a Wilden to take Briar Thorns, which is a crucial part of his lockdown package. But there's no need to boost Wisdom, while Constitution is the build's secondary ability score. That's why I went with Revenant (Wilden) for +2 CON and DEX. But if you don't mind losing a point of CON, you can take Wilden as your race with a 10/14/18/10/11/8 array, ending up with 10/14/20/10/13/8. Wrath of the Destroyer is a pretty awesome encounter power, after all. 

10-19-2012: Revenant Minotaur is actually a far better race for pulling off the proning-on-OA trick. At level 1 you take the Past Soul feat, and at level 2 the Opportunity Gore feat. You buy a Helm of Opportunity as soon as you can, and you now have a perfectly functional OA that prones. It's not always as accurate as the MBA you'd get from Internalize the Basic Kata, but it only costs you 2 feats instead of 5 (Internalize the Basic Kata, Slashing Kama Style, Beshaba's Boon, Briar Thorns and World Serpent's Grasp), gets going at level 2 instead of 11, offers interesting paragon paths that don't require you to 'go rogue', and doesn't require you to wield a sickle.

Theme: as mentioned in the level 1 description, you can now choose between either Guardian or Sentinel Marshal. It mostly depends on what level you play and if you prefer marking or punishing.
During heroic, you have no way to mark enemies and prevent them from walking away, so Sentinel Marshal seems pretty good with its once per encounter mark. However, you have no way to enforce that mark. Guardian is pretty much the opposite: no way to mark, but it punishes enemies who attack nearby allies instead of Master Pai Mei. 
In paragon, you gain both the ability to mark and the "Combat Challenge" combination that prevents enemies from moving away. At that point, punishment is much more important than marking, especially since enemies won't even be able to reach non-adjacent allies to violate your mark. So Guardian is the clear choice here.

Multiclass: on the advice on Faytte, I went with rogue for the excellent Blade Bravo paragon path, which gives Master Pai Mei the ability to mark enemies. If you'd rather take a different PP however, the stats are there to take the awesome fighter multiclass Battle Awareness for an additional way to punish adjacent enemies. 
You take Wilden as your race, go with a 13/13/18/10/10/8 ability score array, and bump WIS instead of CON at level 4 so you have 13 STR and WIS. You have a little less HP, one less surge and deal a little less damage with Iron soul Flurry of Blows, but you get a great retaliation in return. Together with Guardian's Counter from your theme, you'll have plenty of ways to punish enemies for not attacking you.


Thanks for reading!

*Change log

10-19-2012: Added Revenant Minotaur as possible alternative, but only because I'm too lazy to rebuild the whole character. It's actually the superior race as it saves you 3 feats and gets going earlier.
02-02-2012: Added Sentinel Marshal as an optional theme choice for heroic. Descriptions are found in the level 1 and 11 write-up, with a more in-depth analysis of the differences between the two themes in Possible Alternatives. Also a small addendum at level 2 in the choice of the utility power.
12-5-2011: Lowered Strength score to 10 and raised Wisdom score to 13. After switching from Warden multiclass to Rogue, there was no need for a high Strength score. 
Added a section explaining the lockdown in detail, and a section with possible alternatives.
Replaced Boots of the Fencing Master with Acrobat Boots. The AC and Ref boost are both item bonusses, which you also get from the Elven Chain Shirt, and the minor action shift isn't really necessary for monks. I detest being prone, so I went with Acrobat Boots instead.
12-2-2011: Replaced Fallen Needle (level 1 at-will) with Lion's Den for the +1 power bonus to defenses.
Replaced Dancer on the Sea of Battle (level 15 daily) with Booming Shout, because the latter power deals ongoing damage which synergizes with Briar Thorns.
AC seems off at level 1.

10 (Base) + 2 (Monk) + 5 (Dex) = 17. Or am I missing something obvious?

Fun build, I didn't want to make a OA based monk at all until that feat gets clarified (ie. does the OA still follow the 1/round restriction). 
Little known fact: Iron Soul monks get +1 AC while wielding a weapon in one hand and have nothing in the other. The CB surprised me with that too
Little known fact: Iron Soul monks get +1 AC while wielding a weapon in one hand and have nothing in the other. The CB surprised me with that too



And a feat that gives them an additional +1 AC (believe it's a paragon feat in psionic power?)
I just realized I lost my earlier post somehow, so I will give the short version:

I like the new wilden monk synergy!

Why are you MCing into warden?  A mark itself doesn't do much as you don't have any punishment

Have you thought about Warpriest?  That would give a mark and punishment.
Correction: you just have to wield a weapon for a +1 shield bonus.
Ah yes, missed that it was Iron Soul. Something obvious =p.

I'm assuming he is going to take the Warden feat that lets them slow on OAs? 
Why are you MCing into warden?  A mark itself doesn't do much as you don't have any punishment

Have you thought about Warpriest?  That would give a mark and punishment.


Well, Warden provides an easy way to mark. The -2 to attack was enough "punishment" in my mind, and later Sudden Roots could be interesting. But it's not locked in at all. 

How do you multiclass into Warpriest? The feat doesn't show up in the Compendium.. 
I think he meant Tactical Warpriest, the Cleric PP.  Besides the marking feature, most of the rest of the PP would be useless to you though.
Oh, the paragon path would be fine, if it wasn't for the level 16 feature calling for melee attacks. Monks only have implement powers, so unless you just want to MBA all day, marking is out of the question. 

Actually, I really want Battle Awareness for another punishment feature, but the stats just don't line up for 20 Dex AND decent Con AND 13 Str and Wis. Should I give in and go for a 17 Dex, sacrificing some accuracy, AC and Ref? Or is Battle Awareness not worth that? (would allow you to go for a normal Wilden though, since you can actually use the Wis bonus)
Melee is a range, not related to weapon/implement.  Aside from bursts and blasts, most monk powers are melee.
Warpriest marking :

When you hit an enemy with an at-will melee attack, you can choose to mark that enemy for the rest of the encounter. 

So yah, you can use a melee implement attack, only caveat being a lot of monks like their burst 1s 
You mean Tactical Warpriest ;)
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
I'm not sure. 

On one hand, you can have a defensive paragon path with an encounter stance that gives +2 bonus to all defenses against targetted attacks, and a multiclass that either gives you the ability to mark (Warden) or a form of punishment for not attacking you (Battle Awareness). 

On the other hand, you can have a Healing Word once/day and the ability to mark+punish from a paragon path that is ok otherwise. 

How important would you say the ability to mark+punish is for an off-defender?
Personally, I wouldn't do TW.  Too much of the PP is useless for you and you can already mark, so it just gives you a little more punishment.  The fact that it only works with at-wills also doesn't really jibe with this build.  I'd look for other ways to increase stickyness and/or boost your OA's.
Hi svendj !

Very nice and interesting build. I m building your PC in my builder, but several questions :

- between Monk Utility 10 and Monk encouter 13 thereare not these powers in my builder : 11 encounter - Tormented Spirit and 12 encounter - Soul Dance? where are they??

- why the feat choice Nimble Blade : your dont use light blade?

- do you continue to build of the following levels?

Thank you very much!
They are powers from the ghostwalker pp.
Thanks! I'll probably finish the build tomorrow. I'll also answer your Nimble Blade question then. Thanks for pointing out the lvl 11 and 12 powers furious_kender. 
Whew, done! The build is up to level 20. I don't play or know epic tier, so I won't go to level 21 or beyond, but I'm sure that you'll be able to level him up further with the help of the Monk Guide. For an explanation of the Nimble Blade feat, check out the level 20 description. 
An other question, why Revenant choice? You never took revenant feat?
Because you want to play a Wilden for the Briar Thorns feat, but don't need the +2 to Wis. So you play a Revenant who used to be a Wilden to get +2 Con instead. 
Thank you, its perfect clear!
And thank you for this very nice build
You're very welcome. Let me know how it works out!
looks nice.  May I humbly suggest to Master Pai Mei that he looks into Beshaba's Boon.  5 thp every time someone fails their save from his slashing kama style.
So I really like this build, but question: Why not Blade Bravor (from Rogue). I think that PP has more synergy with this build than Ghostwalker.

Its level 11 gives you a situational (but not hard to attain) method of marking enemies; better than the once an encounter method from the Warden MC.

The level 11 AP power also gives you an out of turn way to punish enemies, which with your ki focus gives you a method to reapply flurry of blows. Since you have a decent melee basic, and enemies are marked from you, thats a reliable 3W or 4W attack.

While the encounter and daily both require you use weapon and not ki focus, it wouldnt be that pricy to just keep a second enchanted weapon (many classes do this anyways). The encounter is very accurate and ranged. The daily is an immediate interupt that applies a -2 to the attackers roll to hit you (rattling) and weakens them ontop of damage.

The big benefit here is the level 16 power: you shift off everything, and an untyped +1 ac and +1 reflex your even more unhittable. The ghost walkers -2 from concealment is nice, but there are ways around concealment I feel. Combine the level 16 benefit with the ironsoul at will (shift with a +1 power bonus to all defenses) makes for nicer at will spam than falling needle (ill take +2 ac and +1 to other defenses vs a -2 to the targets attack only if I hit them). 
Thanks for the great suggestions. I incorporated them into the build.

- I shuffled the feats around to get acces to Beshaba's Boon at level 8, and replaced the Warden multiclass with Sneak of Shadows. 
- Ghostwalker is now Blade Bravo, with all the awesomeness that accompanies it. 

About the need to attack with a light blade: a sickle is a light blade, and you can use the enhancement bonus from your ki focus with the sickle. So there's no need to keep upgrading it. The only drawback about Blade Bravo is that the marking and rattling abilities only work when you hit with a melee attack, so your close bursts lose some of their effectiveness. But gaining the ability to mark with Fallen Needle is still awesome. 
So for your at will, I still feel the one out of psionic power (the one meant for iron souls) is better.

You could either hit a guy with a -2 to attack, or I could shift for a +1 to all defenses (so i either give one guy a -10% to hit me IF i hit him, or I can enjoy -5% to hit from all targets regardless of if i hit or not) but more importantly, every melee minion that walks up to me gets popped, and enemies that come into engage me also take some auto damage.

I think its potent enough to consider in most fights, leaving your encounter long power bonuses to be something you are poping in large multi target fights (where you will be using your five storms).

 
So for your at will, I still feel the one out of psionic power (the one meant for iron souls) is better.

You could either hit a guy with a -2 to attack, or I could shift for a +1 to all defenses (so i either give one guy a -10% to hit me IF i hit him, or I can enjoy -5% to hit from all targets regardless of if i hit or not) but more importantly, every melee minion that walks up to me gets popped, and enemies that come into engage me also take some auto damage.

I think its potent enough to consider in most fights, leaving your encounter long power bonuses to be something you are poping in large multi target fights (where you will be using your five storms).

 

Hi again !

I plan to play your Kung - Fu Panda for my next session

But, under builder i would like to change some details : i remove revenant because it does not fit the world of DM, it is difficult to explain a story point of view. And i dont understand the benefits of this race for the monk. Why not took Githzerai for example?

A question about the feat World Serpent Grasp : WSG trig on the next attak after the attack that made slow the target or on the same attak? If we need to wait next round to prone with WSG i think its not a really good choice?
Hey Bigfish...

Because you want to play a Wilden for the Briar Thorns feat, but don't need the +2 to Wis. So you play a Revenant who used to be a Wilden to get +2 Con instead. 



I plan to play your Kung - Fu Panda for my next session

But, under builder i would like to change some details : i remove revenant because it does not fit the world of DM, it is difficult to explain a story point of view. And i dont understand the benefits of this race for the monk. Why not took Githzerai for example?

A question about the feat World Serpent Grasp : WSG trig on the next attak after the attack that made slow the target or on the same attak? If we need to wait next round to prone with WSG i think its not a really good choice?



If you're playing heroic, githzerai is fine. But Briar Thorns is a crucial part of your punishment for adjacent enemies walking away from you. Like this:

1. Hit an adjacent enemy with an attack during your turn.
2. Use Iron Soul Flurry of Blows on that enemy.
3. Thanks to Slashing Kama Style, your Flurry of Blows deals ongoing damage
4. Briar Thorns then slows that enemy.
5. Thanks to Iron Soul Flurry, the enemy can't shift away from you. So when he moves away during his turn, you make an opportunity attack.
6. If you hit, you prone that enemy thanks to World Serpent's Grasp, messing up his move action.

So thanks to the combination of Slashing Kama Style, Briar Thorns and World Serpent's Grasp, you have the Fighter's Combat Superiority class feature. On a monk. Awesome right? Without Briar Thorns, the only thing you can do when the enemy walks away is make a melee basic attack, which isn't very impressive.

Faytte, good point on Lion's Den. Totally missed the Movement Technique on that. Though the damage on Fallen Needle is higher, it's certainly a good alternative. Especially from level 16 onwards, all you want to do is shift.
Hi svendj !

Thank you very much for this anwser. The sequence is very clear. I understand how works WSG with others powers. So is not in the same turn of the slow attak. Its in only case of an OA or enventully with a following attak from ally with the WSG.
So I'm currently running this in a fresh campaign, starting at level 10 with somewhat minimal magic items and... Well... I love it. Though we don't actually play with themes, the fact I was able to lock down 5 ranged crossbow mobs for an entire encounter was a crowning moment of glory. The build really has a lot of internal synergy, though from what I've seen it would work best as a secondary defender (Doing exactly what I did, locking down the backrow the normal defenders typically can't reach without the Monk's mobility), especially pre-11.

That all being said, kudos for both a mechanically good and flavorful build that's tons of fun to play. If anything comes up (weaknesses, tidbits, surprising strengths) I'll be sure to post it here if desired.

Edit: Ah, I thought of something. Why the beginning 13 in Str? I'm guessing it's a leftover from when you multiclassed to Warden, but as far as I can see, all it does currently is slightly boost the rider on the movement technique of Eternal Mountain. Wis 13 would bump your Will defence a bit, and allow for interesting alternative feat options.
Yea, this build looks incredibly fun and flavorful - and it's not even broken.  It just does what the Iron Soul monk likes to do, with more efficiency. :3
I cant find this feat in the CB "Internalize the Basic Kata" can someone tell me what it is and where to find it please.
Dragon #404, article is "Monk Basics".  Don't think its hit the CB yet.

Short of it is: Dex instead of Strength for attack and damage rolls when making a MBA with your Monk Unarmed Strike, AND your Flurry of Blows can trigger when you hit with an Opportunity Attack using your Monk Unarmed Strike.

Bargle wrote:
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
 

Zelink wrote:
You're already refluffing, why not refluff to something that doesn't suck?
Thanks for the compliments, I'm glad people enjoy my work. Seraphex, I'd be delighted if you'd keep me up to date! Don't forget to check the change log for any changes I might've made in the meantime. 

Speaking of which, I've switched Str and Wis around, and added sections explaining the lockdown procedure and on possible racial and multiclass alternatives. 
Excellent update, very appreciate
I know that you want be closer with Kill Bill Kung Fu character. But I still think taking the feat WSG will force the DM to keep its NPCs adjacent to the monk, so little chance it works to prone NPCs.

No matter! I love your character
Whipping this character up for an upcoming game, I found myself dearly short of cash at level 12 -- is it possible you left a 0 off the price of Bloodhount Bracers when buying them?
Hm, I must've miscalculated somewhere. But if you're short, just swap some items around for a lower level version. 
You know, I normally call people out on thread necro... but I didn't spot this build when it first came out, and I like it a lot. Very solid, low cheese, seems like it would be very fun to play. Good work!
FYI, I finally added this build to my monk guide. 
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