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Is this the Improved Critical you're talking about...??
Razor's Kiss (Su): At 8th level, a dervish dancer can use his battle dance to improve his weapons' critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected. This ability replaces dirge of doom.
In your build, you'll get it at level 10.
Action economy. Make baddies that can do many things on their turn. Remember, baddies don't have to be optimized to be memorable. So things like 2 weapon fighting, monk's Flurry of Blows, and natural attackers make for some great martial fighters. Maybe a cleric that has quick channel. Maybe a bard that can inspire and call up a spell. Spell casters that can summon.
Also look for team synergy and variance. Use teamwork feat against the party. Use buffs, debuffs, and heals. Use the terrain to your advantage. Make the party walk into a trap. Or make the trap so obvious that they party chooses plan B, and that's where your ambush is.
Also remember that not every encounter has to be won in combat. Give them an escape route. Give them a chance to non-combat resolve it. If the encounter is not supposed to fought (say against an above level baddie), give them obvious clues that they should leave.
Sohei would work with the wearing armor thing. Instead of Cedric flurrying with one weapon, or with all unarmed strikes, he could alternate attacks. He could, for instance, use his first attack with say a temple sword, then his second attack could be a kick. Thematically fun, yet not overpowered.
The biggest problem with Sohei is that he'll never flurry with a greatsword. If you really wanted to go this route, at 3rd level (or 5th) take a level of cleric of Gorum, and the feat Crusader's Flurry, then he can flurry with a greatsword.
I am playing a Half Orc DD Bard for 6 levels, then heading to Dragon Disciple.
He's a blast.
I like having intimidate as a back up plan in combat so I have a lot of half orcs, and the falcion proficiency is nothing to scoff at, but look at half elf with ancestral arms for the Nodachi, or greatsword, or whatever.
oh...if you have Inner Sea Gods book, the +4 to knowledge checks from Irori's Deific Obedience is top notch. Also Desna for some improved initiative.
I have to ask. Is it absolutely necessary to have her play 2 characters? If she's so new to the game, why double her burden? Can't you as the GM lower the risk to the party, or start them with more goodies, higher point buy, etc?
I see nothing wrong with having a party of 3. IMHO, the game will flow so much more smoothly. If the party is lacking something (disabling traps, healing, a knowledge check, etc)...introduce a friendly (or evil with a plan) NPC that can assist. Nothing permanent, mind you, just helpful for the time.
That being said...in what direction does she want to go? Martial smash face, sneaky, holy smash face, holy buffer, master of whispers?
As the others were saying...get her logged in!! We don't bite.
Laurel and Hardy
Tiny Coffee Golem wrote:
Sensei Ki Mystic 4 Winds QinggongI used full Marid Style and TWF. Irori's Deific Obedience would work well in this build. I grabbed Barkskin, Scorching Ray, and Gaseous Form for Qinggong. Gaseous Form I found wasn't worth it. I played the build up to level 12.
With Half Elf, you could also do something like Crane Style and choose the 9 Section Whip.
Half Elf using Arcane Training for wand use.
If you want wand use, go Half Elf with Arcane Training. This, combined with Qinggong, will make you very diverse.
You will lose the Human bonus feat (or extra +2 stat), a skill point per level, and your favored class bonus per level.
Half elf will gain you back low light vision and the ability to choose proficiency in one weapon. Sansetsukon perhaps?
I played this style monk up to 12th level, and had a blast. I went the Marid Style 4 Winds route, and don't regret it. My party was also lacking melee damage, so that may be part of it. This was also before Inner Sea Gods came out, so I did not have Deific Obedience. This build does have room for it, so I would suggest it. It syncs well with Sensei.
For Qinggong, I grabbed Barkskin, Scorching Ray, and Gaseous Form. GF was not worth it. I also threw in TWF because Sensei loses FoB. Not optimized, but definately fun. There's a glove slot item that lets you use 2 elemental fists per turn.
I called him "the Sensei of Ice and Fire"
Sensei, Ki Mystic, 4 Winds, Qinggong Monk...using Marid Style?
Sensei loses Flurry, so pick up TWF (yes I know TWF stinks on a 3/4 BAB class, but at least you're self buffing). Worship Irori and take Deific Obedience, now you're awesome at knowledge checks.
I just saw a hand slot item that will let you use 2 Elemental Fists in one round. That's helpful.
Ki Mystic ups your ki points. Of course after I post this, 19 people will tell you to go Drunken Master.
Use Qinggong to pick up at least Barkskin. The 5th level swap can be of your choosing.
Why not make him a 'buffer' NPC? Imagine the scene when he betrays the PCs, and suddenly he's buffing the bad guys. That would be an epic "oh crap" moment!!
How about Target of Opportunity, and his "new" buddies are all archers?
PS Whatever build you go with, try to keep as much secret as possible!! Have fun!!