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Problem is, shuriken have a very short range increment. You'll have pretty poor odds of hitting a flying mage, if they're even in your max range.
To channel stunning fist through a weapon, it needs to be Ki Focus. That's a +1 enchantment that only goes on melee weapons, but there are melee weapons that can be thrown, such as the shortspear. I think that should work.
Splintering Weapon is a potentially nifty feat, if you can secure a pouch of obsidian shuriken, you can inflict bleed which forces a concentration check (fairly low DC, but it can still help occasionally).
Lots of magic that gets sent at you an area of effect spell, like glitterdust or create pit. Should you be able to redirect these spells as well, or just spells that target you specifically?
Tetori grapple, and can prevent those in their grasp from using Freedom of Movement or teleports to escape. That makes it very difficult for casters to cheat out of grappling, which makes casting hard by default. Plus there are assorted feats like Jawbreaker which make things even tougher.
It would be easier to team up with a caster or get a magic item that casts silence on you however, and get into the caster's space with Step Up.
In general monks have good saves, evasion, and good touch AC, so they can use their mobility to get to a caster (though there's no solution for flight without aid, but that's something almost all martials suffer) and mages (at least the arcane ones) are ideal targets for stunning fist. It depends on the mage, but you can even steal their spell component pouch (and backup pouch), made easier by stunning them.
What do you want from an Anti-Mage though?
Mages often have abjurations shielding them, which is the image you can sell if you do Crane Wing something (assuming the total defense deflection, because otherwise it's just a Dodge bonus). Their attack got deflected by something when it should have hit, how's that not magic? They'd have to Detect Magic and concentrate long enough to Spellcraft to confirm it's not a spell.
Your laser beams are doing as much damage as any caster's would when you use it. Do you wait until the mage uses earth-shattering magic before you decide to take him out? Because if you do, it's too late. If we're accepting the topic premise of every monster wanting to geek the mage, I'm pretty sure demonstrating the ability to shoot lasers should suffice.
Why would they think you have kung-fu skills if you're just turtling the beat down? It's pretty much all Dex, Wis, and Dodge bonuses, they're hitting air. You can make it seem like you're just getting lucky, that's a pretty common trope (especially among drunken masters).
And if the monsters hold up placards that say "4/10" because you used Scorching Ray instead of Glitterdust, well, I don't know what to say. Scorching Ray is a fairly iconic arcane spell.
I think this problem may present a solution to another problem!
People say that super defense builds can just get ignored. But let's dress our turtle monk in a wizard robe and hat, and take the Qinggong power Scorching Ray to seal the perception.
Blast someone at the start of combat, and then draw aggro for the rest of the fight, pretending to be struggling to cast further spells as the enemies try to rip you apart. Put some ranks in Perform (Acting) to make it look good, it's class for monks.
I'm a big fan of Legend's "here's the base weapon chassis, now assign 3 properties to it and call it whatever you want".
My 1d6 ranged Brutal (x2) Distant weapon can be fluffed as a shortbow, laser rifle, or magical paper cranes, as best fits my character and the setting. Or in terms that this discussion started, it can be a longbow, sling, or crossbow.
If there was another edition of Pathfinder, that's what I'd want. Don't penalize me for fluff.
I'm not sure I see the synergy of a trip build if the party's heavy hitters are the gunslinger and sorcerer. Prone enemies get +4 to AC against ranged attacks, and they won't get attacks of opportunity either.
Edit: You mention he failed to trip an opponent much larger than he is, but you can't even attempt to trip opponents over one size larger than you, unless you're an Underfoot Adept (or maybe he's got something similar I missed).
Second Edit: Awesome character art though. If he found it after concepting his vanara monk pirate rather than before, that's pretty amazing.
Pathfinder With Lower Damage, Higher Mobility and Increased In-Combat Versatility. Would You Play / Like It?
Assuming that there is in fact a ring.
There is a very neat ninja trick:
Seems to be the easiest way to get a big bonus (besides True Strike).
So we start out as a Paladin because we want to be an HP tank, and begin with Fey Foundling. We start pretty normal, taking Power Attack at 3, then Improved Bull Rush at 5. Then we dip two levels into Ninja, and take Greater Bull Rush at 7 (assuming you have friends to grant attacks to, when you're not in an arena situation).
You should be pretty good at bull rush, but when you take damage, your bonus likely doubles, if not more.
Rough math at lvl8:
I'm not sure if a weapon's enchantment bonus adds to bull rush, but if not, there's the Dwarven Boulder Helmet, and you can Mercy away the staggered condition when you fix the damage taken from the AoO.
I wonder if there's any way to selectively lower your AC. You want to have a good AC most of the time, until you plan to redirect force.
I considered other maneuvers as well, but Bull Rush is among the only ones that cares how much you win by.
If you're the only one facing that opponent, I don't think the -4 for throwing into melee should apply (although of course by RAW it does).
You could also throw the shuriken at someone who is at range from you, provoking from those in melee with you, and then stick them with your blade. I'll go ahead and make that rules question about Flurry of Stars.
False Opening is an interesting feat that I want to try building around. I'm wary of it since it gives an opponent an option and if they choose not to take it, you gain no benefit whatsoever. It relies on a cooperative DM. Assuming that is the case, you're spending 4 feats on it (including prereqs), which is a hefty fee. As a boon, opponents lose their Dex to AC (if they miss you while you have +4 to hit), on attacks you provoke by using ranged/thrown weapons.
Straight up, I think a swashbuckler can use this feat most easily as an effective weapon thrower, and he has parry/riposte to back himself up. Doesn't gain too much benefit from making the enemy lose dex (no more than others).
So how could this be used in a build with strong Sneak Attack dice, to make the most of it? Perhaps a Ninja that uses Mirror Image?
Side question: If a Ninja uses Flurry of Stars, are they only able to make attacks with shuriken? Or could you toss two stars and take the rest of your stabs with the blade?
Chaotic Fighter wrote:
Neat build though.
Popping in to say A+
Green Smashomancer wrote:
It's probably a level 1 spell because it's only available to classes that make poor use of it. A continuous magic item of it likely should cost more, much like how an item of continuous Mage Armor would be much cheaper than +4 Bracers of Armor.
On one hand, these powers don't have unified mechanics. On the other hand, show me a totem that does.
Phoenix Totem, Lesser (Su)
Phoenix Totem, Greater(Su)
And true regarding teamwork feats. There's Wounded Paw Gambit, but the other good ranged teamwork feat is Target of Opportunity, and that doesn't really combo with animal companions. Maybe Apes could use thrown weapons though, if you give it some Int. Still not that great.
Bill Dunn wrote:
What does he do better than the barbarian, out of curiosity? Does he tank better, or alter reality?
Using unarmed strike has advantages and disadvantages outside of DPR in comparison to weapons. Being always armed vs. touching burning spiky enemies.
Inspire Courage is great. Exemplar only trades the scaling AC bonus, right? You could still keep the base +Wis I think?