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So after more noodling about how to build a punch sorcerer on the Monk2/Sorcerer 10/Dragon Disciple 8 backbone, this is what I've come up with:
1: First of all why only Mnk 2? Couple of reasons:
a) I wanted enough caster levels to get Form of the Dragon III which this character gets as a capstone spell.
b) Two levels of Master of many styles monk is enough to get both Dragon style (and ferocity) and Tiger style (and pounce) which more or less gives this character his punch damage.
2: Dragon Disciple 8?!!
a) Yeah, but you don't really lose much by foregoing the last two levels, Form of the Dragon II (which you can take as a spell) and blindsense (which you get from Draconic bloodline anyway)
One of the trick this build revolves around is Shocking Grasp, which at low levels, is a nice touch spell to be used when closing
Spontaneous Metafocus makes the casting time a standard action and the Magical Lineage/Wayang Spell Hunter traits makes applying metamagic feats to it 2 spell levels cheaper.
There are three routes to take with Shocking Grasp, depending on which type of dragon you want to go with. Acid Grasp, Cold Grasp and Shocking Grasp.
Acid Grasp - Take the Elemental Spell metamagic feat and convert the damage to acid (for the damage), take Noxious Bite and potentially nauseate enemies whenever you bite them.
Cold Grasp - Elemental Spell as above, and Rime spell as well to debuff them every time you hit them with shocking grasp (every round at high levels with quicken).
Shocking Grasp - No Elemental Spell required, save the spell level to use quicken intensified shocking grasp at lower spell levels.
So here is a Cold Grasp Build at lvl 10:
Human Dragon Disciple 4 Monk (Master of Many Styles, Monk of the Sacred Mountain) 2 Sorcerer (Crossblooded, Wildblooded) 4
LG Medium Humanoid (human)
Init +0; Senses Perception +19
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Defense
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AC 23, touch 14, flat-footed 23 (+4 armor, +5 natural, +2 deflection)
hp 76 (4d12+2d8+4d6+20)
Fort +11, Ref +9, Will +15; +2 bonus vs. sleep, paralysis, and stunning
Resist cold 5, dragon resistances
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Offense
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Speed 30 ft.
Melee Bite (Magic Claws & Bite) +17 (1d6+8/x2) and
. . Claw x2 (Magic Claws & Bite) +17 x2 (1d6+8/x2) and
. . Unarmed strike +19 (1d6+25/x2)/+14 (1d6+20/x2)
Special Attacks breath weapon 8d6 (1/day) (dc 18), dragon bite, magic claws & bite (7 rounds/day)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 7):
3 (5/day) Heroism
2 (7/day) Mirror Image, Alter Self
1 (7/day) Magic Missile, Shocking Grasp, Protection from Evil, Mage Armor, True Strike
0 (at will) Ray of Frost, Read Magic, Mage Hand, Detect Magic, Prestidigitation (DC 14), Breeze
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Statistics
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Str 30, Dex 10, Con 12, Int 10, Wis 18, Cha 13
Base Atk +6; CMB +18; CMD 32 (34 vs. Bull Rush, 34 vs. Overrun, 34 vs. Trip)
Feats Dragon Ferocity +5, 1d4+10 rds, Dragon Style, Elemental Spell (Cold), Eschew Materials, Improved Unarmed Strike, Multiattack, Power Attack -2/+4, Rime Spell, Spontaneous Metafocus (Shocking Grasp), Stunning Fist (4/day) (DC 19), Tiger Pounce, Tiger Style, Toughness +10
Traits Magical Lineage (Shocking Grasp), Wayang Spell Hunter (Shocking Grasp)
Skills Acrobatics +15, Appraise +2, Bluff +3, Climb +12, Diplomacy +3, Disguise +3, Escape Artist +2, Fly +2, Heal +8, Intimidate +3, Knowledge (arcana) +10, Linguistics +3, Perception +19, Ride +2, Sense Motive +11, Spellcraft +15, Stealth +2, Survival +6, Swim +12
Languages Common, Draconic
SQ ac bonus +4, fuse style (2 styles), mutated bloodlines (draconic [silver dragon [cold]], empyreal), spell storing, stunning fist (stun), unarmed strike (1d6)
Other Gear Belt of giant strength +4, Cloak of resistance +2, Headband of inspired wisdom +4, Ring of protection +2, Spell Storing Amulet of mighty fists +1, 2000 GP
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Special Abilities
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Breath Weapon (1/day) (DC 13) (Su) 1/day, Breath Weapon deals 4d6 Cold damage, DC 13.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Draconic (Silver Dragon [Cold]) +1 damage per die for [Cold] spells.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Ferocity +5, 1d4+10 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Resistances (Ex) You gain Cold resistance 5 and +1 natural armor
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elemental Spell (Cold) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empyreal Your heavenly power derives from insight rather than force of personality.
Associated Bloodline: Celestial.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magic Claws & Bite (7 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage. Bite attack deals 1d6 damage.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spell Storing Store a spell of up to 3rd level in weapon.
Spontaneous Metafocus (Shocking Grasp) Apply metamagic to one spell and keep the standard casting time
Stunning Fist (4/day) (DC 19) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Tiger Pounce May apply the penalty from Power Attack to AC
Tiger Style Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wayang Spell Hunter (Shocking Grasp) Reduce spell level increase from metamagic for chosen spell by 1.
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Salient points:
Full attack:
Melee Bite (Magic Claws & Bite) +17 (1d6+8/x2) and
. . Claw x2 (Magic Claws & Bite) +17 x2 (1d6+8/x2) and
. . Unarmed strike +19 (1d6+25/x2)/+14 (1d6+20/x2)
AC/HP/Saves:
AC 23, touch 14, flat-footed 23 (+4 armor, +5 natural, +2 deflection)
hp 76 (4d12+2d8+4d6+20)
Fort +11, Ref +9, Will +15; +2 bonus vs. sleep, paralysis, and stunning
Resist cold 5, dragon resistances
AC is slightly anemic, but this is with the -2 from power attack, so it really should be around 25. HP is not bad at all with the d12 from Dragon Disciple.
Spells:
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 7):
3 (5/day) Heroism
2 (7/day) Mirror Image, Alter Self
1 (7/day) Magic Missile, Shocking Grasp, Protection from Evil, Mage Armor, True Strike
0 (at will) Ray of Frost, Read Magic, Mage Hand, Detect Magic, Prestidigitation (DC 14), Breeze
(of which Heroism, Mage Armor and Alter Self are running to give the 30 Str)
Opening attack will always be with a Elemental (cold)/ Rime Shocking Grasp stored in the spell storing amulet.
Later levels to follow...
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I think that very few GMs would be lenient enough to allow both the Magical Lineage and Wayang Spellhunter traits to each be applied to shocking grasp, in order to reduce the cost of metamagic applied by 2 levels.
Well, its PFS legal and I'm not actually reducing the spell beneath it's initial level (that is specifically ruled out), so if DMs want to disregard the rules as they currently stand, then more power to them.
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| prototype00 |
So a couple of changes to the original 10 lvl build. I switch out true strike for shield (which brings our AC up to a respectable 27 without having to give up anything for power attack, yay!)
Forgot to say, Noc-Trung Frostscale's tactic at lvl 10 is to buff up, close with a Elementally switched/Rime shocking grasp and then really go to town with the brutal attack routine starting with the 1d6+25 unarmed attack. This will change of course as he approaches higher levels.
So here he is at 15th lvl:
Human Dragon Disciple 8 Monk (Master of Many Styles, Monk of the Sacred Mountain) 2 Sorcerer (Crossblooded, Wildblooded) 5
LG Huge Humanoid (human)
Init +2; Senses blindsense, low-light vision, scent; Perception +25
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Defense
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AC 34, touch 13, flat-footed 34 (+4 armor, +4 shield, -2 Dex, -2 size, +13 natural, +4 deflection)
hp 133 (8d12+2d8+5d6+45)
Fort +17, Ref +12, Will +21; +2 bonus vs. sleep, paralysis, and stunning
Resist cold 10, dragon resistances
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Offense
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Speed 50 ft., flight (60 feet, average)
Melee Bite (Beast Shape III - Allosaurus) +23 (4d6+12/x2) and
. . Claw x2 (Beast Shape III - Allosaurus) +24 x2 (3d6+25 /x2) and
. . Unarmed strike +25 (2d6+35/x2)/+20 (2d6+28/x2)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (3/day) (dc 21), cold claws & cold bite (8 rounds/day), dragon bite, pounce
Spell-Like Abilities Dragon Form (I) (1/day)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 11):
5 (5/day) Beast Shape III
4 (7/day) Dimension Door, Calcific Touch (DC 19), False Life, Greater
3 (7/day) Heroism, Haste, Fly
2 (7/day) Resist Energy, Mirror Image, Invisibility, Alter Self, Blur
1 (8/day) Magic Missile, Shocking Grasp, Protection from Evil, Shield, Mage Armor
0 (at will) Ray of Frost, Read Magic, Mage Hand, Detect Magic, Mending, Prestidigitation (DC 15), Light, Breeze
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Statistics
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Str 37, Dex 6, Con 14, Int 12, Wis 20, Cha 13
Base Atk +9; CMB +26; CMD 42 (44 vs. Bull Rush, 44 vs. Overrun, 44 vs. Trip)
Feats Dragon Ferocity +6, 1d4+13 rds, Dragon Style, Elemental Spell (Cold), Eschew Materials, Feral Combat Training (Claw), Improved Initiative, Improved Unarmed Strike, Intensified Spell, Multiattack, Power Attack -3/+6, Quicken Spell, Rime Spell, Spontaneous Metafocus (Shocking Grasp), Stunning Fist (5/day) (DC 22), Tiger Pounce, Tiger Style, Toughness +15, Weapon Focus (Claw)
Traits Magical Lineage (Shocking Grasp), Wayang Spell Hunter (Shocking Grasp)
Skills Acrobatics +18 (+26 jump), Appraise +3, Bluff +3, Climb +15, Diplomacy +3, Disguise +3, Escape Artist +0, Fly +14, Heal +9, Intimidate +3, Knowledge (arcana) +11, Linguistics +4, Perception +25, Ride +0, Sense Motive +12, Spellcraft +21, Stealth -8, Survival +7, Swim +15
Languages Common, Draconic
SQ ac bonus +5, fuse style (2 styles), mutated bloodlines (draconic [silver dragon [cold]], empyreal), sorcerer channel positive energy 3d6 (1/day) (dc 1, spell storing, stunning fist (stun), unarmed strike (1d6), wings
Combat Gear Extend metamagic rod (3/day); Other Gear Belt of giant strength +6, Cloak of resistance +5, Headband of inspired wisdom +6, Ioun stone (dusty rose prism), Ring of protection +4, Robe of arcane heritage, Spell Storing Amulet of mighty fists +3, 15000 GP
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Special Abilities
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AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (3/day) (DC 15) (Su) 3/day, Breath Weapon deals 17d6 Cold damage, DC 15.
Cold Claws & Cold Bite (4 rounds/day) (Su) 2 Magic Claw attacks deal 1d6 damage + 1d6 Cold Bite attack deals 1d6 damage.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Draconic (Silver Dragon [Cold]) +1 damage per die for [Cold] spells.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Ferocity +6, 1d4+13 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Form (I) (1/day) (Sp) Use Form of the Dragon I as a spell-like ability 1/day
Dragon Resistances (Ex) You gain Cold resistance 5 and +1 natural armor
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elemental Spell (Cold) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empyreal Your heavenly power derives from insight rather than force of personality.
Associated Bloodline: Celestial.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend metamagic rod (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Normal metamagic rods can be used with spells of 6th level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 5,500 gp
Feral Combat Training (Claw) Use Improved Unarmed Strike feats with natural weapons
Flight (60 feet, Average) You can fly!
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
Construction
Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sorcerer Channel Positive Energy 3d6 (1/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Spell Storing Store a spell of up to 3rd level in weapon.
Spontaneous Metafocus (Shocking Grasp) Apply metamagic to one spell and keep the standard casting time
Stunning Fist (5/day) (DC 22) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Tiger Pounce May apply the penalty from Power Attack to AC
Tiger Style Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wayang Spell Hunter (Shocking Grasp) Reduce spell level increase from metamagic for chosen spell by 1.
Wings (Su) Fly 60' (average)
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
So the main changes here are that I took the opportunity to get feral combat training for the claws, so that they too can benefit from dragon style (more damage basically) and picked up beast shape III, which is a nice buff to strength but nixes spellcasting. Basically cast other spells before hand before engaging dinosaur mode.
As before, main points:
Melee Bite (Beast Shape III - Allosaurus) +23 (4d6+12/x2) and
. . Claw x2 (Beast Shape III - Allosaurus) +24 x2 (3d6+25 /x2) and
. . Unarmed strike +25 (2d6+35/x2)/+20 (2d6+28/x2)
AC 34, touch 13, flat-footed 34 (+4 armor, +4 shield, -2 Dex, -2 size, +13 natural, +4 deflection)
hp 133 (8d12+2d8+5d6+45)
Fort +17, Ref +12, Will +21; +2 bonus vs. sleep, paralysis, and stunning
Resist cold 10, dragon resistances
Nice and high AC at 34, even though I am running a -3 penalty for power attack.
and spells:
5 (5/day) Beast Shape III
4 (7/day) Dimension Door, Calcific Touch (DC 19), False Life, Greater
3 (7/day) Heroism, Haste, Fly
2 (7/day) Resist Energy, Mirror Image, Invisibility, Alter Self, Blur
1 (8/day) Magic Missile, Shocking Grasp, Protection from Evil, Shield, Mage Armor
0 (at will) Ray of Frost, Read Magic, Mage Hand, Detect Magic, Mending, Prestidigitation (DC 15), Light, Breeze
Note: I can now spontaneously cast a Quickened, intensified, elemental (cold) Shocking grasp as a 5th lvl spell, which is an option that competes with beast shape III if I just want to have 10d6 touch attack at the start of a round.
Spells that I have running currently are
Beast Shape III
Heroism
Mage Armor
Shield
Protection from Evil
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