I stack Monk with MORE MONK (actually Warpriest)! And other random noodlings from the ACG.


Advice

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So, what if I told you that the class most complimentary to the Monk in the ACG is not the Brawler (gosh no, never mix Brawler and monk*), but the Warpriest?

Specifically the Sacred Fist Archetype. Here are the pros:

1. It gives you flurry, which if you traded it away for something from monk (such as going MoMS, highly recommended by the way!) is basically free full BaB attacking, nice!

2. Wisdom to AC twice. No two ways about it, the wisdom to AC stacks by RAW (one is from an Ex ability and one is from a Su ability and both are unnamed, the very definition of things that stack). This is worth it by itself to dip monk.

3. Spells and Swift action buffing from Warpriest. While boosting that wisdom, why not boost your spells/day and your ability to cast them?

A simple beginning build would be as follows:

1. Warpriest (Sacred Fist) 1: Free Feat - Pick up that flurrying and go to town. Full BaB for the win!
2. Warpriest (Sacred Fist) 2: - Fervor, for great justice!
3. Warpriest (Sacred Fist) 2/ Monk 1: Dragon Style / Pummeling Style - Fuse those Styles! Fuse them!
4. Warpriest 2/ Monk 2: Pummeling Charge - Basically the apex of your 1st 5 levels
5. Warpriest 3/ Monk 2: Dragon Ferocity - So much damage!

Later you can pick up Janni Style (double the unarmed damage when you charge) and Horn of the Criosphinx (Double the strength! Well more accurately 2.5x the Strength). And probably style master, since you are going to get a couple more style feats for free.

I'd mostly keep going with Warpriest levels, since you get ki points and spells from it.

prototype00

*Well, actually it might be good, but I haven't given it much thought.

Dark Archive

I was actually trying to build the same thing: Dwarven Sacred Fist Warpriest

Any thoughts? It seems like we were going in the same general direction, but you're much more experienced with building monk-type characters than I am. D:


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Question: no where in Sacred Fist does it say Flurry of Blows counts warpriest levels as Monk levels. Several other bonuses explicitly mention this. Is this just a mistake or are there rules where gaining another classes feature uses your class in place of the intended one?


So you're saying there's finally a way to make a decent monk now?

It's about time.

Liberty's Edge

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...go on...

Shadow Lodge

Just curious Prototype, how well would you say Sacred Fist synergizes with the typical Monk/Druid builds in place of/addition to the monk?


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Seranov wrote:

I was actually trying to build the same thing: Dwarven Sacred Fist Warpriest

Any thoughts? It seems like we were going in the same general direction, but you're much more experienced with building monk-type characters than I am. D:

Hey, I came to the same conclusions as you did. :) What were you looking for? Moar AC? Damage? (You could make a really wicked wis focused character with guided fist for a Sacred Fist of Irori, but then you would be giving up the damage from dragon style).

Actually, wis isn't bad. You could start with a Monk (Sensei)2/Warpriest X of Shizuru for the Katana, and then pick up crusader's flurry which turns the Katana into a monk weapon, which you can then flurry with your wis bonus as per the Sensei Insightful strike ability. Best part? Not having to take that awful Channel Smite feat to take guided hand.

Now if you are a Monk (Sensei/Hungry Ghost/Qinggong) you are rolling in the ki points and can do all kinds of funky mystic stuff all while buffing yourself as a swift action thanks to the Warpriest. Hmm, start with a gnome, and you even have Zen Koan for days!

Quote:
Question: no where in Sacred Fist does it say Flurry of Blows counts warpriest levels as Monk levels. Several other bonuses explicitly mention this. Is this just a mistake or are there rules where gaining another classes feature uses your class in place of the intended one?

Not that I know of.

prototype00


Paizo has ruled that you cant get the same Ability Modifier to a stat twice unless it specifically states you can; you can't stack Trench Fighter 3 / Gunslinger 5 to get double Dex to damage for the same reason.


Really? Link please.

prototype00

Edit: Ah if you mean unwritten rules as stated by JJ, then hasn't he said in no uncertain terms that he isn't the rules guy and the stuff he says shouldn't be taken as da rulez?

Contributor

Here is an important clause to note that will likely ruin the OP's day.

In the Advanced Class Guide, on Page 8, we get the following paragraph:

Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices by the parent classes and vice versa (such as selecting the same bloodline).

Although the monk is not listed as a parent class to the warpriest, one can argue that the "point" of the sacred fist is to swap the fighter parent aspect of the warpriest for a monk parent.

For this reason, these "redundant" abilities (namely flurry of blows) likely don't stack because each flurry modifies something else. The monk's alters the monk's BAB while the warpriest's alters the warpriest's BAB. So if you use the monk's flurry of blows (a full-round action), you don't get to alter your warpriest BAB and vice versa because nowhere in either ability does it say that these abilities stack.

That said, we'll have to wait for some official FAQs from the design time before we get anything official.


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http://paizo.com/threads/rzs2l7ns&page=385?Ask-James-Jacobs-ALL-your-Qu estions-Here#19247

You can claim that JJ isn't a rules guy but you dont have to be a rules guy to see this is an unfair exploit. If your GM allows it great, but If they say no dont be supprised.


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Yo dawg! I put a monk in your monk.


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Alexander Augunas wrote:

Here is an important clause to note that will likely ruin the OP's day.

In the Advanced Class Guide, on Page 8, we get the following paragraph:

Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices by the parent classes and vice versa (such as selecting the same bloodline).

Nope! Parent classes have been errata'd away!


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Flurry doesn't have to stack. The point is that you can grab an archetype that drops that class feature, then get the same feature in an entirely different class. There's nothing "redundant" about that, because you're not trying to stack anything. Flurry already works with BAB from non-monk levels, so in this case you'd simply flurry as a monk of your cleric level, with the monk levels counted as non-monk levels for this purpose.


Doomed Hero wrote:
Alexander Augunas wrote:

Here is an important clause to note that will likely ruin the OP's day.

In the Advanced Class Guide, on Page 8, we get the following paragraph:

Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices by the parent classes and vice versa (such as selecting the same bloodline).

Nope! Parent classes have been errata'd away!

Uuuuh, where has it been errataed? It's literally been less than a week, I really doubt any errata exists dude.


also
http://paizo.com/threads/rzs2r346?Bonuses-from-the-same-source#2


Diminuendo wrote:

also

Linkified

The Wis to AC us t from the same source.


Wis to AC comes from two different sources, two different classes, and two different ability types. They're also unnamed bonuses. It's a little cheesy, but it should work.

Grand Lodge

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SunsetPsychosis wrote:
Wis to AC comes from two different sources, two different classes, and two different ability types. They're also unnamed bonuses. It's a little cheesy, but it should work.

The Commoner Class is cheesy. Black Olives are cheesy. 10 foot poles are cheesy.

The meaninglessness of the term "cheesy", is cheesy.

Anyways, you are quite correct with everything else.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm just not sure if it is intended for the Warpriest to full-attack with Warpriest level as BAB.

If so, it's the strongest archetype for Warpriest and can definitely be up there with the Paladin or probably even above in terms of strength.

Even if it doesn't, it's still probably the strongest archetype.

Dark Archive

Xethik wrote:

I'm just not sure if it is intended for the Warpriest to full-attack with Warpriest level as BAB.

If so, it's the strongest archetype for Warpriest and can definitely be up there with the Paladin or probably even above in terms of strength.

Even if it doesn't, it's still probably the strongest archetype.

It's absolutely intended for that to be the case. They wouldn't have given it Flurry of Blows, which specifically states it works like a Monk's Flurry of Blows, otherwise.

That said, it has all the same requirements of needing to full attack to be any good, just like the normal Monk. Pummeling Charge helps allieviate this, of course, but not everyone with have it.

Spoiler:
Who am I kidding, it's way too good not to take. Even if Pummeling Style didn't have the "if one hit crits, they can all crit" bit, everyone would take it for being able to full attack on a charge.


Pummeling style also makes monks bodywraps a solid option.


Diminuendo wrote:

http://paizo.com/threads/rzs2l7ns&page=385?Ask-James-Jacobs-ALL-your-Qu estions-Here#19247

You can claim that JJ isn't a rules guy but you dont have to be a rules guy to see this is an unfair exploit. If your GM allows it great, but If they say no dont be supprised.

GMs can rule anything they like in their campaign, from the sky being green to wizards not having spells.

Here, I like to talk RAW.

Quote:
Just curious Prototype, how well would you say Sacred Fist synergizes with the typical Monk/Druid builds in place of/addition to the monk?

Hmmm, not great, unfortunately. Flurry is only useful for certain Feral combat training builds (like the hungry, hungry, hippo) so you could use it there I suspect.

Losing out on monastic legacy also prevents you from reaching the highest (12d8) level of unarmed damage.

prototype00


Alexander Augunas wrote:

Here is an important clause to note that will likely ruin the OP's day.

In the Advanced Class Guide, on Page 8, we get the following paragraph:

Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices by the parent classes and vice versa (such as selecting the same bloodline).

Although the monk is not listed as a parent class to the warpriest, one can argue that the "point" of the sacred fist is to swap the fighter parent aspect of the warpriest for a monk parent.

For this reason, these "redundant" abilities (namely flurry of blows) likely don't stack because each flurry modifies something else. The monk's alters the monk's BAB while the warpriest's alters the warpriest's BAB. So if you use the monk's flurry of blows (a full-round action), you don't get to alter your warpriest BAB and vice versa because nowhere in either ability does it say that these abilities stack.

That said, we'll have to wait for some official FAQs from the design time before we get anything official.

I don't know why you posted this considering neither the OP nor anyone else said anything about Flurry stacking from the two classes.

But they do "stack" if only in the sense that Flurry and normal BaB stack already. A Monk 1/Fighter 19 still has a 20 BaB while Flurrying. No BaB issues would be present here.

A Monk 2/Warpriest 18 will Flurry with a 19 BaB.


prototype00 wrote:

So, what if I told you that the class most complimentary to the Monk in the ACG is not the Brawler (gosh no, never mix Brawler and monk*), but the Warpriest?

Specifically the Sacred Fist Archetype. Here are the pros:

1. It gives you flurry, which if you traded it away for something from monk (such as going MoMS, highly recommended by the way!) is basically free full BaB attacking, nice!

2. Wisdom to AC twice. No two ways about it, the wisdom to AC stacks by RAW (one is from an Ex ability and one is from a Su ability and both are unnamed, the very definition of things that stack). This is worth it by itself to dip monk.

3. Spells and Swift action buffing from Warpriest. While boosting that wisdom, why not boost your spells/day and your ability to cast them?

A simple beginning build would be as follows:

1. Warpriest (Sacred Fist) 1: Free Feat - Pick up that flurrying and go to town. Full BaB for the win!
2. Warpriest (Sacred Fist) 2: - Fervor, for great justice!
3. Warpriest (Sacred Fist) 2/ Monk 1: Dragon Style / Pummeling Style - Fuse those Styles! Fuse them!
4. Warpriest 2/ Monk 2: Pummeling Charge - Basically the apex of your 1st 5 levels
5. Warpriest 3/ Monk 2: Dragon Ferocity - So much damage!

Later you can pick up Janni Style (double the unarmed damage when you charge) and Horn of the Criosphinx (Double the strength! Well more accurately 2.5x the Strength). And probably style master, since you are going to get a couple more style feats for free.

I'd mostly keep going with Warpriest levels, since you get ki points and spells from it.

prototype00

*Well, actually it might be good, but I haven't given it much thought.

ty for showing me this sir, this seems...interesting. so its basically a 2 level moms dip, i was going to do the same thing with brawler for a 2 level moms dip. looks like you trade out martial flexibility and some maneuver training crap for spells and blessings. cool!


So shopping around for good deities to use, keeping in mind that the character has to be lawful and within one step of the deity...

Firstly for my money these are the best Blessings:

1. Strength: flurry of blows with half your level worth of bonus to every attack, woo hoo!

2. Destruction: You do how much bonus damage? For one whole minute?!!

3. Liberation: Freedom of movement from 1st level? Sweet! (Pity almost none of the lawful gods have this)

4. Protection: Small buffs to AC and saves, but it is a sacred bonus, which is super rare.

5. Luck: It is basically a roll twice and take the better roll, that lasts forever (or until used). Pretty nifty. The 10th level ability also screws opponents in basically the same way.

6. Repose: Auto sleep, no save (with quicken blessing). nuff said.

7. Travel Blessing: Low level is all right, but high level is teleport 20ft. Seriously, that is good!

8. Trickery Blessing: Mirror Image and Improved invisibility? Who died and made you the best blessing around?

9. War: Not bad small buffs that last for a minute. High level is meh, better if you can soak non-lethal damage.

Kurgess NG (Luck/Strength/Travel), Nivi Rhombodazzle N (Luck/Trickery), Chaldira Zuzaristan NG (Trickery/War) seem pretty all right... I'm probably missing some (but Kurgess probably is the stand out here).

prototype00

Lantern Lodge

I wish I could use Sacred Fist to qualify for Champion of Irori, honestly though Sacred Fist might be a stronger option.

Deities having two or more of the domains listed.

Core
Abadar (LN) has protection and travel.
Nethys (N) has Destruction and Protection.
Shelyn (NG) has Luck, and Protection.
Urgathoa (NE) has War and Strength.

Other Good
Lords of the Empyrean:
Jaidz (NG) Protection, Travel
Lorris (NG) Liberation, Protection
Ondisso (NG) Liberation, Protection, Strength
Rowdrosh (NG) Protection, Travel
Uskyeria (NG) Repose, Strength
Arshea (NG) Liberation, Strength
Dalenydra (NG)Protection, Repose
Neshen (LG) Liberation, Strength
Arqueros (LG) Protection, War
Falayna (LG) Liberation, Strength

Other Neutral
The Ancestors (N) Luck, Protection

Other Evil
Achaekek (LE) Trickery, War
Hadregash (LE) Strength, War
Zursvaater (LE) Trickery, War
Zyphus (NE) Destruction, War
Archdevils (LE): None, I looked.
Szuriel (NE): Strength, War
Xhasnaphar (LE): Liberation, Protection
Malacoda (LE): Strength, War

Sorry to include the evil but I figured it might be useful for someone.


I tried to post this earlier but it disappeared.

Be an Aasimar and take the Enlightened Warrior trait and you open up a lot of new potential deities. It essentially makes the Monk "Any non-Chaotic".


Crusaders Flurry

Now to find a good god.


This will have to be considered. I had started my PFS Aasimar character some time ago. But I'm not real happy with the tranquil guardian archtype.

He's still first level, so in PFS I can still rebuild him.

I think this just became a very strong contender for what to do with him.
.
.

Rynjin wrote:

I tried to post this earlier but it disappeared.

Be an Aasimar and take the Enlightened Warrior trait and you open up a lot of new potential deities. It essentially makes the Monk "Any non-Chaotic".

I am considering it. But I would have to be the Agathion blooded which is not in my top choices for monk.


Hmmm, looks like I might need to get my hands on the ACG since its not in SRD yet (at least last I looked). Think my monk would really appreciate some of this goodness. :)


I know the classes and their archetypes are. Search "hybrid classes"


That build is seriously short on swift actions.
Activating a stance is a swift action, fervor buffing is a swift action, using blessings is a swift action. It will be 5 rounds before everything is up and running.

Is there anything stopping you from just activating both stances when you enter the dungeon and just stay "combat ready" all the while? It does not hinder your movement, after all and as long as you don't insist on doing it even during your off-time, most GMs might be OK with it. It's not that different from keeping your sword drawn.


I think RAW you're supposed to burn a swift action at the start of each combat to assume a style. That said, most GMs I've run with are fine with a character "staying in style" between fights.


Kudaku wrote:
I think RAW you're supposed to burn a swift action at the start of each combat to assume a style. That said, most GMs I've run with are fine with a character "staying in style" between fights.

I don't think most of mine would be ok with that unless the combats came pretty durn close together.


combat style master feat...its another feat, but can make it free action and you always start in one style.


w01fe01 wrote:
combat style master feat...its another feat, but can make it free action and you always start in one style.

Combat Style Master is even better than that, as it allows you to switch in other style feats as a free action. You are going to get free style feats anyway, might as well take some for utility.

prototype00


prototype00 wrote:
w01fe01 wrote:
combat style master feat...its another feat, but can make it free action and you always start in one style.

Combat Style Master is even better than that, as it allows you to switch in other style feats as a free action. You are going to get free style feats anyway, might as well take some for utility.

prototype00

ya true. im actually somewhat torn between the ideas of sacred fist or brawler to pair with a 2 level moms dip, or even a the two new archetypes with a fighter...

pummeling style, how i love what youve done for the unarmed combatant.


It requires BAB +6, so level 7.

Compare with a Brawler, who counts his brawler levels as monk levels and can get it at 5th (with a 2 level MoMS dip for dragon and pummeling).

Dark Archive

KutuluKultist wrote:

It requires BAB +6, so level 7.

Compare with a Brawler, who counts his brawler levels as monk levels and can get it at 5th (with a 2 level MoMS dip for dragon and pummeling).

If you are a Monk or Sacred Fist, you can take Pummeling Fist at level 1. Brawlers don't get their Flurry ability until level 2, but they can take it then. The requirement is EITHER 6 BAB OR the Flurry of Blows or Brawler's Flurry abilities.

Contributor

Doomed Hero wrote:
Alexander Augunas wrote:

Here is an important clause to note that will likely ruin the OP's day.

In the Advanced Class Guide, on Page 8, we get the following paragraph:

Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices by the parent classes and vice versa (such as selecting the same bloodline).

Nope! Parent classes have been errata'd away!

First, parent classes are in the Advanced Class Guide. They just happen to be thematic and do not limit the hybrid class's multiclassing options.

Second, an errata refers to a change that was made after a product's official print date. You are referring to the removal of the multiclass restriction in the chance between Playtest and print, but that is not an errata because the playtest was not the official, final document.

Finally, the rule I cited is in print, on page 8, and is specifically printed to stop silliness like this from happening.

Scarab Sages

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Even so, Monk is not a parent class of the Warpriest and by extension the Sacred Fist.


What do you think of this as a first pass attemp?

warpriest monk
Archon-Blooded Aasimar (Lawbringers) Monk (Master of Many Styles) 2/Warpriest (Sacred Fist) 9 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0)
Diety: Kurgess
LG Medium outsider (human, native)
Init +7; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 22, touch 22, flat-footed 20 (+2 Dex, +2 deflection, +8 untyped)
hp 100 (11d8+42)
Fort +12, Ref +8, Will +13; +2 vs. fire, +2 vs. [evil]
Defensive Abilities evasion; Resist acid 7, cold 7, electricity 7, fire 7
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +10/+5 (1d10+2)
Special Attacks flurry of blows, ki flurry, ki speed, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic, stunning fist (4/day, DC 19), channel positive energy 4/day (DC 18, 3d6)
Spell-Like Abilities (CL 11th; concentration +9)
. . 1/day—continual flame
Warpriest (Sacred Fist) Spells Prepared (CL 9th; concentration +13):
. . 3rd—archon's aura{super}UM{/super} (DC 17), communal resist energy{super}UC{/super}, deadly juggernaut{super}UC{/super}, greater stunning barrier (DC 17)
. . 2nd—communal protection from evil{super}UC{/super}, life pact, martyr's bargain, pilfering hand{super}UC{/super}, silence (DC 16)
. . 1st—abadar's truthtelling (DC 15), bless, divine favor, face of the devourer, liberating command{super}UC{/super}, obscuring mist
. . 0 (at will)—detect magic, detect poison, guidance, mending, stabilize
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 12, Wis 19, Cha 7
Base Atk +7; CMB +9; CMD 31
Feats Angelic Blood[ARG], Angelic Flesh (Brazen)[ARG], Blind-Fight, Dragon Style[UC], Improved Initiative, Improved Unarmed Strike, Jabbing Style, Pummeling Style, Stunning Fist, Warrior Priest[UM], Weapon Focus (unarmed strike)
Traits secrets of the sphinx, unscathed
Skills
Acrobatics +10, Climb +6, Diplomacy +2, Escape Artist +6, Heal +8, Intimidate +4, Knowledge (history) +7, Knowledge (local) +7, Knowledge (religion) +7, Perception +18, Ride +6, Sense Motive +10, Spellcraft +5, Stealth +6, Swim +6; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Common, Kelish
SQ aura, blessings, fervor 3d6, fuse style, holy strike, ki defense, ki insight, ki pool, lucky presence, blessed fortitude, blessings (good blessing, luck blessing), scion of humanity, stunning fist (stun), unarmed strike
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Brazen) +2 saves vs Fire effects.
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fervor 3d6 (8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows +10/+10/+5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
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
Holy Strike (Su) Touched weapon deals +1d6 dam vs. evil foes for 1 min.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jabbing Style (1/round) +1d6 if you hit target with 2 unarmed strikes, +2d6 if hit with more than 2.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Insight +1 (Su) Use 1 ki to gain Insight bonus to AC for 1 min.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Lucky Presence As a standard action, touched ally can roll att, save, abil or skill check 2x (take high). Lasts until used.
Miraculous Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead. On fail, halve effect.
Pummeling Style As full-rd act, make normal full attack or flurry, adding all dmg together into 1 hit.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Secrets of the Sphinx (1/day, Knowledge [local]) 1/day, Add +2 to a single Knowledge Check.
Stunning Fist (4/day, DC 19) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) Can apply different conditions when using stunning fist feat.
Unarmed Strike (1d10) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Warpriest Channel Positive Energy 3d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Warrior Priest +2 on concentration checks when casting defensively or grappling.


Hmm... looks reasonably solid, some questions.

1: Why the super high wis and so so strength? (They can both be around 18 I figure at your level)

2: Why not pick up dragon ferocity instead of other style feats? With mroe strength you could do more damage. (Also, why no Horn of the Criosphnix pick, you are obviously from the region).

3: Which blessings did you take from Kurgess? I'm actually getting less sold on Strength due to the Enhancement tag, it doesn't stack with most things.

4: I'm not sure I agree with your feat choice in general, there are a couple of filler feats (Angel X). Were there not better choices (Like Horn of the Criosphinx)?

5: Spellwise, why not pick up greater magic weapon for your 3rd level slot, one casting lasts basically all day at your level and saves you money and item slots.

prototype00


Why is monk more monk?


More like the Warpriest (Sacred Fist) was the "More Monk" here, or were you asking something else?

prototype00


prototype00 wrote:

Hmm... looks reasonably solid, some questions.

1: Why the super high wis and so so strength? (They can both be around 18 I figure at your level)

2: Why not pick up dragon ferocity instead of other style feats? With mroe strength you could do more damage. (Also, why no Horn of the Criosphnix pick, you are obviously from the region).

3: Which blessings did you take from Kurgess? I'm actually getting less sold on Strength due to the Enhancement tag, it doesn't stack with most things.

4: I'm not sure I agree with your feat choice in general, there are a couple of filler feats (Angel X). Were there not better choices (Like Horn of the Criosphinx)?

5: Spellwise, why not pick up greater magic weapon for your 3rd level slot, one casting lasts basically all day at your level and saves you money and item slots.

prototype00

1: Wasn't it decided you would get your wisdom to AC twice? Can't get both at 18 unless I drop another ability. Which I might do, but am always leery about having multiple low abilities.

2: Herolab wouldn't let me pick Dragon Ferocity for the Warpriest style feat. I haven't had time yet to look through the books and figure out why. I don't have People of the Sands for Horn of Criosphinx.

3: Didn't notice that it didn't list them. I took Good and Luck.

4: I'm not definitely sold on Angel Blood and Angel Flesh. But I do like having resist 7 to all 4 energy types. And I am told Scion of Humanity lets me take human favored class bonuses which would net me 2 more combat feats by level 12.

5: Spells were just a quick skim through of what seemed interesting. I don't usually like prepared casters, but at least that makes immediate selection not very crucial. But does greater magic weapon work with unarmed strikes and doesn't the warpriest already get something for that? I will go look look back at that in a little while.


Kydeem de'Morcaine wrote:


1: Wasn't it decided you would get your wisdom to AC twice? Can't get both at 18 unless I drop another ability. Which I might do, but am always leery about having multiple low abilities.

It totally does add to it twice. But for non wis focused builds (which can get insane AC!) I tend to enjoy just evening out Str and Wis. I'm also just used to picking Versatile Human and getting +2 to two stats of my choice.

Quote:
2: Herolab wouldn't let me pick Dragon Ferocity for the Warpriest style feat. I haven't had time yet to look through the books and figure out why. I don't have People of the Sands for Horn of Criosphinx.

Yep, because Dragon Ferocity isn't technically a style feat (only the first feat in the tree is a style feat, the other two are combat feats). In my build, I picked Dragon Ferocity as a legit feat choice after raising acrobatics to 5.

Quote:
3: Didn't notice that it didn't list them. I took Good and Luck.

Not bad picks, I suppose. The summoning thing will come in useful (good outsiders are pretty beefy and good at buffing). I'm liking Travel as well but luck is pretty darn solid.

Quote:
4: I'm not definitely sold on Angel Blood and Angel Flesh. But I do like having resist 7 to all 4 energy types. And I am told Scion of Humanity lets me take human favored class bonuses which would net me 2 more combat feats by level 12.

Nice Catch! I didn't realize that there was a way that Sacred Fists could get bonus combat feats. That makes all kindsa stuff possible.

Quote:
5: Spells were just a quick skim through of what seemed interesting. I don't usually like prepared casters, but at least that makes immediate selection not very crucial. But does greater magic weapon work with unarmed strikes and doesn't the warpriest already get something for that? I will go look look back at that in a little while.

Greater Magic weapon will work with unarmed strikes, and the Warpriests lose their weapon buffing stuff to pick up all the punchy stuff in the Sacred Fist archetype.

prototype00


What about using a mount and spirited charge?XDDD


Can you pummel on a spirited mounted charge?

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