Half-Elf Monk(Weapon Adept) / Fighter(Weapon Master) / Ninja build advice


Advice


I've Been working on this build for quite awhile and i think its about perfected... just want to see what the community has to say about it :D.

Level 20 Build

Half Elf (+2 Wis Racial)
str 16-18 (+2 Ability Score Bonus)
dex 17-18 (+1 Ability Score Bonus)
con 12
int 14
wis 2O-22 (+2 Ability Score Bonus)
cha 12

Ki Pool: Wisdom 14/day
AC:23 wearing nothing
movement: 50 feet
vow of truth +1 ki per 5 levels (2 ki)

Monk(Weapon Adept) 8
flurry of blows 16/16/11/11/6/1
perfect Strike (2d20) 11/day
way of the weapon master: weapon focus bonus feat
way of the weapon master weapon specialization bonus feat
fast movement +20 feet
AC bonus +2
high jump
ki defense +4 ac
ki flurry +1 att during flurry
ki speed +1 att
ki strike (magic,cold iron,silver)
purity of body
wholeness of body
slow fall 40 feet
unarmed 1d10

Fighter(Weapon Master) 6
weaponmasters chosen weapon: temple sword
weapon guard +2 vs disarm and sunder on chosen weapon
weapon training +1 to hit and dmg with chosen weapon
reliable strike 1/day reroll any att, crit confirmation or dmg roll for the chosen weapon

Ninja 6
poison use
sneak attack 3d6
ki jump (running start)
ki movement +20 feet movement
ki stealth +4 insight bonus to stealth
no trace +2
uncanny dodge
light steps
Ninja Tricks:Combat Trick(Bonus Feat), Forgotten Trick, Vanishing Trick

All Feats Including Bonus Feats:
Close-Quarters Thrower, Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, False Opening, Gang Up, Improved Trip, Improved Unarmed Strike, Improvised Weapon Mastery, Opening Volley, Perfect Strike, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Survival), Snake Fang, Snake Sidewind, Snake Style, Throw Anything, Weapon Focus Shuriken, Weapon Focus Temple Sword, Weapon Specialization Temple Sword,

Traits:
Militia Veteran: +1 Survival
Suspicious +1 Sense Motive

Flurry Att at Point Blank w/ Ki Flurry(+1 Extra Attack), Deadly Aim (Ranged -5 Att, +10 Dmg), Power Attack (melee -5 Att, +10 Dmg)

+5 Shuriken +5 Temple Sword +5 Amulet of Mighty Blows (it is a level 20 build after all)

Shuriken Flurry 22/22/22/17/17/12/7 1d2+20
w/o Deadly Aim 27/27/27/22/22/17/12 1d2+10

Temple Sword Flurry 22/22/22/17/17/12/7 1d8+22
w/o Power Attack 27/27/27/22/22/17/12 1d8+12

Unarmed Flurry 20/20/20/15/15/10/5 1d10+19
w/o Power Attack 25/25/25/20/20/15/10 1d10+9

Attack combination in melee with feats applied:

Shuriken at +22 att 1d2+20 Dmg minimum of 21 dmg dealt max of 22

Opening Volley: Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.
False opening:
Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more opponents who threaten you. You gain a +4 dodge bonus against such attacks. An opponent that makes such an attack and misses you loses his Dexterity bonus to AC against you until the end of your turn.

increasing AC to 27 against opportunists (32 if combat expertise is active 36 if you use ki defense as well)

Use Snake Style after you use the +4 dodge bonus (d20+sense motive (32 at level 20)) Against 1 attack per turn

If a miss use Snake Fang (against all attacks that miss, try to use those Attacks of opportunity as much as you can):
While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.

At this point he has lost his DEX bonus to his AC making it easier to hit him with melee using Power Attack, Since its also a AoO you get your full attack bonus at +20 (+4 from opening Volley for first AoO) if both attacks succeed 24/20 against his flat footed AC add 1d10+19 Dmg+3d6 SA min of 23 max of 47

now to continue on with the flurry.

Temple Sword 22/22 at 1d8+22 Dmg+3d6 SA min of 26 dmg max of 48 per att
Unarmed Strike 15/15 1d10+19 Dmg+3d6 SA min of 23 dmg max of 47 per att
Temple Sword 12/7 1d8+22 Dmg+3d6 SA min of 26 max of 48 per att

Adding total dmg during the flurry+ the 2 AoO = 217 minimum dmg and 402 maximum potential dmg. of course all attacks need to land to inflict this dmg but its still considerably high.

You could get an extra 3d6 SA dmg if you attack from stealth or with Vanishing Trick active on the opening attack with shuriken, you can also substitute any attack in the flurry with Improved Trip if needed.

You would also have access to Gang Up:
You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
This Works great for a Shuriken flurry

Add in Close-Quarters Throwing: Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb.

Combined with Throw Anything:
You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash

And Improvised Weapon Mastery:You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.

you can deal with swarms and deal AoE dmg with Alchemists Fire ect..

my plan with this build was to make the character a complete weapon even if he has only a rock, a broken board, a flask of acid, or even a handful of dirt :D any additional advise on this build would be greatly appreciated


If he gets a full attack off he's a blender, if a CR 20+ enemy gets a full attack off against him he's a blendee. No, sense motive possibly defeating the first attack doesn't change this.

Why present him as a L20 only build? As a concept it'd work a lot better at lower levels.


avr wrote:

If he gets a full attack off he's a blender, if a CR 20+ enemy gets a full attack off against him he's a blendee. No, sense motive possibly defeating the first attack doesn't change this.

Why present him as a L20 only build? As a concept it'd work a lot better at lower levels.

Level 20 is only to show the amount of feats and possible damage at level 20. Most of the feats can be acquired quite easily, with there only being a few feats that have major trees ie: snake style, snake sidewind, snake fang.

With Vanishing Trick and high stealth there is no reason why you should ever be the target. adding effects of gang up close-quarters thrower and false opening you do not need to worry about flanking ever.

if a CR20+ enemy does attack you you have options.... AC:23 with snake style, sense motive of 32 + a d20 for a max of 33 to 52 AC against the attack and if the enemy misses (which he most likely will) you get a AoO of unarmed melee, you can use improved trip as an AoO (thus interrupting any full attack action) if you succeed you get another melee attack which he is now prone, again removing his dex to AC and applying your SA dmg. who doesn't like free SA dmg on AoO's.


If it's intended to be usuable at lower levels some breakdown of what goes where would be essential. I do recommend this, like I said this sort of concept is going to work better at lower level.

At L20, vs. CR 20: lets take a Balor. 7 attacks starting at +31 (which has a 45% chance of hitting vs. your Snake Style), the next 5 hit on anything but a natural 1, 3 of which can impose the grappled condition which makes the last hit on any roll but a 1 also. Constant true seeing so invis won't help. Fly 90 speed and +32 skill with reach 10 if it prefers being hit by shuriken to your temple sword or if it wants not to be tripped, and for some reason thinks CMD 54 might not cut it.

Or a magicbane bandersnatch. The antimagic aura shuts down your items & any invisibility and it has 3 attacks at +32, one at +27, pounce, rake and rend. CMD 65 vs. trip. Blindsense so stealth won't work either unless you have Dampen Presence, which you don't.

A red dragon - well, dragons are notoriously powerful for their CR, the result is not surprising.

I haven't included monsters more focused on casting, you might survive melee with those. OTOH they're likely to at least soften you up before melee.

If you feel I've been harsh here, what exact enemies had you thought to win reliably against?

The Exchange

Just a quick gut check here from a fellow min maxer who loves using monk archetypes:

You're not expecting to use Perfect Strike feat with either of Temple Sword or Shuriken, right??

...That feat has a very limited list of allowed weapons, and neither TS nor Shur are on that list. In fact the only way I know off the top of my head to change that list is Zen Archer.
.

Also, side note, check out the Far Strike Monk archetype if you like to throw a lot of stuff. They're like Zen Archers with thrown weapons. Also consider dipping 2 levels of Winding Path Renegade Brawler, with the Wind school which I believe adds 10' to range increment for all ranged weapons... BASE... so any "Distance" enchantments or whatever would be double your original+10 range increment on your Shuriken, etc.
.

Last but not least, Ninja Trick (Flurry of Stars) is pretty diesel if you can get Greater Invisibilty or a swift/attack action version of Greater Feint (there are ways.)

-Goh


avr wrote:

If it's intended to be usuable at lower levels some breakdown of what goes where would be essential. I do recommend this, like I said this sort of concept is going to work better at lower level.

At L20, vs. CR 20: lets take a Balor. 7 attacks starting at +31 (which has a 45% chance of hitting vs. your Snake Style), the next 5 hit on anything but a natural 1, 3 of which can impose the grappled condition which makes the last hit on any roll but a 1 also. Constant true seeing so invis won't help. Fly 90 speed and +32 skill with reach 10 if it prefers being hit by shuriken to your temple sword or if it wants not to be tripped, and for some reason thinks CMD 54 might not cut it.

Or a magicbane bandersnatch. The antimagic aura shuts down your items & any invisibility and it has 3 attacks at +32, one at +27, pounce, rake and rend. CMD 65 vs. trip. Blindsense so stealth won't work either unless you have Dampen Presence, which you don't.

A red dragon - well, dragons are notoriously powerful for their CR, the result is not surprising.

I haven't included monsters more focused on casting, you might survive melee with those. OTOH they're likely to at least soften you up before melee.

If you feel I've been harsh here, what exact enemies had you thought to win reliably against?

The build is based on a campaign I am currently in and there is a lot of "in town" battles, from random muggings to all other sorts of dastardly deeds, so primarily was focused solely on humanoid types, if there are feats to help defeat a red dragon or a balron please point them out :D..


Gohaken wrote:

Just a quick gut check here from a fellow min maxer who loves using monk archetypes:

You're not expecting to use Perfect Strike feat with either of Temple Sword or Shuriken, right??

...That feat has a very limited list of allowed weapons, and neither TS nor Shur are on that list. In fact the only way I know off the top of my head to change that list is Zen Archer.
.

Also, side note, check out the Far Strike Monk archetype if you like to throw a lot of stuff. They're like Zen Archers with thrown weapons. Also consider dipping 2 levels of Winding Path Renegade Brawler, with the Wind school which I believe adds 10' to range increment for all ranged weapons... BASE... so any "Distance" enchantments or whatever would be double your original+10 range increment on your Shuriken, etc.
.

Last but not least, Ninja Trick (Flurry of Stars) is pretty diesel if you can get Greater Invisibilty or a swift/attack action version of Greater Feint (there are ways.)

-Goh

far strike works but doesnt work for this build, the first shuriken in the melee flurry (close-quarters thrower) allows for opening volley (+4 to next melee attack) and false opening (giving you access to SA).

Monks can flurry with shuriken, flurry of stars does not stack with flurry of blows, and can only be used in a full attack action flurry gets 7 attacks, normal attacks is at 5 per round so its a wasted trick.

As for zen archer i would lose melee flurry completely and could only apply my special feats to a bow and nothing but a bow, ei: ki arrows and ki archery is bow only

and the temple sword is to add flavor, giving the build the availability to do bludgeon, slash, and piercing dmg. it helps to bypass a few types of DR and if its a ki focus weapon then its all the better applying you monk unarmed (magic, silver, ect...)

as for perfect strike my DM has allowed me to use it with ANY monk weapon, shuriken included


Well at a glance, your maximum 36AC against the False Opening attack is going to be facing a standard CR20 high attack bonus of 30. So a reasonable AoO attack roll from a level 20 bruiser ruins the combo and buys you a level 20 punch in the face.

Also, average CR20 AC is 36...

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