Chakras and the spell-less spellcaster.


Advice

Dark Archive

I've been looking over the Chakra system and it would appear to be universally reviled as a concoction of uselessness and a trap. I considered it and, in my usual form, decided to make it not such a bad option and even to make it pretty good. My aim was to craft an exquisite combination of martial puissance, with a flexible and potent range of mystical capabilities- while being a monk. So let's see how close I came with my rough draft, and also hear your thoughts and suggestions. Flavor and feel are as much a part of this as raw mechanical impact. I know this is an uphill battle and that I could have just been a magus or war priest or something. But that's not the point here at all. Don't even suggest that kind of stuff. We want a monk who visually and mechanically plays Mr. Wizard/Druid and if we can keep the fact that he can smash your face in with a headbutt or punch, we'll do that too. So, let's see how far we got.

I typically dip, dip well, and dip often. This is one of those extremely rare cases where I felt that dipping would not help us at all. But then again, it might. Regardless, the build/concept is entirely serviceable with nothing but monk levels.

Here is my take on the Serpent-Fire Adept.

I don't cast spells- but I kind of do:

Rune Lightmage
CR 12
Human unchained monk(Serpent-Fire Adept) 12
LG Medium humanoid (human)
Speed 70 ft. Init +3; Senses Perception +19

Statistics
Str 18, Dex 14, Con 16,
Int 10, Wis 18, Cha 16,

Health: 106.5 (12d10+36)

Defense
AC 23 (28 with barkskin), touch 20, flat-footed 21 (+3 armor, +2 Dex, +4 AC Bonus, +4 Wis)
CMD 36 (+38 vs. grapple, reposition, & trip)

Fort +14 (+23*), Ref +14, Will +14 (23*);
*to maintain or resist being overwhelmed by opened chakras

Defensive Features: Improved Evasion; Immune disease; AC Bonus;

Offense
Base Attack +12; CMB +16 (+17 with Oaken Staff);

Melee: Flurry of Blows unarmed +16/+16/+16/+11/+6/ (2d8+4 plus 1d6 fire) or Flurry of Blows +1 Oaken Staff +17/+17/+17/+12/+7 (1d6+5 plus 1d6 fire) or unarmed +16/+11/+6 (2d8+4 plus 1d6 fire) or +1 Oaken Staff +17/+12/+7 (1d6+5 plus 1d6 fire)
Ranged: See Spell-Like Abilities and Special Attacks
Special Attacks: flurry of blows, Style Strike (Defensive Spin, Flying Kick), Scorching Ray, Lightning Bolt (fire damage only) 1/day, Burning Hands up to 3/day, Thunderbolt 1/day (10d6 electricity),
Tactics
During Combat Rune summons the power within and opens his chakra, often taking to the skies at the first opportunity and blasting foes with lightning and fire from a distance, or engaging in melee and flurrying with either weapon or fists, using his style strikes, damage reduction (from opened chakras) and flaming electrical armaments to rapidly engage multiple enemies and pummel them into submission.

Feats Improved Unarmed Strike, Psychic Sensitivity, Chakra Initiate, Chakra Adept, Chakra Master, Skill Focus Knowledge Nature, Eldritch Heritage: Stormborn, Improved Eldritch Heritage, Iron Will, Energy Mastery, 7th level feat, 9th level feat

Skills:
(12ranks)Knowledge Arcana +15, (10ranks)Knowledge Nature +19,
(10ranks)Perception +17, (12ranks)Spellcraft +12,
(4ranks)Fly +10
(12ranks)Use Magic Device +16
Languages Common,

Traits Honored Fist of the Society (Combat), Indomitable Faith (Faith), Focused Mind* (Magic)
Drawback: Loner*
*Applicable outside of pfs only.

SQ Fast Movement, Ki Pool (18 points, lawful, cold iron/silver, magic), Serpent Fire Ki Pool (5 points), Purity of Body, Abundant Step, Barkskin, Scorching Ray, Vow of Cleanliness, Vow of Truth, FCB x12, Thunderstaff 6/day 5 round duration,

Combat Gear Potion of Enlarge Person (2), Potion of Shield of Faith (1), Potion of Shilellagh (2), Potion of Darkvision (1), Potion of Magic Weapon (1); Other Gear Oaken Staff, Belt of Physical Perfection +2, Bracers of Armor +3, Cloak of Resistance +3, Headband of Mental Prowess (Wisdom & Charisma), Dusty Rose Prism (cracked), Magenta Prism (cracked)-Set to Fly skill, Monk's Robe, Demonic Smith's Gloves, belt pouch, 100 gp

Oaken Staff
The Oaken Staff is a +1 called, spell storing, quarterstaff (only one end can be used for combat). It allows for Shilellagh to be cast on it despite being magical and the spell increases its enhancement bonus by 1 (to +2). The staff allows its bearer to cast barkskin, plant growth, and speak with plants.

Now, this is just where I am at the moment. Lots of stuff can probably change.
I hadn't realized that SLA's do not count for recharging staves. This is a problem and encourages me to drop the entire nature related theme as a primary element. This would be:

Oaken Staff, Dryad's Sandals, Four-Leaf Clover, and Last Leaves of the Autumn Dryad.

Losing the Oaken Staff encourages me to grab any of these three options as weapons: Monastic Warden (flavorful and still useful), Ten-Ring Sword (opening up two more ring slots, total), or a +x Guardian, Impact non-bludgeoning weapon.

Final Notes:

Planned ki powers are:
Abundant Step, Shadow Walk, Cold Ice Strike, Share Memory, Barkskin, Scorching Ray, and Discordant Blast. I wish I could get Restoration and Hydrolic Torrent. Initially, I had planned to focus on Bullrushing as my combat technique and applying it to these spells for some awesome effects. But I lacked the feats, though a few magic items can still help but at a cost.

The feat plan is nebulous. Due to the timing of Abundant Step and Dimensional Agility, I cannot take Dimensional Agility until extremely late. Losing bonus feats makes entering awesome mode before end-game difficult. So, I'm open to suggestions. Eldritch Heritage pick was the Stormborn bloodline which helped with the nature element but Starsoul was a real close second contender. Sending people into the void of space and not needing to breath were pretty cool options.

1.) Skill Focus: Knowledge Nature (Human)
1.) Iron Will
3.) Eldritch Heritage
5.) Energy Mastery
7.) Pummeling Style? Something else? Extra Ki?
9.) Pummeling Charge?
11.) Improved Eldritch Heritage
13.) Dimensional Agility?
15.) Greater Eldritch Heritage (god mode)
17.) Telekinetic Mastery
19.) Dimensional Assault

Finally, it appears that you can open a chakra as a swift while using a ki point, then not bother making any save until any point in your turn that you please. The same appears to be true regarding maintenance of chakras. This implies that you may open your 7th chakra (assuming you can make that sort of save dc) and then use the benefits to help you make the save for it. It's a shame that the Chakra Expertise feature does not apply to opening chakra's. If you possess the ability to open a chakra reliably, maintaining it reliably is just as easy. It would be great if that ability applied to opening chakras and maintaining them. Anyway, I digress.

Dark Archive

Looking it over, the Plant Growth spell is actually quite strong. I could designate the areas where allies were to not be affected while being able to wade into the thicket without issue. It also doesn't list as difficult terrain, though maybe it is in the terrain rules. This effect seem much more like the Wall of Thorns effect, making it extremely strong. I am not sure that a 4d6 3/day ranged touch attack or an additional ring slot will outweigh the value of having multiple plant growths available at any given time.

The Sihedron Ring is one notable exception. +3 deflection to ac and +3 resistance bonus to saving throws makes this an effective 2-in-1 option and saves slots for more interesting things. The real issue is recharging the wand, it appears.

Any thoughts?


Keep in mind that by many charopers, the definition of "crap" is anything that's not the number one uber-powered option for a given choice.


I think Chakras are a bit rougher because most combats don't last longer than four rounds. This means most of the Chakras won't even be activated. I see you're banking on the second one which actually helps out, and hey maybe boss fights could be epic. Cool concept. I'm a bit interested in learning how you got 106.5 hp :p

Looks like you've got it.

Dark Archive

I also have the option of using a standard action to activate any Chakra That my level qualifies me for. The dc's are higher but I feel that I can handle any D.C. Up to the fifth chakra. I can hover on the fourth and maintain without trouble, or leap for the fifth and focus on not failing the will save- after which point I can maintain that fairly nice effect until combat is over. So in short fights I can do that and save Ki. In drawn out fights, I can just do it the slow and steady way. My estimation is that in any given fight, I will get to the third or fourth chakra, every time, and have the ability to open and maintain them while receiving the benefits of multiple chakra each round after the first and having the option of coasting for a round and using my host of other Spell like abilities that covet a swift action- all while still fighting in melee or controlling the battlefield or nuking at range.


Chakras, chakras, everybody loves chakras!


Drahliana Moonrunner wrote:
Keep in mind that by many charopers, the definition of "crap" is anything that's not the number one uber-powered option for a given choice.

True, another definition of crap is chakra's. You gotta call em for what they are.

Wanna be a spell less caster with a similar build

Grab a ring of Ki Mastery

Pick up Hydraulic Torrent at 6th level

Dragon's Breath at 8th (great)

Ki leech at 10th

and whatever powers strike your fancy from then onwards.

Feel like the Emperor as you blast people and throw out energy blasts and suck the KI out of who you kill so you can just keep going.

Dark Archive

Now add swift action watered down dragons breath, dr, flight, healing with status removal, and possibly staggering.

Then have rounds where you get to do this at no cost (not even action) and where you have multiple of these effects taking place while still being able to do the aforementioned standard action blasting- oh, and then having your swift action freed up to either blast or use a different ki ability or something.

I think it can be solid and flexible but would require loads of work to get it there. But not impossible. I'm looking at making it possible. So give me a suggestion NoTongue.

@Magehunter the character is level 12 with 1d10 hd and 16 con.
at genuine average hp, that means:
11x5.5=60.5
+10=70.5 (first level is max)
3x12=36 (from con)
70.5+36= 106.5. Taste the awesome might that is my nonlinear inverted quadratic equation or whatever. :)

Grand Lodge

One of the big issues with Chakras is just how much Ki you have to pump into them. I was think about using Channel Energy and Ki Channel.

Just thinking out loud: Undine with the Aquatic Racial trait and a one level dip into Cleric(Separatist) for the Aquatic Terrain domain and Ki Channel.

Swap your Headband to a Phylactery of Positive channeling. I can't tell exactly how your stats are broken down, but either get Ioun stones or a Rod of Splendor to replace your headband?

That will give you access to 12 Channels (3+3 from cleric, 3+3 from Aquatic domain) per day at your Cha, each of which restores 3 Ki. Tea of Transference also lets you buy 2 (3 restored minus one spent on the tea) more Ki for 40gp.

Dark Archive

This build has 18 ki normally and this is without any rings that store ki or the necklace that increases your monk level by 2 for counting ki, or any of that. The Chakra feats provide an additional 5 points which will be either one or two combats. At four 4-round combats each, he still has ki to spare (7 minimum) and he doesn't have to expend ki on each round of chakra maintenance (he only expends half as much). Furthermore, he can initiate any level of chakra he qualifies for as a standard action (albeit with a higher dc) so in half of those combats he can simply begin at his fourth, fifth, or sixth(lol, ok maybe not 6th) chakra and maintain for free every other round.

He'll have a lot more than 7 ki remaining in this situation. Because of that, he would expend it on his other monastic spell like abilities in each combat and probably end up, after an entire days worth of adventuring, with about 7 ki. If we get into the magic items that allow you to recover ki, I don't think we ever have to worry about channeling for it even though it is the absolute most effective means of getting it back, for sure.

Alo, Ki Channel requires one to worship Irori and I just don't see any need for someone who can theoretically connect with the cosmos to feel any need to worship any deity. I mean, he's figured out how to harness his own developed inner power to fly, shoot lightning, breath fire, ignore the blows of weapons, cease aging, punch through walls, and even ignore disease. What's he praying for? Strength? Peace of mind (because they get Still Mind)? I'm trying to avoid deities on this one- but I hear you. That's a bonus to the saves we need and loads of additional ki.

What other options are there?

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