Felidaeus01's page

Organized Play Member. 24 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




If you can get ahold of grab, can you attack, hit, grapple, then use your free maneuver flurry to make a grapple check to pin?


with inner sea gods out, I have some more options for a cleric dip i'll be taking soon with my PFS re-roll monk.

I'm trying to decide between varisian pilgrim with touch of luck and touch of law (worship maghda), or varisian pilgrim with touch of law, travel domain, and earth channel (Worship abadar).

Couple questions: First, can I take earth harm channel with worship of abadar, and am I correct in believing that with varisian pilgrim and earth channel I can make a 60/60 zone of difficult terrain I can make my allies immune to as a free action?

Second: as players, would you prefer getting to reroll all actions 3+wisdom times per day, or for the difficult terrain schenanigans? Which would you like more in your party?

Third: I have thus far been unable to find a way to get Luck, Travel, AND earth variant channeling. Does anyone know a way to make this possible?


I was playing around with my sensei/monk of time character who is all about rerolls, and found the wonderfulness that is cackle/fortune. In addition, I discovered the fascinating thing that is beast bonded. Essentially, the build before used bodyguard to aid others. Now, I can get a familiar to do it for me!

Thus was born Dan Sensei and Splinter, the Super Squirrel.

Why squirrel? Because flavour, that's about it. Strictly speaking it isn't highly optimized, but, squirrel. Can anyone recommend any other good high dex familiars, or good familiar feats?

Sensei Dan was adopted by a family of halflings, and grew up learning martial arts. His family has a long history of adopting squirrels too, and using them as messengers and helpers. He has been training his long time pet Splinter to be an amazing martial artist at his martial arts and calligraphy school.

Essentially, it revolves around getting a valet familiar and passing it feats, while making a character that everyone wants at their pathfinder table. It's dangerous to go alone, take the squirrel. Level progression is such:

Level Advancement:

STR: 10
DEX: 10
CON: 10
INT: 12
WIS: 20
CHA: 11

Traits (Adopted (Helpful), Wisdom in the Flesh (Stealth or Acrobatics)).
Level 1: Witch, Beast Bonded (Valet Squirrel)
Spells: Ill Omen, Obscuring Mist
Feats for Self: Extra Hex (Cackle)
Human Bonus Feats for Squirrel: Extra Traits (Adopted(Helpful), Kin Guardian).

Level 2: Monk: Sensei, Ki Mystic
Bonus Feat for Squirrel (Combat Reflexes)
Personal Feat: Improved Unarmed Strike

Level 3: Monk Sensei, Ki Mystic
Feat for Squirrel: Bodyguard

Level 4: Oracle (Dual Cursed, Misfortune Revelation) Legalistic and ????? Curse
+1 CHA

Level 5: Monk Sensei, Ki Mystic
Feat for Self: Extra Hex (Scar), MAYBE? Or Racial Heritage Gnome to aim for bewildering Koan.

I haven't planned much past level 5. Start of a dungeon I have Dan get fortune up on the party, and then cackle it (flavoured as muttered advice :D). I then position him to be within 30 ft of everyone at all times. Splinter sits on a relevant shoulder and grants a +4 to everyone next to him's AC 4 times a round, and a +6 to mine. Start of combat, I bardic performance and cackle. Next round I'll ill omen if the party wizard wants it, or move into flanking position or aid the party fighter to hit, or smash someone with a stunning fist. Misfortune on a big bad that made his save, or allow an ally a reroll on their save with ki mystic. Out of combat, Splinter and I combine to give a +11 to pretty much any skill check, including craft checks (thanks valet). Play test in a home game has shown that a diminutive critter with prestidigitation and a monster stealth can do some amazing things.

So, will I need SCAR? Or should I grab something else (i'm aiming for Bewildering Koan eventually)

I'm not sure if there's more to be done here. Any fun feats to give splinter or me?

Help me make the most awesome squirrel/sensei combo ever!


I was looking at the shadow puppeteer, and thought it was REALLY cool, but found that the whole being so many levels behind thing kind of sucked, plus you never get higher than summon monster 6.

THEN I noticed that the wording for puppeteer doesn't actually have a cap! It just says: at level 4, and every 3 bard levels after, you get the next level of summons. Ergo, if you take the aasimar bonus you can get level 2 summons at level 3, and then a new summons every 2 levels thereafter. Suddenly, you get summons as a wizard! Except they're a standard to summon and you eventually get them as a move or a swift action, and can can shadow bard to summon them too!

The route would be: play a human kind aasimar, which makes you count as humanoid (human), and at 1st level take the feat Racial Heritage (wayang). As far as I can tell, this lets you take shadow puppeteer, but also the aasimar level bonus, and still be pfs legal.

Am I reading all of these correctly? If so, what would be some good feats to go with the build?

I was thinking of taking dirge bard to go with it, for extra shadow coolness.


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I've always loved Terry Pratchett's discworld books, especially the history monks. Monk happens to be my favorite class in pathfinder as well, so I figured hey, can I actually make a monk that feels "timey". As it turns out yes, yes you can, and you can be awesome at the same time. Unfortunately, I felt the need to take halfling to really get the feel of the theme. Just imagine it as a small asian human and you'll get the same kind of feel as Lu Tze. Always underfoot, secretly awesome, saving the world using other people. I've played with the first 8 levels starting at level 1 so far, and it is completely playable, your allies will love you to bits.

Let me know if you can find better feats or things that fit the theme. The idea is to max out rerolls for allies and enemies, while buffing allies to become awesome killing machines.

You'll need to worship a neutral or chaotic neutral luck/chaos god.

Halfling: Fleet of Foot, Adaptable Luck
Traits: Adopted (Aasimar: Enlightened Warrior), Helpful Halfling
True Neutral
Monk 16 (Qinggong, Ki Mystic, Sense)/Cleric 1 (Devout Pilgrim)/Oracle 1 (Dual Cursed)/Ninja 2

Starting Point Buy (Racial + Old):
Str:13 (8)
Dex: 13 (12)
Con: 13 (10)
Int:8 (10)
Wis: 18 (20)
Cha: 7 (11)

Attributes: 4,8,12,16 go to wisdom, level 20 goes to dex.

Items of importance: Guided Amulet, Monk Robe, Dex Belt, Wisdom Circlet

We are going to get Wisdom to hit, CMD, CMB, AC, and Damage by about level 6 with guided, so don't worry too much.

Feats:
Level 1 Monk Bonus: Combat Reflexes
Level 1 Feat: Bodyguard
Level 3: Blundering Defence
Level 5: Fortunate One
Level 7: Extra Revelation
Level 9: Cautious Fighter
Level 10 Monk Bonus: Dodge
Level 11: Lucky Halfling
Level 13: Crane Style
Level 15: Touch of Serenity
Level 17: Dimensional Assault
Level 19: Quickened Spell Like Ability True Strike

Qinggong Replacements:
True Strike
Barkskin
Restoration
Battlemind Link

I'm going to note important abilities, and how combat plays out per level below.
TL:DR see above.

Level 1: Monk 1 (Sensei, Ki Mystic, Qinggong Monk) - Favoured Class Skills
I'll note here, my DM allows the ki from ki mystic to stack with regular monk. This significantly changes the feel of play if your DM rules otherwise.

Bonus Feat: Combat Reflexes
Level 1 Feat: Bodyguard

Starting at level 1, things are kind of a crapshoot. You have a +0 to hit, and your bodyguard can only be used twice a round, but level 1 is level 1. You DO have a 21 AC if you nab some mage armor, which is great. Plus you give a big fat +4 to AC twice a round if you hit. You allies will love the bardic performance, and a huge pump to your stunning fist DC lets you ruin somebody's day. You level up after first game usually anyway, so who cares. If you feel that you aren't contributing anything, you're doing it wrong. Start with a bardic performance, and move adjacent to the front line. Then just aid another the two handed power attacking barbarian. You give him a +4 to AC like candy, and a +5 to hit. He'll love you, and the DM essentially ignores you while wondering why the hell he can't hit the barb.

Level 2: Monk 2
You have +wis to hit and all knowledge skills as skills now. You'll almost never miss that bodyguard AC 10 again. Feel free to bump your knowledge skills, as your level 3 ki mystic ability will make you the group knowledge monkey.

Level 3: Monk 3
Level 3 Feat: Blundering Defense
Qinggong: Replace high jump with barkskin.

You get a +2 to your knowledge checks that with a ki pool of 12/14 and not much to spend them on won't be dropping anytime soon. Plus that +4 to pretty much any check coupled with adaptive luck makes it pretty hard to fail anything. Add in your new bardic performance and you're a lean mean skill monkey machine. Oh, and with barkskin and a mage armor, your AC is up to 28 if you fight defensively.

Level 4: Monk 4
Qinggong: Replace slow fall with true strike.

You get all the other lovely benefits of the ki pool. Boost your AC by 4, fight defensively, and then go eat all the opportunity attacks.

Level 5: Monk 5
Level 5 Feat: Cautious Fighter

You hand out a +2 AC for people adjacent to you now, which bump up to a +6 if you bodyguard them. This keeps up with the rise in BAB of monsters, so they're still missing like crazy. You also get the ki mystic level 5, and the "monk of time" flavor kicks in. You get an immediate action reroll for any allied save or attack roll. With a wisdom belt, we now have a neat 18 ki pool, so you won't run out TOO fast.

Level 6: Monk 6
Here's where you really get the feel of being master of time. That Truestrike? Barkskin? +4 to any roll? +4 AC? +20 speed? You can grant those to any ally in 30 ft now. Feel the power! Feel it! You are a history monk who can slice time!

Level 7: Oracle 1 (Time Mystery, Dual Cursed) Use whatever you want for curses. I went with legalistic and clouded vision for flavor.
Revelation: Misfortune
Level 7 Feat: Extra Revelation (Temporal Celerity)

Ahhh misfortune. Add the monsters to the reroll pool, as you deja-fu them in the face.

Level 8: Cleric 1 (Devout Pilgrim)
Domains: Chaos/Luck

Ahhhh, rerolls galore. You have a dual wielding crit fisher? He'll love you, and spending your standard action giving him a free re-roll for every attack from anywhere on the table? You're the darling. Does your caster really want that monster to fail the save or suck spell AND botch every attack? Run up and deal out some rewinding of time with chaos. 10 times per day = win.

Level 9: Ninja 1
You had better have bought a ki ring by now!
Level 9 Feat: Fortunate 1
Boooooooooring Level. Another use of halfling luck so we can eventually get the juicy time edge that is adaptive fortune. This level is a set up for:

Level 10: Ninja 2
Ninja Trick: Forgotten Trick

The clincher level. Give you allies a combat feat, give them a style feat, give them invisibility, give them mirror image, give them extra attacks and a dozen other goodies. You are GOD to your allies at this level.

The rest of the levels are fairly self explanatory from the above. Get levels in monk till 20, grab restoration at 15 and battlemind link around 16 and link up two spell casters and two meleers and go to town with true strikes and touch of luck/chaos.

Let me know your thoughts!