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Belt of Phys Perfection +2 (STR/DEX/CON) (23 AC) - 16,000 gp
Slot belt; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb.
Headband of Wisdom +4 (25 AC) - 16, 000 gp
Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.
Bracers of Armor +2 (27 AC) - 4,000 gp
Slot wrists; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8); Weight 1 lb.
+3 Urumi - 18,000 gp
Jingasa of the Fortunate Soldier (28 AC) - 5,000 gp
Ring of Protection +1 (29 AC) 2, 000 gp
Slot ring; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight —
Cloak of Resistance +1 - 1,000 gp
Slot shoulders; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.
Boots of Speed - 12,000 gp
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Total Price - 74k
Actual Budget - 46k (28k Over Budget)

Okay, so if I'm breaking down what's been suggested I get to my actual budget, which of these items do you think I should drop?

My Ideas:
Belt of Phy Perfect -> Drop (Leave for next level) (Save 16k)
Jingasa of Fortunate Soldier -> Drop (Leave for Later) (save 5k)
Urumi +3 -> Drop it down to +2 save 10k

Thoughts/suggestions appreciated.


Alright all of this is awesome. I've got a general idea of what needs to be added/done. You've been an awesome help on all this and it's really appreciated. :D (and 75k is Experience at level 9 and 46k is gold for level 9 I think you got those two mixed up - GM Says I start with 46k Funds.)

I thought my weapon only did the same damage as my Unarmed Strike if I got Ascetic Strike?


http://www.myth-weavers.com/sheet.html#id=672721

Now that I built it I'm not sure I like it that much. (Well Secret Wizard build it and I just ran with it.)

Feel like I'm still missing a lot but that's what we look like so far.

1.) Not really sure why my AC is that low (4 in the Misc is my class AC Bonus + wis Mod)

2.) You're opinions on Flying Kick vs Foot Stomp? What am I using flying Kick for exactly?

After trying to figure out how I'd use it, I feel like I'd probably have been better off running with the Raging Sponge.

From my understanding, I'm REALLY mobile, Will hit alot (once I ding to 10th and pick up Medusa's) and I can probably grapple low CMD creatures pretty effectively but at the same time, I feel that any moderately intelligent NPC is going to walk past me and eat up the squishies. Or god-forbid there's more than one serious threat (Is this what the Flying Kick is for?). And if that's my actual AC I might be a squishy my darn self lmao! (Although Haven't added Items and stuff so that should probably bump me up to 20+ in the AC department atleast I think)

So, In general I'm not sure I'm experienced enough to know how exactly to run this. How do I deal with multiple enemies? How do I protect the rest of my party with this? Sorry Secret Wizard for basically making you teach me how to play it feel like I'm asking a lot of you. My only character before this was a Slumber Witch where I just stood back and Hexed stuff so I came into this thinking I know how to play pathfinder but once I started thinking about how I stop them from eating my team I kinda realized I didn't really know anything.

PS: They said if I ran a witch first running other classes would be easy! They lied! xD


Okay, thank you. Found it in the Ultimate Combat Monk Weapon Group.

Alright, so some more questions about Dread Lash if you don't mind me bugging you -
1.) I assume I pick up Staggering/Stunning Critical whenever I pick up the BaB for them? (Looks like Lv13 & 18 respectably)
2.) Are Scorpion Style/Gorgon Fist worth grabbing? (Can these be used with Flurry of Blows?)
3.) Should I pick up Improved Critical @Lv7 - Then Re-train it at later levels and pick it up as a monk bonus feat @Lv10? (basically don't pick a bonus feat at 6th and then at lvl 10 grab this and medusa's strike)
4.) This build tanks by totally and fully destroying + disabling their enemies. (Disabling Via Stunning/Staggering I assume? Or are there other ways?)
5.) How would a round look at level 3, level 9 and level 11 (basic Mook Enemies 3-4 of them, assume they can be effected by Spin Kick and are humanoid)

Basically what I've got so far.

Shao Xin
Half-Elf - Ancestral Arms (Urumi) (Gets Elf Immunities/Low-Light Vision/And Choose Huam FCB)

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[Bonus Feat Lv1] Unarmed Strike
[Bonus Feat Lv1] Stunning Fist
[Bonus Feat Lv1] Dodge
[Lv1]Weapon Focus - (Urumi)
[Bonus Feat Lv2] Scorpion Style (Dunno about this but none of the others really look that good)
[Lv3] Ascetic Style - (Urumi)
[Lv5] Ascetic Form
[Bonus Feat Lv6] - Save for Lv10
[Lv7] Improved Crtical
[Lv9] Critical Focus


Okay, dug through this and still love the idea of a Dread Lash Monk but I've a few questions I'd like to ask.

d20pfsrd wrote:
Benefit(s): Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks.

@Secret Wizard - Does Urumi even count for this? Only way I can see it counting is if your racial proficiency counts toward your Monk weapons.

If it DOES NOT COUNT - What do you think I should do? Grab a Temple Sword/Nine-Section Whip?

PS: Sorry about the triple post.


Gwen Smith wrote:

If you do any "chained" monk build (except martial artist), stack it with the Qinggong archetype. The flexibility to trade out ki power when you want to is huge. (No monk archetypes work with unchained, unless your GM OKs it.)

The flowing monk archetype does work well as a battlefield control tank, but it really wants to have at least one other melee fighter in the group. If you have an archer and a ranged touch attack sorcerer in the group, a trip build will ruin their day.

The class guide list here has some useful stuff on monks, but I don't know if the unchained monk is included.

For a tank, I really like the chained monk: better AC bonus, better saves, and full damage on flurry on the offhand even when you use weapons (unchained monk only gets that on unarmed strike). The nastiest tanks I've ever had to deal with are monk/druid combinations: you keep your wisdom bonus to AC when wildshaping, and it saves a lot on wild armor.

Somehow, I completely didn't see your post! Sorry about that. At this time, not really looking to get into MC yet. I'm still pretty new to PF/TTRPGs. Might get to where I'm comfortable Multiclassing but I'm not quite there yet.

Thank you for the advice though! I'll definitely keep it in mind for the future.

Edit: And yeah, I went through the class guides and that's sort of how I came up with the idea for a flowing monk (or atleast how I wanted to try and build one.)


Okay, all of these builds look awesome, going through the feats right now and checking things out but somehow the Dread Lash build sounds like something that would be really awesome to play (+you get to use an epic Sword-whip!)

Thanks for these builds they really helped me out a ton!


If you could post them it would be awesome!

I've talked to the GM and I was going LN and it should work okay with the party + how I intend to RP it too.

Edit: They don't even have to be complete builds if you want just a basic idea/some feats to get me started/figure out what I should be looking at.

Thanks a ton.


Hello all, I've found myself in a bit of a pickle and hope yall will be kind enough to help me out of it!

1.) The Problem -
So, I'm trying to design a character that might be joining up with an existing campaign. The Party is currently level 9 and the point system is 20 Point Buy. The current party is a Human Inquisitor(Archer), Human Juju Oracle & an Ifrit Sorcerer. I said I'd be playing a Monk (because I read somewhere that Monks can make decent tanks) and I liked the idea of being a monk. I wrote the backstory (And accidentally boxed myself into a Judo/Wing Chun Kung Fu type monk) and submitted it when asked and now that I'm trying to build it I'm wondering if it's just me or a Monk (Flowing/Qinggong) might be a really poor match up for this particular party? From what I was reading (although I could have misunderstood) this monk excels with another(s) in melee to take advantage of the AoOs/Flanking and Prone Targets that the monk serves up.

The Build I was working with was a Tripper (Improved Trip/Greater Trip/Vicious Stomp) + Cranestyle
Stat Build I was working with before I realized I needed +13 Int for Greater Trip was: 12 Str / 18 Dex / 14 Con / 10 Int / 15 Wis / 7 Cha

2.) What I'd like from you all -
- Am I miss understanding Flowing/Qinggong Monks usage or lack thereof in the party I listed? If so how am I wrong?
- Is there a way to build a Monk (Any Type) that would work with this party as a frontliner/protector of all the squishier people?
- If so any suggestions/tips on what feats and such to look at?
- If not the alternate class I suggested was Barbarian can we work with this?
- Really at this point I'd be willing to accept any suggestion and hope the DM will accept the change.

3.) Info/Rules -
Race: Human (Although willing to switch it up)
Stats: 20 Point Buy
Class: Preferred Monk (Although willing to switch it up possibly to Barbarian)
Alignment: The Alignments already in the party are CG/CN & N
Other Restrictions: First Party Content Only & Two Traits

Thank you all for reading/your time.


Secret Wizard wrote:

This should be on the 3PP advice section, but...

1. It's not NECESSARY, as the regular Ninja works well enough.

2. It has some nice features. I fear, though, that it probably works towards obsoleting the Rogue again. Not that's beyond the pale or anything. Most martials tend to be low powered and increasing power across the board is not a terrible choice.

3. It does have some design issues though - Style Strikes require unarmed strikes unless you spend a lot of feats into Ascetic Form; Weapon Finesse is useless for the katana; etc.

4. If you are set on using it, I recommend you just go TWF with a pair of wakizashi, get the Invisibility tricks, pump Fort and Will and call it a day.

Personally I think the base Ninja works well enough, with the only issue being that it has too low base AC.

1.) Really sorry If I posted this in the wrong place! First post on here so I'll be more careful in the future.

2.) I was really planning on going TWF with a Pair of Wakizashi and Shurikens (like the few Ninja guides I read said.)
3.) Thanks a bunch for this advice. Still not really sure what I'll do yet.


Link to what I'm talking about:
http://www.d20pfsrd.com/classes/unchained-classes/rogue-unchained/alternate -classes/everyman-gaming---unchained-ninja

So, first about me. I'm a rather new player, who's only been in a single campaign and I'm wondering if This Unchained Ninja is something that's worth using over the original Ninja? (GM already approved it.)

If it IS worth using, does anyone feel like recommending a build or two?

I'm a human w/ a 20 Point buy if this matters at all.

Thank you very much for your time.