JagerForrester's page

Organized Play Member. 1 post (2 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters.


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Someone said post ur monk. So here are mine. I've played 2 monks, first one was my first character, and after APG came out, I've perfected my first character with a second monk. Both are for PFS.

First Character, Liliana, Half-Elf, MNK6/CLC3
STR 15
DEX 16
CON 13
INT 10
WIS 18
CHA 10

Weapon 1: Guirsarme+1 (ATK: 9) (DMG: 2d4+3) (Special: Reach, Trip)
Weapon 2: Unarm Strike (ATK: 10) (DMG: 1d10+3)

Noted Skills: Acrobatics (+17), Perception (+22)

Racial Feats: Skill Focus (Perception)
MNK Feats: Stunning Fist, Improved Unarm Strike, Dodge, Combat Reflexes, Improved Trip
LV Feats: Alertness, Mobility, WPN Focus (Unarm), Combat Patrol, Extra Channel

Gear: Amulet of Mighty Fists +1 w/ Defending, Monk's Robe, Boots of Elvenkind, Ring of Protection +1, Headband of Wisdom +2, Bracer's of Armor +1.

Cleric Domains: Strength and Knowledge
Noted spells: Spiritual Fist (Spiritual Weapon), Enlarge Person, Bull's Strength

The Cleric part of my Monk has limited her fighting capabilities, so I perfected that with my next character, Kale "The Sweeper"

Kale "The Sweeper" Human Hungry Ghost Monk 2/Polearm Fighter 1
STR 16
DEX 16
CON 10
INT 13
WIS 14
CHA 7

Weapon 1: Guirsarme +1 (ATK +6) (DMG: 2d4+4) (Special: Reach, Trip)
Weapon 2: Unarm Strike (ATK +5) (DMG: 1d6+3)

Armor: Armored Coat (+4AC, -2 Check Penalty) (Special: Move Action - Don/Remove)

Noted Skills: Acrobatics (9), Perception (8), Profession-Sentry (8)

Racial Feats: Combat Expertise
MNK Feats: Punishing Kick, Dodge, Combat Reflexes
FTR Feats: Improved Initiative
LV Feats: Improved Trip, Ki Throw
Future Feats: Mobility(FTR2), Spring Attack (LV5), Greater Trip (LV7) Combat Patrol (FTR4), Lunge (LV9), Whirlwind Attack (FTR6), Vital Strike (LV11), Unknown (FTR8)

Gear: Amulet of Natural Armor +1

Future Gear Plans: I plan to increase his DEX for extra AC and additional AoOs. Other Gear will fall under a Guirsarme +2 and other armor slots. I'll still keep the Armored Coat handy for the extra AC and take a move action to take it off for the Monk's Manuever Training Ability.

Essentially, both characters run the same basic fighting style... trip! With Kale, I plan to make him untouchable staying at max reach distance (Combat Patrol, Lunge) and able to actually attack a little more than Lil could (Greater Trip, Whirlwind Attack, Vital Strike).