Jordo Longyfoots's page
22 posts. Organized Play character for Rambear.
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Hello lads n ladies,
I have been toying with a build which combines Ascetic style with another Style, using Martial Focus and Weapon style Mastery from Weapon Masters handbook.
However, I keep running into the fact that the second style comes online a little late (even orse if you pick an exotic Non-monk weapon like the Katana or Urumi).
This is the best I have managed to conjure up. I'd really appreciate it if you could poke holes in it or tell me I am awesome.
Human Monk 18/Unarmed Fighter 2 (Unchained)
Str: 18 (+ per level from levels 8,12, 16 and 20)
Dex: 14
Con: 14
Int: 10
Wis: 15 (+1 at level 4)
Cha: 8
1 Monk Flurry of Blows, Improved Unarmed strike, Stunning Fist, Weapon Focus: Temple Sword, Jabbing Style, Dodge (Bonus Feat)
2 Monk Evasion, Combat Reflexes (Bonus Feat)
3 Monk Fast Movement, Ki Pool, Ki Strike (Magic), Escetic Style
4 Monk Still Mind, Ki Power (Barkskin)
5 Monk Purity of Body, Flying Kick, Escetic Form
6 Monk Ki Power, Mobility, Mobility
7 Unarmed Fighter Martial Focus: Monk Fighter Weapon Group, Jabbing Master (Bonus)
8 Unarmed Fighter Weapon Style Master
9 Monk (8) Ki Strike (Cold iron/Silver), Dimensional Agility
10 Monk (9) Abundant Step (Ki Power)
11 Monk (9) Improved Evasion, Elbow Smash, Dimensional Assault
12 Monk (10) Style strike (Lawful), Ki Leech (Ki Power), Medusa's Wrath(Bonus Feat)
13 Monk (11) Flurry of Blows (Bonus Attack), Dimensional Dervish
14 Monk (12) Diamond Soul (Ki Power),
15 Monk (13) Tongue of the Sun and Moon, Legsweep. Ascetic Strike
16 Monk (14) Blood Crow Strike, Improved Critical (Bonus)
17 Monk (15) Style Strike (2/round), Jabbing Dancer?
18 Monk (16) Ki Strike (Adamantite), Ki Volley
19 Monk (17) Timeless Body, Power attack?
20 Monk (18) Diamond Resilience
Considerations/questions:
1) Does taking Jabbing Master with the 1st level Bonus Feat for Unarmed Fighter Work? I seem to recall it works for Master of Many styles
2) Is there any other way to get Ascetic Style + Jabbing Master at around 8-9th level without a dip?
3) Is getting Jabbing Style/Master worth postponing Medusa's Wrath for?
4) Is Jabbing Dancer Still worth it with Dimensional Agility Feat line? 3A) Is the Dimensional Feat Line still worth it considering I can use flying kick and move around with Jabbing Dancer.
5) Would it be feasible to replace the Dimensional Feat line with something like Combat Style Master and switching to Crane or Snake style when outside of my turn?
6) Is it worth considering other weapons (Urumi, Katana, Sansetsukon)?
Thoughts?

I love Dragons. I also love spell-casting. For RP reasons (jester) I have already decided on being a Copper Draconic Sorcerer. We have already played till level 3, so previous options are out.
I kinda want three plans:
1) Dominate stuff (Dragon!)
2) Throw Acid at people (Moar Dragon)
3) Polymorph and eat faces (Moarest Dragon)
This is my build, plus my porspective spells. Any advice would be appreciated! Feats, Potentially dipping Dragon Disciple for 4-8 levels, other spells, good items?
Str: 16 (+1 at 8) Dex: 12 Con: 12 Int: 10 Wis: Cha: 19 (+1 at 4th level, probably rest goes to strength?)
Sorcerer 20 (Copper Draconic Bloodline)
Feats:
1: Skill Focus: Knowledge (Arcana)
1: Eschew Materials
1: Spell Focus: Enchantment
3: Eldritch Heritage: Arcane (Bonded Item: Dragon Bone Amulet)
5: Persistent Spell
7: Improved Eldritch Heritage: Metamagic Adept
7 (B): Improved Initiative
9: Dazing Spell/Elemental/Extend/ Craft Rod
11: Spell Penetration
13:Greater Spell Penetration/ Craft Wonderous Items/Craft Staff
13 (B): Quicken Spell Metamagic
15: Spell Perfection: Dominate Person or w/e
17: Greater Eldritch Heritage (School Power: Enchantment)
19: Expand Arcana (level 9 spell)
19 (B): Power Attack
Spells:
0:
Acid Splash (1d3 + 2)
Daze (DC 15)
Detect Magic
Prestidigitation
1:
Color Spray (1st level, DC 15)
Vanish (1st level)
Mage Armour (3rd level Draconic Spell)
Corrosive Touch (3rd level)
Enlarge Person (4th level bonus)
Grease(5thth level bonus)
Charm Person (5th level)
Touch of Gracelessness (7th level)
2:
Levitate (4th level) (change to Hideous Laughter at 8th level)
Acid Arrow (5th level)
Resist Energy (5th level Draconic Spell)
Alter Self (6th level bonus)
Protection from Arrows (7th level bonus)
Mirror Image (7th level)
Eagle's Splendor (9th level)
Glitterdust(11th level)
3:
Paragon Surge (6th)
Suggestion (7th)
Fly (7th level Draconic)
Stinking Cloud (8th level bonus)
Dispel Magic (9th)
Haste (9th level bonus)
Slow (11th)
Magic Weapon, Greater (13th)
4: 8-9- 9 (draconic) – 10 (FC) 11 - 11 (FC)- 13
Black Tentacles (8th level)
Monstrous Physique II (9th level)
Fear (9th level Draconic)
Dimension Door (10th level Bonus)
Confusion (11th level)
Acid Pit (11th level Bonus)
Dimensional Anchor (13th level)
Terrible Remorse
5: 10 – 11 – 11 (Draconic) – 12 (FC) – 13 – 13 (FC) – 15
Dominate Person (10th level)
Spell Resistance (11th level Draconic)
Acid Spray (11th level)
Mind Fog (12th level bonus)
Baleful Polymorph (13th level)
Fickle Winds (13th bonus)
Icy Prison(15th level)
Wall of Stone,Teleport, Overland Flight
6: 12 – 13 – 13 (Draconic) – 14 (FC) – 15 – 15 (FC)
True Seeing (12th level)
Transformation (13th level)
Form of the Dragon I (13th level Draconic)
Dispel Magic, Greater (14th level bonus)
Disintegrate (15th level)
Legend Lore (15th level Bonus)
Mass Suggestion, Contingency
7: 14 – 15 – 15 (draconic) – 16 (FC) – 17 – 17 (FC)
Spell Turning (14th level)
Prismatic Spray (15th level)
Form of the Dragon II (15th level Draconic)
Plane Shift (17th level)
Reverse Gravity (17th level bonus)
8: 16 – 17 – 17 (Draconic) – 18 (FC) – 19 – 19 (FC) – 20 (FC)
Maze (16th level)
Prismatic Wall (17th level)
Form of the Dragon III (17th level Draconic)
Moment of Prescience (18th level Bonus)
Demand (19th level Bonus)
Protection from Spells (19th level)
Polymorph Any Object (20th level Bonus)
9: 18 – 19 – 19 (Draconic) – 19 (expand Arcana) - 20
Mage's Disjunction (18th level)
Wish (19th level Draconic)
Overwhelming Presence (19th level)
Time Stop (19th level Expanded Arcana)
Shapechange (20th level)
Prerequisites: Improved Unarmed Strike, two or more style feats, base attack bonus +6 or monk level 5th.
Benefit: You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round.
Normal: It takes a swift action to begin or switch your styles.
It states that you can swap styles as a free action.
My question relates to Panther Style and swapping styles mid-blow
Whenever you provoke a AoO you can make a retaliatory strike.
However, say I provoke, I am in Panther, I get the retaliatory strike. Could I use a free action to swap to Dragon Style just before making the retaliatory style, or do I need to stay in Panther Style till after the attack is resolved?
B

Right, so me and my useless liberal arts college degree are running into issues with understanding how natural attacks work with spell combat and spellstrike. No wonder finding a job is such a drag :))
So here is what I understand:
1) I can spellstrike (cast Frostbite) and use an attack to deliver the spell, doing normal damage. In the case of prehensile hair, I would make the attack at my Bab+ Int, doing 1d3 + (1.5*Int)+ 1d6 + Cl (nonlethal damage).
2) I could replace my attack with a Combat maneuver and still deal the touch attack.
Now this is just interacting with spellstrike. As for spell combat
3) The prehensile hair does not seem to interact well with spell combat. You'd take -2 and you could not use the "off-hand" for anything but casting the spell.
In the case of a Troglodyte alter self (with prehensile hair) this would mean:
I would have a claw, claw, bite and hair (secondary at -5). Using spell combat would net me -2 on all attacks. I would then use spellcombat, casting shocking grasp:
I would then get Claw/Bite/Hair (secondary), and a free attack with my 'main' claw as per spell combat to deliver the touch, albeit at -2/-2/-2/-7. The second claw I could not attack with because I would use it to cast the spell.
Effectively having four attacks, one buffed with spellcombat.
4) If I would bring in manufactured weapons I could do the same. So If I have a troglodyte form and a scimitar, I could use the itteratives, plus the hair and the bite (both at -5 as secondary attacks) at -2 for using spellcombat.
Ie, I would not be able to use any claws do to having a sword in my one hand (itteratives) and using the other one for casting the spell.
What I do not understand is the way in which the Hexcrafter guide seems to imply that you could use spellcombat together with the prehensile hair. Seems that you need a free hand and spellcombat implies a light weapon (as per the FAQ on the topic).
Anyway, massively confused, anybody have any idea how a general combat round might go attacking with hair/natural attacks. And how does this change if you go to a form with 4 claws?

Alright, slight spoiler:
In book two of Way of the Wicked my group was a bit... too open with their violence. As a flavour thing, I figured I'd throw in an very rich, very aggrieved, very evil noble who spent all his cash to hire the famous Red Mantis.
The group is now in a city called Gastenhall, all level 10 consisiting off a Gatling gun fighter archer, Melee Inquisitor, Cleric of Asmodeus and a Dervish Dance Arcane Trickster.
So I have two problems:
1) I want to make an encounter with the Red mantis. They already faced two attacks, both relatively simple, but I want something big and showy.
Ideas so far: The Fighter is competing in a gladiator-like monster fighting event (and dominating), but after the final fight I want to have an assassin attack him and have 2-3 others in the crowd to attack the rest.
Ideas so far: ACG Hunter level 10 with a Giant (Red) Mantis Pet, with loads of Trips with Upending Strike and Fauchard (pet and master) and have the Pet grow Huge with Animal Growth and have them in the pit.
1-2 Slayers, Slayer 6/Red Mantis Assassin 5, one built for damage and sneak attack, the other for really high Prayer Attack (Charisma-based).
Problem, maybe I want mmore Variety, and should I have two, three or four enemies? If so, what could I add. I considered a shadow bloodline sorcerer or maybe an invulnerable Rager in the Pit, both flavoured to worship the Red Mantis ofcourse.
Problem 2)
At some point I want to end the Red Mantis plotline, which is interesting, cause they never stop hunting. I know, I know, maybe I should have not used them, but thematically they are so awesome and my group loves (and fears) them to death.
Any ideas for how I can let the attacks stop (maybe a plotline where they bribe or help or kill somebody of the Red Mantis)? Their solution now is to go Nuclear and kill every last Red Mantis follower, which I do not feel like working out, besides being impossibly hard.
Anyway, I hope people have some suggestions, thanks in advance!

Hello people,
So, I was trying to make an Oracle with the Spirit Guide archetype. The idea is to make it a Oracle of the Heavens (Fluff), with Spirit Guide to take advantage of the Shaman Lore Spirit Arcane Enlightenment Hex.
This would get me:
Number of Wizard/Sorcerer Spells equal to my Charisma (5 at level 4)
Three of Wizard/Sorcerer Spells from EH: New Arcana.
With higher Cha/Int due to belt the number of spells and max level I could cast would go up.
Problems I am finding so far:
- Problem: Feat intensive. I would like to include: Spell Focus: Illusion/Necromancy, Thredonic Spell and possibly Quicken Spell (metamagic), Spell Penetration etc. Any ideas on what to drop. Toughness and Improved Initiative are also nice, but no way that can fit.
- Solution: Go Half-Elf for Paragon Surge to drop number of Eh feats.
- Problem: Low number of Revelations, late entry revelations.
- Solution: drop revelations.
To sum up:
I have an idea for a character, but might want to do too much. Any ideas on build would be great! Thank you in advance!
Human Oracle of the Heavens 20
Spirit Guide (Clouded Vision)
Str: 14, Dex: 12, Con: 12, Int: 14, Wis: 8, Cha: 19
1: Awesome Display (Revelation), Skill Focus: Knowledge Arcana, Extra Revelation: Mantle of Moonlight
2:
3: Eldritch Heritage: Arcane Bond
4:
5: Divine Protection (+5 saves)
6:
7: Spirit Ability, Improved Familiar: Azata, Lyrakien
8:
9: Extra Revelation: Lure of the Heavens
10:
11::Moonlight Bridge , Extra Revelation: Coat of Many Stars
12:
13: Improved Eldritch Heritage: New Arcana (Level 6 Wizard Spell)
14:
15:Greater Spirit Ability, (Level 7 Wizard Spell)
16:
17: Greater Eldritch Heritage: School Power (Illusion), (Level 8 Wizard Spell)
18:
19: Guiding Star, Quicken Spell
20: Final Revelation
So, say I have a bloodrager, draconic level 16. I rage, go into FotD with my 6 natural attacks. I cast Frostbite, because I did not grab pounce.
Next round, somebody strays too close. I smack that somebody or something 6 times. Do I add 1d6 + 16 to all attacks that hit or only one?
I would say all, but at 16 charges, say 5 attacks hitting that would do an average of 97.5 damage. For three rounds. This seems... Excessive?

Aight, I have conjured up a monk build. I have found something somewhat similar already on the forums (but cannot seem to find the thread anymore).
Anyway, it is in my personal opinion the best combination of support on a monk build. However, I have spent many, many, many feats on the QUarterstaff build, and I was really wondering if there was anything better I could do.
Anyhow, without further ado:
Murinor , or "He-Who-Flies-While-Touching-Rock"
Dwarf Monk (Qinggong, Ki Mystic, Contemplative, Sensei) 20
STR: 12 DEX: 14 CON: 14 INT: 13 WIS: 19 (all level boosts) CHA: 8
1: Advice (Sensei), Awaken Divinity, Spurn Tradition, Improved Unarmed Strike, Combat Reflexes, Body Guard
2: Insightful Strike (wisdom to hit)
3: Ky Mystic, Maneuver Training, Deific Obedience: Irori
4: Barkskin (Qinggong)
5: Mystic Insight, True Strike, Weapon Focus: Quarterstaff
6: Mystic Wisdom
7: Know the Unseen Disciples, Combat Expertise
8:
9: Quarterstaff Mastery
10: Improved Trip
11: Mystic Vision, Tripping Staff
12: Abundant Step -> Restoration (Qinggong)
13: Mystic Prescience, Touch of Serenity
14:
15: Abundant Step (Qinggong), Weapon Specialization: Quarterstaff
16:
17: Quivvering Palm (Qinggong), Tongue of Sun and Moon, Tripping Twirl
18:
19: Mystic persistence, Greater Trip
20: Perfect Self
Questions:
Is there anything different I can do combat based than tripping? I struggled with the melee-side of things, since it is mainly a support build.
Anything you would change in the order of the feats? Or do something completely different?
Deific Obedience (Inner Sea Gods). At level 12, 16 and 20 you would gain boons. However, not stated whether you get to chose one boon or if you get all three while selecting this feat (seems overpowered). Which one do I get? And if I do take Sentinel Boons, do I have to specify once and for all which spells I take as my 12 HD boon, or can I change every day?
All advice is welcome!
I am surrently playing the evil campaign Way of the Wicked.
In preparation for Book 3 I am working out some combats, and I have some issue with the final encounter. It is a Monadic Deva, advanced to CR 16.
The 4 CR advancement only gave it 4 more Hit Dice. Seems to be off according to my interpretation of the Monster advancement section of the PRD.
Thhere it seems I would need to add 80 HP (from 12-16) implying I'd add 8 HD. But then I'd end up with many more HD than the Planetar (also CR 16, though with higher spellcasting ability).
Question to you:
How would you advance a Monadic Deva to CR 16?

So, I worked up the following character. 25-point buy. His main aim: Pump strength and be a glass canon, but that goes for any raging class right!?
Half-Orc
Crossblooded Rager (Abyssal/Draconic) 20
St: 18 Dex: 12 Con: 15 Int: 9 Wis: 10 Cha: 15
1: Bloodrager Bloodrage, Fast Movement, Bloodline Power: Claws (Draconic Bloodline), Raging Vitality. Toothy racial trait.
2: Bloodrager Uncanny Dodge
3: Bloodrager Knowledge: Survival, Blood Sanctuary
4: Bloodrager Blood Casting, Bloodline Power: Draconic Resistances, Eschew Materials (Bonus).
5: Bloodrager Improved Uncanny Dodge, Arcane Strike
6: Bloodrager Power Attack (Bonus)
7: Bloodrager DR 1/ -, Blooded Arcane Strike
8: Bloodrager Bloodline Power: Breath Weapon
9: Bloodrager Eldritch Heritage (Orc: Touch of Rage), Toughness (Bonus)
10: Bloodrager DR 2/-
11: Bloodrager Greater Bloodrage, Improved Eldritch Heritage: Strength of the Beast
12: Bloodrager Abyssal Bloodrage (Bloodline Power), Intimidating Prowess (Bonus)
13: Bloodrager DR 3/ -, Cornugon Smash/Reckless Rage
14: Bloodrager Indomitable Will
15: Bloodrager Furious Focus, Improved Initiative (Bonus)
16: Bloodrager Bloodline Power: Dragon Form, DR 4/ -
17: Bloodrager Tireless Bloodrage, Dreadful Carnage
18: Bloodrager Blind-Fight (Bonus)
19: Bloodrager DR 5/ -
20: Bloodrager Mighty Bloodrage, Bloodline Power: Power of Wyrms
If my calculations are correct this would net me a standard 3 natural attacks while raging. It would also work towards boosting strength like a maniac. Spells would mostly be self buffs, maybe chill touch worked in or w/e.
The things I was wondering:
1) Can Strength be boosted higher?
2) Which combination of Intimidating Prowess/Furious Focus/Cornugon Smash/Dreadful Carnage should I take? All, some?
3) Do you have any suggestions on how to decrease (melee) vulnerability, already well aware I am going to be messed-up on will saves :)?
4) Any sensible way I could work IUS, Feral Combat Training and the Dragon Style feats in (with or without losing Strength)?
5) Other feedback?

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2 people marked this as FAQ candidate.
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I was wondering about the following;
The general consensus seems to be that Dragon Disciple levels would not stack with the Bloodrager's bloodline, RAW. This because the Dragon Disciple specifically calls out sorcerer levels. RAI this might be doubtful though, but hey, it is what it is.
If this is true, then Eldritch Heritage would also key of sorcerer bloodlines, implying that because you do noy have a sorcerer bloodline, but a bloodrager bloodline, you could double-dip Bloodrager Abyssal (Morale bonus to Strength) and EH- Abyssal (+6 unnamed bonus).
So, considering this, I was looking at the following build:
Crossblooded Rager (Abyssal/Draconic)
Skill Focus Planes, EH (Abyssal), Improved Eh (Strength of the Abyss.
At level 20, when bloodraging this would give:
+19 (starting stat)
+ 5 (level adjustment)
+ 6 (Belt)
+ 14 (level 12 abyssal ability, rage at level 20, moral bonus)
+ 6 (Inherent from Strength of the Abyss)
+ 6 (size from Form of the Dragon IIm, gained at bloodrager.
Thats a whopping Strength score of 56, without the need to cast any buffs. And you could do that for a minimum of 24 rounds (unless, negative con bonus) per day!
Assuming an amulet of Mighty Fist +5 at level 20 during Rage (Dragon Form) you would do the following (assuming haste):
Bite, Bite (haste) +49 (x2, 2d6 + 39), average 92 damage
Claw, Claw +49 (x2), 1d8 + 28), average 65 damage
Wing, Wing +44 (x2, 1d6 + 16), average 39 damage
Tailslap +44 (x2, 1d8 + 39), average 43 damage.
Thats a damage potential of 239 damage, with merely one spell cast (haste) and at +44 for secondary attacks all attacks hitting is likely .
This excludes any other feats you might take such as power attack, Dragon Style Feats.
Add to this the possibility of an Intimidating Prowess/Demoralizing build, and you could be in for good times!
You could even have a friendly caster cast Moment of Greatnness on you for an awesome 70 strength on one attack.
I was wondering if anybody has an idea on how to further increase strength? Alchemist would not work, due to needing 20 levels of Bloodrager. +2 profane from a Succubus would possibly work?
Also, would my reading of bloodrager, sorcerer and Eldritch Heritage bloodlines be correct?
In the ACG it states for certain abilities that Warpriests can spend multiple 'uses' of their blessings to active blessings (or to increase the amount traveled by the travel domanin for instance).
However, I might be blind or bad at looking, but I cannot find the amount of uses of blessings you get per day. Anybody have any idea?

Hey guys,
So have been working on some builds for a Dragon Disciple with all natural attacks. I have more or less worked out my feat plan, but struggling after level 16.
The options I have considered for the last four levels:
4 levels monk (4th-7th level of Master of Many Styles/Monk of the Sacred Mountain)
4 Eldritch Knight (For full BaB and continued spell progression
2 Paladin (for Smite/Divine Grace) + 2 Monk/Unarmed Fighter
I have also included some feats I have missed. I could use some advice on the remaining levels, better feats or potentially shuffling the feat progression (want Intimidating Prowess sooooooner!). Thanks in advance for all the help!
Half-Orc Ranger/Unarmed Fighter
Str: 19 (+1 lvl 4, 8, 12, 16 and 20), Dex: 14, Con: 12, Int: 8, Wis: 12, Cha: 14
Orc Trait: Tooty
1 Ranger (Guide/Natural Weapons) Weapon Focus: Bite
2: Ranger (Guide/Natural Weapons) Aspect of the Beast: Claws
3: Monk (MoMS/Sacred Mountain) Fuse Style, Dragon Style, Boar Style
4: Monk (MoMS/Sacred Mountain) Toughness, Dragon Ferocity
5: Sorcerer (Golden Dragon Bloodline) Feral Combat Training: Claws
6: Dragon Disciple (Golden Dragon)
7: Dragon Disciple (Golden Dragon) Skill Focus: Survil, Power Attack (bonus), +2 Strength
8: Dragon Disciple (Golden Dragon)
9: Dragon Disciple (Golden Dragon) Eldritch Heritage: Orc (Touch of Rage), +2 Strength
10: Dragon Disciple (Golden Dragon) Improved initiative
11: Dragon Disciple (Golden Dragon) Greater Eldritch Heritage: Strength of the Beast (Strength +2 at level 11, 15 and 19), Con +2
12: Dragon Disciple (Golden Dragon) Form of the Dragon I
13: Dragon Disciple (Golden Dragon) Feral Combat Training: Bite, Blind-Fight (Bonus), +2 Int
14: Monk (MoMS/Sacred Mountain) Still Mind
15: Dragon Disciple (Golden Dragon) Monastic legacy, Wings
16: Dragon Disciple (Golden Dragon) Form of the Dragon II
17:
18:
19:
20:
Missing: Greater Eldritch Heritage (Power of Giants), Intimidating Prowess, Boar Shred, Boar Ferocity.
Though to be honest, I am willing to rethink style feats or w/e.
Quick question:
I am planning a 4 monk/5 Unarmed Fighter/1 Sorcerer/10 Dragon Disciple build.
Now I was considering crossblooded Draconic/Abyssal.
Fairly simple question. If, at level 9 for sorcerer bloodline I take Strength of the Abyss, does this continue to become better (at level 13 and 17) since it merely says level, whereas other bloodline powers specifically mention sorcerous levels.
Or, being a 10 DD/ 1 Sorcerer would advancement always assume my level would be 11 for all bloodline powers? In which case Eldritch Heritage might be better.
If anybody can shed some light, that'd be great. Thanks in advance!
Heya people,
Here's the gist: We are working on a party for a Way of the Wicked campaign. Everybody decided on rolling something that's easy to make (Cleric, Flame Oracle, Wizard and an Anti-paladin) except for one of my friends.
What he wants to make is a monk (which would be doable on a 25-point buy) , but he wants it to turn into a (mostly) Melee-focused (Beast Brute) Dragon Disciple.
Now I have read Oterisks guide to Dragon Disciple, and Revel and Treantmonks' guides to Monk, but I am having trouble pulling it together in something that would a) not suck at lower level nor b) fall grossly behind at higher levels.
On top of this he would, thematically, prefer a Hungry Ghost Monk, though if Master of Many Styles or Qingqong is better I guess he would be willing to drop that desire if it makes the character good/relevant :).
We are looking at 25-point buy, Human (Lawfull Evil). Anything in terms of level progression, feat choice and stat allocation would be great!

Heya guys,
I generally am really bad at character design. Well, concept-wise it works, but also making it work for combat slightly less so.
In any case, I was looking at making a character for a Way of the Wicked campaign (in case I don't DM it, I might do that instead).
The concept I was looking at was as follows:
A Halfling (Flame) Oracle, because of Flame's association with Asmodeus.
I do want healing rather than inflict spells due to group make-up. But since Asmo is lawfull-evil anyway I figured "burning away wounds" with (un)righteous fire or somesuch would work.
Curse would be tongues, as it fits my exiled (and somewhat infernal background) well.
Anyway, I won;t burn you with the concept more!
What I need is an idea to make a halfling flame oralce work. I'm on a 25-point buy.
I was thinking of taking eldritch heritage and go Infernal (though kind of redundant for a fire oracle) though Arcane might work.
Besides that I would like to have the Childlike feat asap, probably as my level 1.
So, given these things, could anybody help me with something that would work?
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