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I once did a scenario where the party had to defend a keep against an attack of a few hundred Kobolds.
Since they were defending it gave them a chance to make a bunch of interesting plans and traps,
At one point the party waited for the kobolds to get halfway through the woods on the way to the keep and then proceeded to burn down the forest, taking out a huge amount of them. it was good times.

Hey I recently made a monk based on Treantmonk's Guide, and I just wanted to see if my math calculations were correct, let me know what you think.
Thanks!
Human Monk LV 10
20 Point Buy
Str 24 +7 (17 base, +1 Lv4, +2 race, +4 Belt)
Con 14 +2 (13 base, +1 Lv8 )
Dex 14 +2 (Base)
Int 8 -1 (Base)
Wis 18 +4 (14 Base, +4 Headband)
Cha 7 -2 (Base)
Saves:
Fort: 9
Ref: 9
Will: 11
HP: (48 + 9D8) = (First LV +8 class, +2 con, +1 Favored)) + (Lv 2-10 (1D8 + 2 Con, + 1 Favored)) + (+10 Toughness Feat)
AC: 19 (Monk Wis/AC bounus +7)(Dex +2)
Feats:
Toughness
Precise Shot
Point-Blank Shot
Deadly Aim
Deflect Arrows
Improved Bull Rush
Greater Bull Rush
Power Attack
Weapon Focus (Unarmed)
Medusa's Wrath
Magic Items:
belt of giant str +4
Headband of wis +4
Amulet of mighty fists (Animal Bane)
Robes of the monk
(Permanancy) - magic fang, greater +5 (20th lv caster)
CMB - 17 (21 Bull Rush)
CMD - 26 (28 vs Bull Rush)
Attacks
Single attack - +20/+15 (Magic Fang +5, BAB +7, Str +7 Weapon focus +1)(+2 vs animals)
Flurry of blows - +21/+21/+16/+16 (Magic Fang +5, BAB +10, flurry -2, Str +7 Weapon focus +1)(+2 vs animals)
Flurry of blows (Power attack) - +19/+19/+14/+14 (Magic Fang +5, BAB +10, flurry -2, Power attack -2, Str +7 Weapon focus +1)(+2 vs animals)
Damage (Normal) - 2D6 + 12
Damage (Power attack) - 2D6 + 16
Damage (Everything PA+Bane) - 4D6 + 18
Ranged Flurry - +11/+11/+6/+6 (BAB +10, flurry -2, Dex +2 Point blank +1)
Ranged Flurry (Deadly aim) - +9/+9/+4/+4 (BAB +10, flurry -2, Deadly Aim -2, Dex +2 Point blank +1)
Damage (Normal) - 1D2 + 7
Damage (Deadly Aim) - 1D2 + 11

OK!,
A new monk build, this is a pummel into oblivion build, hoping to get some new feedback, is there anything I should do to eek out some more damage or make this character better.
Thanks
Human Monk LV 10
20 Point Buy
Str 24 +7
Con 14 +2
Dex 14 +2
Int 8 -1
Wis 18 +4
Cha 7 -2
Saves:
Fort: 9
Ref: 9
Will: 11
HP: (38+7D8)
AC: 19 (Monk Wis/AC bonus +7)(Dex +2)
Feats:
Toughness
Precise Shot
Point-Blank Shot
Deadly Aim
Deflect Arrows
Improved Bull Rush
Greater Bull Rush
Power Attack
Weapon Focus (Unarmed)
Medusa's Wrath
Magic Items:
belt of giant str +4
Headband of wis +4
Amulet of mighty fists (Animal Bane)
Robes of the monk
(Permanency) - magic fang, greater +5 (20th lv caster)
CMB - 17 (21 Bull Rush)
CMD - 26 (28 vs Bull Rush)
Attacks
Single attack - +20/+15 (Magic Fang +5, BAB +7, Str +7 Weapon focus +1)(+2 vs animals)
Flurry of blows - +21/+21/+16/+16 (Magic Fang +5, BAB +10, flurry -2, Str +7 Weapon focus +1)(+2 vs animals)
Flurry of blows (Power attack) - +19/+19/+14/+14 (Magic Fang +5, BAB +10, flurry -2, Power attack -2, Str +7 Weapon focus +1)(+2 vs animals)
Damage (Normal) - 2D6 + 12
Damage (Power attack) - 2D6 + 16
Damage (Everything PA+Bane) - 4D6 + 18
Ranged Flurry - +11/+11/+6/+6 (BAB +10, flurry -2, Dex +2 Point blank +1)
Ranged Flurry (Deadly aim) - +9/+9/+4/+4 (BAB +10, flurry -2, Deadly Aim -2, Dex +2 Point blank +1)
Damage (Normal) - 1D2 + 7
Damage (Deadly Aim) - 1D2 + 11
Alorha wrote: Drop Agile Maneuvers. Weapon Finesse applies to any attack that uses a light weapon. Trip is using an unarmed attack, which is treated as a light weapon, especially for a monk
linky
You wouldn't get it for thinks like bull rush, but who cares?
cool thanks

Ok the general consensus is that a one trick pony is going to be rough.
This is the final build, with it I can get 2 trip attempts per round at +30 and +25
when I trip the creature I pull them into an adjacent square where I and anyone else get an attack of opportunity.
As far as I can tell that is the best trip attack bonus I can get with a lv 10 monk.
Now.... on to my next challenge a focused attack monk... coming up soon.
Monk: 20 Point Build
Str: 10
Dex: 24 (17 base, +2 Race, +1 at lv 4) (belt of dex +4)
Con: 11
Int: 13 (+1)
Wis: 20 (15 base, +1 Lv 8) (Headband of Wis +4)
Cha: 7
Saves:
Fort: 7
Ref: 14
Will: 12
AC: 30 (Monk Wis/AC bounus +7)(Dex +7)(Ring of Prot +3)(Doge
+1)(Bracers Of Armour +2) 34 with mobility or ki point,
Feats:
Agile Maneuvers
Combat Expertise
Weapon Fineness
Doge
Mobility
Exotic Wep Proficiency Whip
Improved Trip
Greater Trip
Ki Throw
Fury's Fall (Chelliax allows adding Dex on trip attempts)
Traits:
prehensile-whip -
http://www.d20pfsrd.com/traits/equipment-traits/prehensile-whip
Jungle Walker -
http://www.d20pfsrd.com/traits/regional-traits/jungle-walker-regional-mwang i-expanse
skills
Acrobatics 20 - (Ranks +10, class skill +3 Dex +7)
Survival 20 - (Ranks +10, class skill +3 wis +5 Jungle Walker +2)
Perception 18 - (Ranks +10, class skill +3 wis +5)
Climb 13 - (Ranks +10, class skill +3)
Knowledge nature 11 - (Ranks +10, Int +1)
Knowledge Geography 11 - (Ranks +10, Int +1)
Magic Items:
Ring of Protection +3
Headband of Wis +4
Belt of Dex +4
Bracers of Armour +2
Whip +2
Attack modifiers:
BAB +7/2
CMB - 17 (30 to trip CMB +17,Fury's Fall +7 Greater imp trip +4,Whip +2)
CMD - 28

Carbon D. Metric wrote: First thing is first.
Dex is not nearly as useful for a monk as you seem have the impression. Trade out the belt for one that gives you +4 Strength, or better yet if you are attached to the high AC, a headband of +4 wisdom. In either case dump your dex back town to 12-13, trust me- You wont need it for this build.
Another think go keep in mind is that MANY people make the mistake of thinking that if you are hard to hit then you wont take damage. This is almost flatly wrong as it encourages you to play with such an attitude that you are nearly invulnerable that when you do get hit it will almost ALWAYS be by critical hits, or full attacks by BBEG's. You have very, VERY low health for someone who plans on playing a martial character. Invest in at least 12, if not 14 con.
Personally I wouldn't let any of my players build a character up to level 10 who receive no benefit from a strange build that relies on 3-4 feats in a chain to eventually make sense. That kind of character would end up dead at level 3, and his buddies would not be very inclined to resurrect "the idiot who ran in, unarmored, with nothing but this whip, only to get crushed by an axe through his... well, I'm not sure you could say it was any one part of him really, the kid was in I think I counted 3 pieces. It was only one attack really, quite a bloody mess."
Next, get rid of the whip, it wont help and you will not be nearly as accurate with it as you would be with simple unarmed strikes. In addition, you cannot flurry of blows with a whip. You can replace your flurry attacks WITH trips and therefore have a MUCH higher chance of getting them to function than you would relying on your normal 3/4 BAB.
Along with that, get rid of weapon finesse, with low dex you wont need it, especially since you will in all likelihood probably be getting a guided weapon or a guided AOMF.
Next, I advise you to look at Ki throw and improved Ki throw, they are very brutal and effectively let you shuffle up the entire battlemap in a single attack,...
You are absolutely right that this is a very odd build, it is incredibly unbalanced towards one trick, the goal was to make a character that could trip multiple times a turn to slow down attackers and give the party AOO
Perhaps I will drop Imp Disarm and Mobility for Ki throw and imp Ki throw, Dropping a dinosaur on a chump would be hilarious.
kingpin wrote: That's true. Personally, I'd drop the whip entirely unless you're willing to spend another feat for it, and since you can't furry with it, it really is sub-optimal.
Instead I'd take a temple sword. You won't have the 10ft reach but it still has the trip quality.
On a wider point, tripping with monks is a huge feat investment. If you can be convinced to focus on grappling instead then that is a better option.
True, the reason I thought the Whip would be better is the 15ft range,
in addition I want to be playing more combat support, since we are going to be coming up against things that have CMD of 35-49 (dinosaur). I was thinking that tripping up these huge monsters would come in really handy.
but you think I could get my Grapple up that high?

Hello,
I am going to be starting a new campaign soon and I have decided to try making a monk that is difficult to hit while being able to hinder foes much larger than himself basically...
I want to be able to trip Dinosaurs!
I would appreciate any suggestions or feedback you might have regarding this build.
Monk: 20 Point Build
Str: 10
Dex: 24 (17 base, +2 Race, +1 at lv 4) (belt of dex +4)
Con: 11
Int: 13
Wis: 20 (15 base, +1 Lv 8) (Headband of Wis +4)
Cha: 7
Saves:
Fort: 7
Ref: 14
Will: 12
AC: 30 (Monk Wis/AC bounus +7)(Dex +7)(Ring of Prot +3)(Doge +1)(Bracers Of Armour +2) 34 with mobility or ki point,
Feats:
Agile Maneuvers
Combat Expertise
Weapon Fineness
Doge
Mobility
Exotic Wep Proficiency Whip
Improved Trip
Greater Trip
Imp Disarm
Fury's Fall (Chelliax allows adding Dex on trip attempts)
Magic Items:
Ring of Protection +3
Headband of Wis +4
Belt of Dex +4
Bracers of Armour +2
Whip +2
Attack modifiers:
BAB +7/2
CMB - 17 (30 to trip CMB +17,Fury's Fall +7 Greater imp trip +4,Whip +2)
CMD - 24
Any thoughts on how I can increase my ability to trip while keeping my AC high? or if I made any mistakes in my calculations.
Thanks
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