Muammar Gaddafi's page

3 posts. Organized Play character for BYC.



Dark Archive

I've been looking to build a monk for PFS for a while now. I got tired of building damage builds so I looked for an assist class that doesn't suck. My opinion of the monk isn't high, but there were certain things that monks can do that others cannot. I like the maneuver master, but that's being saved for something else.

I've always like the sensei and qinggong. And then I realized they can fit into the same character. Let's review.

Sensei:
Sensei (Archetype)

The sensei is a revered teacher who imparts lessons on the oneness of mind, body, and spirit, along with occasional correction that is subtle and swift. Rather than using wisdom for his own benefit alone, he uses it to better those around him.

Skills: A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills.

Advice (Ex): A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion.

Insightful Strike (Ex): At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level.

Mystic Wisdom (Su): At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 12th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target).

At 12th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 18th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei's level and last 1 round. This ability replaces the bonus feats at 6th, 12th, and 18th level.

Qinggong:
Qinggong Monk (Archetype)

The qinggong monk is a master of her ki, using it to perform superhuman stunts or even blast opponents with supernatural energy. Some achieve their power over ki through extreme discipline, while others attain this power by intentionally or accidentally ingesting rare herbs or strange mystical fruits, and a few are gifted these abilities by a dying qinggong master.

Ki Power: A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.
Ki Powers

Ki powers are abilities that draw on the power of a monk's ki. The standard monk has several abilities that count as ki powers, such as wholeness of body, abundant step, and empty body. A qinggong monk can learn additional ki powers, which often replaces a non-ki monk ability such as purity of body. Ki powers are divided into three categories: feats, monk abilities, and spells.

Feats: These ki powers duplicate the effects of specific feats. A monk does not need to qualify for a feat to select it as a ki power. For example, a qinggong monk can select Spring Attack as a ki power even if she doesn't meet the prerequisites for selecting Spring Attack as a feat. Activating one of these ki powers is a free action on the monk's turn; until the start of her next turn, the monk is treated as if she had that feat. Some of these ki powers that duplicate feats may also be activated as an immediate action; these powers are noted in the ki powers list.

Monk Abilities: Some ki powers are standard monk abilities. Even if a qinggong monk selects a different ki power in place of a standard monk ability, she can select that monk ability later as one of her ki powers.

Spells: These ki powers duplicate the effects of a spell, and are spell-like abilities. A qinggong monk's class level is the caster level for these spell-like abilities, and she uses Wisdom to determine her concentration check bonus.

Requirements: All ki powers have a minimum monk level requirement to select them. A monk who does not meet this requirement cannot select that ki power.

Activation: Most ki powers require the monk to spend ki points; the exact amount is listed after the ki power. Ki powers that cost 0 ki do not require the monk to have any ki points in her ki pool to use the ability.

The saving throw against a monk's ki power, if any, is equal to 10 + 1/2 the monk's level + the monk's Wisdom bonus.

Sensei's mystic wisdom is kind of meh. There's not a lot of class abilities that work well with others. But then I realized I can use the qinggong to get the abilities I want, and then move them to an ally.

So my build, as per PFS, is 20. Human.

STR 12
DEX 14
CON 14
INT 10
WIS 18 (+2 here)
CHA 8

Feats
1st
Dodge
Deflect Arrows

Snapping Turtle Style (Combat, Style)
Your deft unarmed style allows you to shield your body from harm.
Prerequisites: Improved Unarmed Strike, base attack bonus +1 or monk level 1st.
Benefit: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.

2nd
Improved Grapple

3rd

Snapping Turtle Clutch (Combat)
Your unarmed style allows you to turn your opponent's attack into an opportunity.
Prerequisites: Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.

Ki powers that I am considering:

barkskin
feather step
true strike
Quick Draw
gaseous form
Spring Attack
Whirlwind Attack
restoration
shadow step

Now some of these are supposed to be self-only, but using mystic wisdom, I should still be able to grant them to an ally.

The idea is for this character to use stunning fist as needed, then use grappling to neutralize a foe, using advise (bardic performance) to buff the party, and using mystic wisdom to grant allies a useful ki power or class ability as needed.

Suggestions, advise, criticism?

Dark Archive

Are there any Paizo products with in-depth information on derros? If not, any d20 or 3.5 sources? Always loved these things. I always remember them as blue for some reason, and the 3.5 derro mini wasn't, and the PF Bestiary doesn't show blue either. Was that from 2E?

Dark Archive

Hey I'm in that picture. Guy on left with laptop with hands behind his head at the table.

Dark Archive

3.5/PF question.

From 3.5 Drow of the Underdark

Quote:

GIFT OF THE SPIDER QUEEN

You can combine your racial spell-like abilities in new and
potent ways.

Prerequisite: Drow.
Benefit: As an immediate action, you can activate any of the following spell-like abilities (using your class level as your caster level). You spend one daily use of each spell-like ability used in this combination.

Blinding Vanish: You can expend one daily use of dancing lights, darkness, and faerie fir to disappear in a blinding flash of light. All creatures within a 20-foot-radius burst are blinded for 1 round; a successful Fortitude save (DC 14 + your Cha modifier) reduces the effect to dazzled for 1 round. In addition, you become invisible (as the invisibility spell, except the duration is 1 round per caster level)

Can a character use Blinding Vanish when an attack is declared against him to prevent or waste an attack? The rules seem very vague on when an immediate action can be taken/triggered.

Ideas, comments, answers?