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Bodhizen wrote:
See my dementedly long post. The build isn't even legal.

It is. Qinggong stacks with every other archetype because you can cherry pick what you want to replace. That's why your ki ability count is incorrect as well.

As for your above post and the item cost, they're perfectly fine as well. Take "ring of protection+5 & counterspells (56,000gp; greater dispel 660gp)" for example: ring of prot +5 = 50k gp. ring of counterspells = 4k gp. To add a ring of counterspells on top of another item = cost x 1.5 = 6k. Total 50k + 6k = 56k.

As you by now surely understand, you've made several other incorrect assumptions as well.


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So I saw some issues. Perhaps its just your english which you took the opportunity of blaming.

Two things stood out to me. This first bit:

"But in my expérience, full attack action is a rare occurence in battle. most of the time, monster moves, character too. I,have played a rogue for 16 level in schakled city. I have had the opportunity to use twf only a bunch of time in two years play."

As well as this bit that followed:

"In many build, attack of opportunity is a must. But it's a rule that praticly never happened in our game."

So first you state that people very rarely spend a full-round attacking someone because they run after a monster? Then you say that AOOs is very rarely done in your game. That's strange, because if monsters run away from melee they trigger an AOO. Either they stand still so you can full-round attack or they run away so you get an AOO for leaving melee. I don't understand how neither of those things happen often, as they're contradictory.


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pobbes wrote:
Smart opponents will counter this by simply not attacking the monk in melee. Basically, it's easy to ignore you.

Not every opponent is smart, and if they're smart they're probably some BBEG not the run-of-the-mill mook. Have you ever seen mooks just stop attacking a drunken master in some random kung fu movie? :P Yeah, exactly. ^^ They're more likely to get angry and try harder. Most brutes doesn't like to be embarrassed.

pobbes wrote:
Crane wing is nice, but I have seen it argued that Crane Wing deflection does not grant a Snake Fang counter attack. This is because snake fang says an attack must miss while crane wing says an attack that hits is blocked and deals no damage.

Per definition you miss if an attack is deflected and doesn't hit.

pobbes wrote:
As your third style, I would take tiger style. Plain and simple, you don't have flurry. At level ten, you have an ok main attack and a crappy second attack. Tiger claw lets you have a worthwhile full attack option which can be very devastating with the dragon style feats. Obviously for this build, strength is key as you will be adding it four times on a successful power attack with tiger claw.

I'd agree with Tiger Claws for an attack option due to no flurry and Vital Strike being too feat intensive to get much out of.

pobbes wrote:
Furthermore, why take drunken monk to heal out of combat? take hungry ghost monk and heal in combat! Wait... I just realized you can be both a hungry ghost and a master of many styles. I think I just nerdgasmed.

Because you don't really lose anything, and it's cheaper than charges on a cure light wounds wand (which you can't use) and save potions/spell slots. Just spend 1 minute downing that tankard of ale and you're all healed up.


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I came across an awesome concept for a drunken master yesterday right here.

It focuses around the full Panther Style tree and Mobility, running around and provoking AOOs with high AC and retaliating (as a free action, up to wis mod times per round), with the standard action used to drink to get a temp ki and a swift to get that +4 dodge AC (dodge, mobility and +4 dodge bonus nets you +9 AC vs AOOs when you run around, making it extra hard to hit you in your drunken half-concious rampage).

You can easily combo it with Snake Style and Snake Fang (take Snake Fang with a style feat to skip the prereqs after you pick up Snake Style with a character feat) to use those ordinary AOOs with Combat Reflexes when they surely miss you.

So for example the first 6 levels could look like this:

C = character feat, B = bonus feat, H = human feat
1: dodgeC, panther styleB, mobilityH, fuse style
2: panther clawB
3: combat reflexesC, drunken ki
4:
5: snake styleC,
6: snake fangB

This way you get everything you need (except Panther Parry, which I couldn't fit into these first 6 levels), and later you can throw in some Dragon Style and Dragon Ferocity for a bit more punch if that sounds right to you. Even Monkey Style later could be interesting, as you've got both of them in your build I assume you'd probably want them sooner or later. Boar Style or Mantis Style doesn't seem to go that well with a drunken master though, as the Style feats in themselves aren't that good.

The Combat Style Master feat might be worth considering if you can fit it in, starting in one style and then changing styles as a free action is handy to deal with action management before level 20, or it might take several rounds before you got all the styles running at the same time. Fast Drinker to make it a swift action to drink, instead of a standard, could be worth considering if you happen to have 18+ Con to play around with, but I doubt you'd want that kind of MAD. :P

For the QG monk, swapping out Slow Fall for Barkskin could be an interesting idea to boost your AC even more. As the duration is 10 min/level you can drink and use your temporary drunken ki, and then drink again to replenish the ki point, more or less keeping barkskin up on you all the time as long as you can drink.