Well, it's for PFS which tops out at 12th lvl, and a monk's unarmed damage progression doesn't reach 1d10 until 8th lvl. So on lvls 8-11 it's the same damage die as the Sansetsukon. Basically I'm getting a higher damage die earlier that I can enchant much cheaper & easier. I guess that was the thinking.
Well, seeing as how I'm wielding a 2H Sansetsukon, only every other attack will be an Unarmed Strike, so the 1.5 damage on Unarmed Strike bonus from Dragon Style isn't so much of a big deal. For Dragon Style, the real bonus is being able to charge over hindering terrain, and through allies. Many times in PFS it's hard to set up a charge, allies are often in the way. I thought that this would allow me to get into position quicker in an attempt to FoBs. Snake Style has a couple of nice things going on with it, currently my Sense Motive is +9, +11 if I take Snake Style. Now, with my AC being 16, I'd only need to roll a 5 or better to match or exceed my AC. I like that Snake Style is a single feat, as opposed to really needing the three feats for Crane Style to become effective. Monks have a bit of a problem hitting in general, so I really don't want to be making it any harder to hit. Now another question to ask with Snake Style is, do I want to sink a single Skill Point in Sense Motive every level. As a skill there's only so much to be done with it, am I right? So there it is - the tactical benefits of Dragon Style vs the Defensive bonus granted by Snake Style.
Hello all. I have a monk, 1st level, with a Strength of 16 for a +3 Strength modifier. He's level one, so his BAB is 0, though for the purposes of Flurrying he uses his level. I took a Lantern Lodge trait to gain proficiency with one weapon possessing the "monk" special quality, choosing Sansetsukon. Now, the core rulebook lists his Flurry of Blows at level one as -1/-1. With a Strength modifier of one, and a Masterwork Sansetsukon, would he be flurrying at +3/+3 or am I missing something. F.o.B -1/-1, +3 Strength Mod, +1 Masterwork Weapon equals +3/+3 correct? Thanks for your time and consideration.
Lost my Paladin last Sunday, he got critted on by a Battle Axe, two natural 20s in a row with a 12 on the D12 for max x3 damage. In any case, I present to you.... Grigor Kuhlenov (What am I not cool enough for you?) Dwarven Monk 1
HP 10, AC 16 INIT 4 CMB 4(6 on Bull Rush/Overrun) CMD 15
Unarmed Strike +3 1d6+3
Monk Bonus Feat - Dodge
Traits: Reactionary +2 Trait Bonus on Initiative
Dwarf Racial Traits: Slow & Steady
Equipment: Sansetsukon, Cold Iron Kama, Shuriken x10, Backpack, Grappling Hook, 2 50ft lengths of Hemp Rope, M.W. Manacles, Rations x5, Waterskin = 39#s 51gp left Well? Think he's got a promising PFS career ahead? The heavy armor my Paladin was wearing really drug him down, the -6 Armor Check penalty was a really bummer. I'm also a fan of the Steel Souled feat, replaces Hardy, gain +4 vs Spells & SLAs. PFS tops out at 12th lvl, which is the level the monks unarmed strike goes from 1d10 to 2d6, so the Sansetsukon will serve me well. Much easier to enchant as well. Any suggestions?
Going with Steel Soul as my third feat, +4 to saving throws against spells, SLAs, and poison, replacing the bonus from Hardy. Dropped Hardy for the ACF Stubborn, gaining a +2 bonus to WILL saves against charm/compulsion schools(Not important, doesn't stack with Steel Soul). If they fail said save, they receive a second save a round later to end the effect prematurely, at the same DC. Second trait - Glory of Old: +1 trait bonus to saves against spells, SLAs, and poison. Total of +5 to saves against spells and SLAs & poison. And on a failed will save, I gain a reroll the next turn to end it! Pretty nice.
Most definitely. Hmm, Toughness, Combat Casting, Scribe Scroll maybe, to get more of those Bestow Curse's? Maybe Furious Focus, negating the to hit penalty? Decisions decisions. A complete list of Race Traits from Orcs of Golarian, beginning on page 22 are as follows: Amazingly Ugly, Beast Rider, Big Mouth, Brute, Deadeye, Demented Fervor, Dirty Fighter, Mindlessly Cruel, Outcast, Rage of Storms, Tribal, Tusked, and Unbreakable Hate.
Yeah, I did a bunch of reading about the Adopted trait. On page 23 of Orcs of Golarion, there is a list of Racial Traits that are just like any of the other traits, Basic, Combat, Faith, Social, Race. A lot of people think it's pure cheese, but man, I think it's so freakin' neat. Rolls, 4d6 drop the lowest, I was pleased. Plus one point for level progression (in Strength), and +2 Wis/Con -2 Cha for being a dwarve. I would be very pleased if I were to be able to pick another trait. I kinda thought it worked that way. I was thinking Militant Merchant, +1 to Perception and Perception is always a class skill for you. And I am going to go ahead and change out the Handy Haversack for the Opalescent White Cracked Ion stone. Now the question is - What feat shall I choose in place of Martial Weapon Proficiency? Is combat casting actually worth it?
Hello all. First post on the boards, and I thought I'd throw my character up here for critique and such. I went with a dwarven cleric of Torag, choosing the Cave Subdomain and the Protection domain. Level 5. Stats are as follows -
HPs 47, Init 1, Fort 9, Ref 4, Will 10. CMB 7, CMD 18(22 vs Bull Rush or Overrun). Heal 12, Knowledge History 10, Knowledge Religion 10, Sense Motive 12. He's attacking at +8 for 1d10+5 with his dwarven waraxe, with an AC of 24. Took the ACFs Lorekeeper, Stongesinger (count as 1 level higher when casting spells with the earth descriptor), and Ancient Enmity. Standard WbL of 10,500. Bought +1 Dwarven Waraxe, +1 Full Plate, +1 Heavy Steel Shield, 2 Locked Gauntlets, 5 Javelins, a Handy Haversack, and 1 Wand of Cure Light Wounds & 1 Wand of Protection from Evil. Feats: Martial Weapon Prof. Dwarven Waraxe, Heavy Armor Profeciency, Power Attack. Spells: 0lvl - Create Water, Detect Magic, Guidance, Stabilize
965 Gp left And here's the fun part. I did the Adopted & Tusked (orcs of golarian pg 25) combo. Going to reflavor it a bit, insomuch as given dwarves knack for craftsmanship, rather than the Tusks being actual, grown teeth; he worked as a young dwarve to fit in, and as such filed and shaped a lump of ivory into two large, blunted tusks. Since then he has attached golden filigree and two small silver chains to each. After spending his first 75 years or so with the orcs, he felt the call of his ancestors and made the trip back to his ancestral homeland; the Janderhoff Mountains. Well? Thoughts? I really like the create pit, and spiked pit spells, as well as bestow curse. *Edit* Strongly considering dropping the handy haversack and purchasing an Opalescent White Cracked Ion Stone, gaining weapon familiarity with Dwarven Waraxe. |
