Oh, oh! Fun mathy tool. To note the baseline, a Cleric / Fighter / Rogue / Wizard team has a score of 7.22 / 8.56. I have a General Score of 8.07 and a Combat Score of 9.22. The only thing that even adds to the score would be a core fighter. Lets see... Standing is Dragonamedrake 4.33 / 5.11:
It seriously lacks Blasting / AoE and is weak at a range. Home the DM's opponents never use fortifications or stealth. Codanous -5.59 / -2.05:
Yes, those are minus symbols. Starting to lose a bit of faith in the tool. It says that you have no tank, no face, and that traps destroy you. I know at least two of those things are false. Lord Tsarkon -8.93 / -5.67:
It says you are weak on blasting / area damage, finding traps, ranged attacks, and being sneaky. I agree with basically everything but the being sneaky part. There are, in fact, some major deficits in an all-summoner team. Byrdology 5.74 / 8.15:
A little light on debuffs, but good. Kyrt-Rider -0.93 / 4.04:
Apparently that's a horrible team. It has no effective face, trapfinder, or scout. It also lacks ranged damage and suffers from the Summoner being the only tank. Its suggested you add a Ranged fighting-type character (Fighter, Urban Barbarian, Ranger) or a Rogue. TriOmegaZero -1.28 / 4.89:
Lacks ranged combat, scouting, trapfinding, and a face. Its also a fairly squishy party. Its recommended that you add a primary ranged combatant / tank. BlueLuck 2.25 / 6.01:
Covered above by Broken Zenith. Just a Mort 6.28 / 5.90:
Congradulations on being the first person with a positive general score higher than a positive combat score! You really, really need better tanks. Adds a Barbarian / Fighter / Something that doesn't die. Gerald 0.66 / 5.79:
You really need more skills covered and better ranged support. Urban Barbarian, Rogue, Fighter, whatever. GreenGM 8.08 / 8.51:
Now you have SCIENCE to back up the "fact" that your party is overpowered! Best score so far. If you must add something, add a ranged combatant. Beej67 -13.98 / -10.73:
Gratz on having the worst team composition posted yet! Master_Marshmellow 7.26 / 8.23:
An excellent, well-rounded team. The only thing that pings positive are mainline combatants (Fighters, Gunslingers, Monks, etc). Pendagast 4.75 / 4.34:
You lack a tank and suffer in the healing department, which I'm sure you expected. MC Templar 6.41 / 7.64:
Well-rounded party. A little weak in the melee / CC aspects. That means, so far, I get the gold, GreenGM gets the silver, and Master_Marshmellow takes home the bronze. I'm not sure whether this tool is or is not actually an accurate measure of party composition, but I certainly can't argue with its good taste. Random point of interest: Adding the tool's suggested party member for party member 2, 3, and 4 does not produce the highest possible result.
Lord Tsarkon, I am absolutely ashamed of you. How could you make a party of Angel Summoners without their token BMX Bandit? Replace one of those Summoners with a Rogue, post-haste. Lets see. Gnome Void Shadowcaster
Half-Orc Alchemist
Halfling Archivist
Human Invulnerable Rager
Is a nice mix. At least three members of the party can do every role while maintaining their own focus, so there's a lot of redundancy. With the use of traits and clever selection of Skills, you can get every out of combat role taken care of. I would make sure everyone has Stealth and Perception.
I've had a lot of good experiences with monks. But yuo have to build them well. They do have a lot of challenges, and the trick is overcoming each while leaving enough resources to fill your role. That role will either be a front-line fighter or a support fighter (I'm more fond of the latter, but that's me). You fix the AC issue by getting your friend the mage to cast Mage Armor on you every day, taking you from one of the worst ACs to one of the best. Yes, you're taking up the wizard's precious spell. Yes, it's worth it. Also, stack this with Barkskin from Quinggong Monk. An alternative way to fix the AC issue is with Agile weapons. The +1 Bonus is made up for by not having the buy a Belt of Physical Perfection. I don't like this, personally, because it makes my Monk equipment dependent and eats up a feat. But I can't deny it is effective for some builds. On that note, combine all that if you want someone who is neigh untouchable. With an AC of... 33-ish (25 Touch!) by level 10, with the investment of 1 feat, 1 Ki, 3 items, and a friend. It's possible to go higher, but not without a lot of investment. Then, the Front-Line fighter needs to think about damage. There are a couple ways to take care of DPR. One way is to use a Temple Sword in both hands (for the more favorable Power Attack Ratio). Seriously consider the Weapon Adept if you go this rout, it'll save you some feats and net you +2 damage. The second is to be a Martial Artist so you can ignore DR/Hardness. If the latter, you probably want to go the Medusa's Wrath rout. Note that this is the only way I've seen the "Unarmed Damage Dealer" work. The alternative is to allow damage to take a back seat and play a Support Fighter role. At that point your goal is not to eliminate threats, but to make sure your allies are engaging those threats on their terms. Effectively, you are the supplement to the Wizard. There are, generally speaking, two ways to go about that as well: as a Tetori or as a Manuever Master. The Tetori is simple: He grapples people to prevent them from moving or taking actions. Also, he can drag enemies back to the group in whatever position he wants--better than Ki Throw! The issue the Tetori is going to have is when there are multiple serious threats to the party. The Tetori can't effectively handle those until much later on in his career. To mitigate this, try to use a reach weapon (use that Trait for proficiency, and later on the proper Ioun Stone) like the Guisarme or Flying Talon so you can trip/use Stand Still people on people moving past you. The Manuever Master uses Tripping and Dirty Trick rather than grappling. I tend to use a combination of Vicious Stomp and Improved Trip at level 1, upgrading it with Dirty Trick at level 2. Either way, combine with a reach weapon and Combat Reflexes when possible. The idea isn't to keep the debuffs on the targets. The idea is to make them spend all their actions mitigating the debuffs and not moving towards allies. Your goal is to make so that if the enemy wants to do much of anything they have to target you and--hey, your defenses can probably handle that. Regardless of the type of Monk I play, I almost always look into Enforcer. The free Intimidate/fear is effectively +2 AC to all my allies, and I'll probably get enough rolls to get it off even if my CHA isn't up to snuff.
Flurry of Maneuvers, as long as the rest of the Master of Maneuvers class can be found here. It does not require a monk weapon. Heirloom weapon has been significantly nerfed, which sucks. Do you think it's worth it to take out Improved Bull Rush for EWP? Also, any other traits you think would help? The reach might be a nice way to defend my allies and control where opponents move...
Honestly, I love the monk as-is. This isn't some attempt to fix a horribly broken class, nor a tangent on ideas on how to make the monk better. Truthfully, this is the product of me being very bored coupled with contemplating different types of monk-esque concepts. Feel free to tear it to shreds and burn the remains, I have a thick skin, and I'll probably see like 50 things I should have changed when I wake up in the morning anyways. If possible, I'd like criticism to come from two perspectives, that of "Design Space" and that o "Balance." Design space looks at the approach as a whole and asks whether or not that's a design goal and that's a proper execution. For instance, if I have all monks the ability to grow 50ft tall while playing the guitar, that would not be proper design space. Balance looks at specific numbers and game balance. Design Goals:
I had a few design goals going into this, and an idea of where I wanted the monk to sit when I was done. Here are some of the more important ones.
1. Allow a wider array of concepts
As a point of reference, I picture a Strength-Based Monk to be the average UFC contestant. Example martial arts styles would be Muay Thai and Kung Fu. Bruce Lee would be a Strength-Based Monk. I picture Dexterity-Based Monks like I picture Aikido or Judo. However, to keep up with the player's expectation of moderate damage I'm going to lessen the grappling/combat maneuver focus these would imply in order to allow for extra damage. I picture Wisdom-Based Monks like I picture most internal martial arts, like Tai Chi. However, I picture these martial arts through the lens of "Old Man in the Mountain" and westernized troupes, rather than the real martial art. Also, Jedi. Ki Wave basically exists to make Jedi. 2. Fix the MAD problem by making the Monk more MAD
3. Make the Monk less reliant on Buffs
4. Options, options options. Without more power.
Monk Bonus Feats and specific options like flurry and Maneuver Training allow the monk to contend with Full BAB classes practically in the Monk's chosen fields, but not actually in the breadth of combat options available. This is made up for with the Monk having their own set of combat options that no one else has practical access to, like Stunning Fist. Through the use of "Ki Powers" I am giving the monk options that no one else has, but an ear must be kept towards making sure that the Fighter is better at sitting there and full-attacking round after round. It's what they do. The Monk:
Alignment: Any lawful Hit Die: d8 Starting Wealth: 1d6 × 10 gp (average 35 gp)
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str). Skill Ranks per Level: 4 + Int modifier. BAB: Medium
Special Features:
Discipline (Ex)
AC Bonus (Ex)
Flurry of Blows (Ex)
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. Unarmed Strike (Ex)
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage. Stunning Fist (Ex)
Bonus Feat
At 6th level, the following feats are added to the list:
At 10th level, the following feats are added to the list:
At 14th level, the following feats are added to the list:
At 18th level, the following feats are added to the list:
A monk need not have any of the prerequisites normally required for these feats to select them. Every time a monk selects a bonus feat, they may also trade out one of their earlier choices for another monk bonus feat they could have selected at that time (meaning you can't switch out a 6th level feat for Greater Vital Strike, because you couldn't have selected it at level 6). You may not switch out feats that are used as a prerequisite for something else, and may not switch out bonus feats from other sources, including Ki Powers. Evasion (Ex)
Fast Movement (Ex)
Maneuver Training (Ex)
Ki Pool (Su)
Further, a monk may spend 1 point of Ki as a swift action to gain an extra attack at his highest base attack bonus when using flurry of blows, grant a +20ft movement speed bonus for one round, or a +4 bonus to AC for one round. Ki Powers (Su)
Abundant Step (2 Ki): A monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his dexterity score. He cannot take other creatures with him when he uses this ability. A Monk must be at least 8th level before selecting this power. Bonus Feat (0 Ki): A monk may select a Monk Bonus feat in place of a Ki Power. You may select this option multiple times. They must be the appropriate Monk Level to take the bonus feat, and must meet all prerequisites (unlike normal Monk Bonus Feats). Cloud Step (1 Ki): As a swift action, the monk gains the benefit of an Airwalk spell until the end of their turn. You must have Slow Fall to take this Ki Power. Combat Prowess (1 Ki): A Monk may gain a flash of insight as a swift action, granting him the benefits of any one combat feat he qualifies for. The benefits only last 1 round. At level 8, the monk may gain the benefits of any of the Greater (Combat Maneuver) feats, such as Greater Trip or Greater Disarm even if they don’t meet the prerequisites. Counter-Throw (1 Ki): As an attack of opportunity, a monk may attempt a Combat Maneuver against an opponent that misses them. Dash (1 Ki): As a swift action, the monk may move up to 5ft, +5ft per +2 Dex Bonus he has. Elemental Fist (1 Ki): You may spend a point of Ki as a swift action to charge your attacks with one of the four elements: Fire, Cold, Electricity, or Acid. All of your attacks gain +1d6 damage of the chosen type until the end of the turn. On a critical hit, your attack deals +1d10 damage of the chosen element (2d10 on a x3 multiplier, 3d10 on a x4 multiplier). Rather than spend Ki, you may spend one of your uses of Stunning Fist on this ability. You must be at least 8th level to select this ability. Empty Body (3 Ki): A monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal. A monk must be at least 16th level to select this ability. Ki Burst (3 Ki): As a standard action, you can use Ki Wave on all targets in a (Monk Level + Wisdom Modifier)*5ft cone or burst, or twice that distance in a line. Make one attack or CMB roll and apply it equally to all targets. You must be at least 12th level and possess Ki Wave to take this Ki Power. You may not use a Full Attack Action when using Ki Burst. Ki Wave (1 Ki): As a swift action, you may spend 1 Ki Point to allow your next Unarmed Strike be performed at a distance of up to (Monk Level + Wisdom Modifier)*5ft. You may even perform combat maneuvers with this attack as though it were your unarmed strike, but you take a -4 penalty for doing so. This counts as a melee attack, even though it is at a range. At level 8, a Monk may spend 2 Ki to cause Ki Wave to affect all of the Monk's attacks until the end of his turn, but he can't flurry with Ki Wave. At level 12, a Monk may spend 3 Ki as a swift action to affect all of his attacks until the end of his turn, and he may flurry using Ki Wave. If a target is grappled at a range, the Monk must use Ki Wave on each turn they intend to maintain the grapple. Open-Wound Palm (1 Ki): You may cause your attack to deeply wound the opponent. This ability must be activated as a swift action. All of your attacks for that round inflict your Strength Bonus (minimum 1) in Bleed damage. This requires Versatile Unarmed Strike. Open-Wound Style (0 Ki): If you use Open-Wound Palm against a creature that is already suffering from bleed HP damage, than that bleed effect is increased by 1 damage per round. You must have Open Wound Palm and by level 12 before you select this ability. Powerful Maneuvers (0 Ki): The Monk deals his Strength Bonus in damage to a target he successfully makes a CMB check against. Punishing Kick (0 Ki): You gain one additional use of Stunning Fist per day. Further, you may spend one use of your Stunning Fist as a free action to make an attack Punishing. A punishing attack causes the same effects of a Combat Maneuver on a successful hit, in addition to normal damage. A Fortitude Save negates the extra effect. You must declare both the use of this ability and which combat maneuver it’s mimicking before the attack is rolled, meaning it is wasted on a missed attack. For combat maneuvers where it matters, you are considered to have beat your opponent’s CMD by your Wisdom Score, regardless of the opponent’s stats. You must be at least 8th level to select this ability. Redirect Attack (1 Ki): As an attack of opportunity, a Monk may redirect an attack that missed him. The opponent must reroll the attack, except its target is now anyone that the attack could legally target and is in a square threatened by the monk. You may not redirect an attack back onto the attacker. Slow Fall (0 Ki): A monk reduces his effective distance when falling by 20ft, plus 10ft for every two levels after 4. A monk may move up walls and across ceilings as though they were normal ground. A Monk may cover up to half their Slow Fall distance per move action this way, but the benefits end at the end of their turn, which may cause the monk to fall. Spell-Like Ability (1 Ki): You may select any of the following spells to cast as a spell-like ability. Your Caster Level is equal to your Monk Level, and DCs are based on your Wisdom Modifier. This may be taken multiple times, selecting a different spell each time. You must have a Monk Level at least twice the spell level you are mimicking to select that spell. You may only target yourself with any of these spells, even if the spell would normally affect multiple people.
Touch of Serenity (0 Ki): You gain one additional use of Stunning Fist per day. You may spend one use of your Stunning Fist as a free action to mimic the effects of the Touch of Serenity feat, which does not get its own pool of uses. You must be at least 8th level to select this ability. Uncanny Dodge (0 Ki): You may gain Uncanny Dodge as a Ki Power. Versatile Unarmed Strike (0 Ki): You may deal bashing, piercing, or slashing damage with your unarmed strike, and you may attack incorporeal creatures as though you were wielding a magic weapon. Finally, you gain Improved Critical (Unarmed Strike) as a bonus feat, even if you don’t meet the prerequisites. Wholeness of Body (2 Ki): You may spend 1 Ki as a Swift Action to gain Fast Healing equal to half your monk level for your Wisdom Bonus rounds (minimum 1). Double-Jump (Su)
Purity of Body (Ex)
Tongue of the Sun and Moon (Su)
Improved Evasion (Ex)
Diamond Body (Ex)
Diamond Soul (Su)
Quivering Palm (Su)
Timeless Body (Su)
Slippery Soul (Su)
Perfect Self (Ex)
Custom Feat: Note: Touch of Serenity, Punishing Kick, and Elemental Fist are all Ki Powers now, not feats. They all also work off of Stunning Fist attempts. Extra Ki Power
A little story I made up on the spot:
This is the story of a once small-town doctor. When bandits invaded the small town of Trinity, Duncan was forced to learn one of life's most unpleasant lessons: No amount of medicine could fix a bullet wound... to the face.
He needed one hundred and sixty-nine stones in all. One hundred and sixty-nine markers to tell the world of man's cruelty. Duncan stood in silence at each stone over the next week--one hour, exactly. He didn't scowl, he didn't cry, he offered no eulogy for past regrets. He only stared. At one week plus one he stopped over the stone that marked where Susy Tanner had drawn her last. They say that's where it happened--where he bartered his soul for prowess no man could possess. All I know is that the little ones swear they saw a single tear roll down his cheek. He didn't run, he didn't curse, he never even raised his voice. He put on Susy's father's hat, collected the ol' nutjob's guns, and muttered two words on his way out: "Never again." This is the story of a character who was a doctor, who became a cowboy, who became a ninja. He performed acupuncture in his spare time... using a gun. I have no idea if this is PFS legal, but here's my entry using the Gunslinger and the Ninja playtests. Ninja is mostly supliferous--more Alchemist levels or Rogue Levels work just as well in the end. Build:
Halfling Alchemist (Vivisectionist) 3 / Gunslinger 7 / Ninja 2 All numbers in [] are after buffs and items. Stats
[u]Progression[/u]
Items
Total: 94,900
Average HP: 83
Short-Term Buff: Reduce Person
I am assuming that double-barrled guns functions as a double crossbow, in that sneak attack does not apply per bullet. Duncan will deliberately miss his first attack, rendering his opponent flat-footed. Combined with Rapid Shot, Firing Both Barrels per Attack, and using Two-Weapon Fighting (using Vestigal Arms to reload), the attack Routine is +14/+14/+9/+9 (which takes into consideration the deliberately missed attack). Duncan may spend 1 Ki (of the 4 he has) to add another +14 attack. Without Ki, Duncan deals 0.95*(15.5*2+10.5)*2+0.7*(15.5*2+10.5)*2+0.05*0.95*3*15.5*2+0.05*0.7*3*15.5 *2 or 144.6225 average damage. Spending a point of Ki increases this to 186.256 damage. If Touch AC vs Flat-Footed is only 10, than that improves the damage by around 20 points. In addition, each attack that hits deals 1 STR or 1 DEX damage. DR is, by far, the bane of this build. DR 10/-- decreases the damage by a whopping 20 damage per attack! This lowers the DPR to 60-ish, 80-ish when one spends Ki. Buffs that really help Duncan:
If you have easy access to Mage Armor, using that instead of Celestial Armor will cause your AC will increase by 1 and you can put that money towards Sniper Goggles, which will add something like 22 DPR. The Ring of Deflection should also probably be switched out for a Magic Circle Against X spell, if available (which will also help his horrendous will save). Access to Greater Magic Weapon allows you to use elemental boost for your weapon which, remember, is doubly effective.
This build also benefits TREMENDOUSLY from extra attacks and damage buffs from allies, such as the Bard's Inspire Courage or Haste. EDIT: I forgot to calculate how misfiring impacts the damage (since it would, effectively, stop the iterative attacks with that weapon). Mind you, I'm pretty sure the extra Rapid-Shot attack and Ki attack can be with either weapon, so that helps. But I'm not sure how to do the math without doing it the REALLY long way (calculating every possibility). If someone else would like to, I'd be appreciative. Given that it's a misfire of 10% per shot, removing (on average) 23 damage per misfire... I'd reckon I'd lose somewhere around 10-20 DPR.
Assumes unrestricted access to Magic Items/Crafting Time. Human Alchemist 7 / Master Chymist 3:
STR: 15 (Base) +2 (Racial) +1 (Level) +6 (Enhancement) +4 (Mutagen) = 28
Relevant Discoveries: Feral Mutagen, Combine Extract
Equipment
Active Buffs: Mutagen (+4 STR), Greater Magic Fang (+5), Barkskin (+5), Ward the Faithful (+4), Blur (Continuous) Average HP: 71.5
DPR: 100.25
If you are willing to sacrifice a lot (namely, your armor) to get a Monk's Robe, then Multi-Attack becomes the better feat than INA, and DPR becomes the following DPR: 126.17
These numbers can probably be higher if your party Wizard is doing the crafting.
Hello Paizo Community, I have a few questions regarding the Alchemist class I was hoping for some help on. 1a. Does an Alchemist add their Intelligence to the damage from an Acid Flask on the following round?
2a. Does an Alchemist add their Intelligence to the damage per round from an Explosive Bomb?
3a. Can you launch bombs from a Flask Thrower or Launcher Crossbow?
4a. Does the Alchemist's Int bonus to splash apply to alchemist fire and acid flask's damage on the following round?
5. Does anyone have a list of good potions/elixers to use with Alchemical Allocation? Either in terms of really good (or long-duration) buffs or in terms of situational times where using it wouldn't be impractical? Here is what I have so far:
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