SoulGambit's page

Organized Play Member. 79 posts (92 including aliases). No reviews. No lists. No wishlists. 1 alias.



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Let him take a trait that gives Stealth as a class skill. Make him a Fighter.

BAM. Done. He's new, don't bog him down with stuff he won't need. If he wants to be Dex-Based, then do the scimitar thing.


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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.


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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
- Focus on Illusion / Control.
- Alternatively, be an Elf to avoid SR.

Half-Orc Alchemist
- Smoker, a touch of switch-hit/buffing.

Halfling Archivist
- Sword & Board with slings as an option
- Use Halfling Racials for +Damage / Granting Allies +AC.

Human Invulnerable Rager
- CAGM IAM.

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.


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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.


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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...


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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
At the moment, the only really viable Monk build is a Strength-Based Monk. Players have expressed interest in playing both Dex-Based and Wis-Based monks as well. Now, these types of Monks do not need to keep up in terms of damage (which, IMO, the Strength-Based Monk should come out on top), but they need to have other abilities to compensate.

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
Counter-intuitive, isn't it? Simply put, I plan on fixing the MAD problem by allowing each of the three key stats (Strength, Dexterity, Wisdom) to apply to enough things that you can get away with only really focusing in one, and having a moderate score in the others. I'm balancing the monk around a 16/14/14/12/10/8 array, with the 12 in Con and 8 in Charisma. Racial bonus likely goes into the 16, but not always.

3. Make the Monk less reliant on Buffs
Self explanatory. At the moment, a buffed up Monk can probably stand very close to a buffed up fighter. However, the fighter stands much better on his own. I plan on pulling this gap closer without buffs while leaving the distance with buffs where it is.

4. Options, options options. Without more power.
One thing you'll note is that I did not take the common advice of giving the monk full BAB. This is because BAB limits access to feats and limits access to certain options. Simply put, a fighter, ranger, or paladin should get access to those options (through feats) before a Monk. Yes, even Combat Maneuver feats.

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)
Class Skills

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
Saves: All Good

Special Features:


  • 1st. Discipline, Flurry of Blows, Stunning Fist, Unarmed Strike
  • 2nd. Bonus Feat, Evasion
  • 3rd. Fast Movement, Maneuver Training
  • 4th. Ki Pool, Ki Power
  • 5th. Double-Jump, Purity of Body
  • 6th. Bonus Feat
  • 7th. Tongue of the Sun and Moon
  • 8th. Ki Power
  • 9th. Improved Evasion
  • 10th. Bonus Feat
  • 11th. Diamond Body
  • 12th. Ki Power
  • 13th. Diamond Soul
  • 14th. Bonus Feat
  • 15th. Quivering Palm
  • 16th. Ki Power
  • 17th. Timeless Body
  • 18th. Bonus Feat
  • 19th. Slippery Soul
  • 20th. Perfect Self, Ki Power

Discipline (Ex)
At the first level, a Monk selects which discipline they hail from. This determines the primary way in which the monk refines their body.
Iron Fist: The Monk receives Power Attack as a bonus feat. Whenever you use Power Attack, you gain an additional +1 bonus to damage.
Fluid Form: The Monk may substitute his Dexterity for Strength when calculating his Attack, CMB, and Damage when wielding a Monk Weapon or using Unarmed Strike. However, because he focuses his body so, he receives a -3 penalty to all other rolls modified by dexterity. This penalty is lessened by the Monk’s Strength Bonus.
Insightful Mind: The Monk may substitute his Wisdom for Strength when calculating his Attack, CMB, and Damage while wielding a Monk Weapon or using Unarmed Strike. However, because he focuses his mind so, he receives a -3 penalty to all other rolls modified by wisdom. This penalty is lessened by the Monk’s Strength Bonus.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +2 bonus to AC and CMD at 1st level. This bonus increases by 1 at level 4, and every four monk levels thereafter, up to a maximum of +7 at 20th level.
These bonuses to AC do not stack with an armor bonus, but they apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

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)
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

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's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

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)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Bonus Feat
At 2nd level and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Expertise, Combat Reflexes, Deflect Arrows, Deny Death, Dodge, Improved Grapple, Ki Stand, Power Attack, Quick Draw, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list:
Acrobatic Steps, Extra Ki Power, Heroic Recovery, Gorgon’s Fist, all Improved (Combat Maneuver) feats, Mobility, Vital Strike.

At 10th level, the following feats are added to the list:
Gliding Steps, Improved Critical, Ki Throw, Lunge, Medusa’s Wrath, Sidestep, Snatch Arrows, Spring Attack, Wind Stance, and Whirlwind Attack.

At 14th level, the following feats are added to the list:
Disarming Strike, all Greater (Combat Maneuver) feats, Improved Blind-Fight, Improved Ki Throw, Improved Vital Strike, Lightning Stance, Step Up and Strike

At 18th level, the following feats are added to the list:
Greater Blind-Fight, Greater Vital Strike

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)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex)
At 3rd level the Monk is considered to be one size category larger when performing combat maneuvers, but not when defending against them. This means they gain a +2 bonus to CMB from size, and may perform combat maneuvers against creatures that would otherwise be too large for them. For instance, a level 3 Monk may grapple a Huge creature. At level 11 and 19 the Monk is considered an additional size category larger.

Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom bonus. As long as a Monk has at least 1 point in his Ki Pool, he gains several benefits:
He may ignore his Strength Bonus from the opponent’s Damage Reduction, even DR/--.
He may ignore twice his Strength Bonus of an object's hardness.
He gains DR (Half Dex Bonus)/--.
He may add his Wisdom Bonus to all intelligence-based checks and to initiative, and Knowledge Skills may be used untrained without penalty (except Knowledge (Local)).

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)
At level 4, and every 4 levels thereafter the monk may select one Ki Power from the following list. Ki Powers are supernatural capabilities that the monk gains through mastery of their Ki. Each of the following abilities have a Ki Cost. Those with a cost of 0 still require that the monk have at least one Ki Point in their pool to activate it. A monk may only select a particular Ki Power once, unless otherwise specified. The saving throw DC, when applicable, is equal to 10 + Half the Monk's Level + Wisdom Bonus.

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.
Barkskin (1 Ki)
Augury (1 Ki)
Feather Step (1 Ki)
True Strike (1 Ki)
Gaseous Form (1 Ki)
Cloak of Winds (1 Ki)
Remove Disease (2 Ki)
Dragon’s Breath (2 Ki)
Neutralize Poison (1 Ki)
Poison (2 Ki)
Restoration (2 Ki)
Share Memory (0 Ki)
Silk to Steel (1 Ki)
Discordant Blast (2 Ki)
Shadow Step (1 Ki)
Spit Venom (2 Ki)
Battlemind (2 Ki, may link to people other than yourself)
Shadow Walk (3 Ki)
Cold Ice Strike (2 Ki)
Ki Shout (2 Ki)
Sonic thrust (2 Ki)
Strangling Hair (2 Ki)

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)
Any time a monk makes a jump check while they have at least one point of Ki, they may make another jump check mid-air as a free action. Further, they are always considered to have a running start when making jump checks.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Tongue of the Sun and Moon (Su)
A monk of 7th level or higher can speak with any living creature.

Improved Evasion (Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Ex)
At 11th level, a monk gains immunity to poisons of all kinds.

Diamond Soul (Su)
At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance. A Monk may choose to lower his spell resistance as an Immediate Action and keep it from reasserting itself as a free action.

Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.

Timeless Body (Su)
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up. Furthermore, the monk reduces all ability damage and ability drain he receives by 2, and negative levels by 1.

Slippery Soul (Su)
At 19th level, a monk is capable of rapidly recovering from almost any affliction. Any time a monk fails a save, he may spend 1 Ki as a non-action at the end of his next turn to reroll that save. If the new save is successful, than the effects cease. This effect does not work against effects with an instantaneous duration.

Perfect Self (Ex)
At level 20, the Monk reaches the peak of perfection. They gain a +2 Perfection Bonus to all ability scores, and are treated as an Outsider whenever it is convenient for them. They gain 2 additional Swift Actions per round, and gain 1 Ki Point per round (which may not take them over their maximum).

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
Prerequisites: Ki Pool class feature
Benefit: Select one Ki Power you qualify for, you gain that power. You may select this feat multiple times, selecting a different Ki Power each time.


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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
10 STR / 24[30] DEX / 12 CON / 12 INT / 14 WIS / 14 CHA
(Includes Racial Modifiers, +3 DEX from levels, and a +4 DEX item)

[u]Progression[/u]
1. Point Blank Shot, Alchemy, Sneak Attack (+1d6), Brew Potion, Mutagen, Throw Anything
2. Discovery: Vestigal Arm, Poison Resistance +2, Poison Use, Torturer's Eye
3. Precise Shot, Swift Alchemy, Sneak Attack (+2d6), Cruel Anatomist
4. Gunsmithing, Grit (2/Day), Deadeye, Gunslinger's Dodge, Quick Clear
5. Rapid Reload, Bravery +1
6. Gunslinger Initiative, Pistol Whip, Utility Shot
7. Rapid Shot, Deft Shootist
8. Gun-Training (Double-Barreled Pistol)
9. Two-Weapon Fighting, Bravery +2
10. Dead Shot, Startling Shot, Targeting
11. Improved Two-Weapon Fighting
12. Ki Pool, Ninja Trick: Pressure Points

Items
Two +3 Double-Barreled Pistols (19750*2)
Belt of Incredible Dexterity +4 (16000)
Celestial Armor (22,400)
Cloak of Resistance +3 (9,000)
Ring of Protection +2 (8,000)

Total: 94,900
Left Over Gold: 15100 (Spent primarily on Bullets)

Average HP: 83
AC: 23[29]
((10(Base) +5(Armor) +5[8](Dex) +1[2](Size) +2(Deflection) +0[2](NA)))
Saves: +12/+19[+19]/+8
To-Hit: +20[+24]
((+10(BAB) +5[8](DEX) +1(PBS) +3(Enhancement) +1[2](Size)))
Situational Penalties: Not within 30ft (-1), Using Rapid Shot (-2), Two-Weapon Fighting (-4), Shooting Both Barrels At Once (-4)
Average Damage: 12.5[15.5] (Plus 3d6 (Avg 10.5) Sneak Attack)
((1d6(Base) +5[8](DEX) +1(PBS) +3(Enhancement)))

Short-Term Buff: Reduce Person
Mid-Term Buff: None
Long-Term Buff: Mutagen (+4 DEX)

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.


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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
DEX: 14
CON: 12
INT: 13 (Base) +1 (Level) = 14
WIS: 10
CHA: 8

Relevant Discoveries: Feral Mutagen, Combine Extract
Relevant Feats: Toughness, Power Attack, Master Craftsmen, Craft Wondrous Items, Improved Natural Attack (Claws)
Relevant Traits: Armor Expert
Relevant Extracts: Alchemical Allocation*5, Heroism

Equipment
Amulet of Mighty Fists (Flaming, Frost) (20,000/2=10,000)
Belt of Giant Strength +6 (36,000/2=18,000)
Minor Cloak of Displacement (24,000/2=12,000)
Headband of Inspired Wisdom +2 (4,000/2=2,000)
+3 Mithral Breastplate (13,000)
Greater Magic Fang +5 (3,000) (20hr)
Barkskin +5 (1,200) (120 Min)
Ward the Faithful +4 (2700) (180 Min)

Active Buffs: Mutagen (+4 STR), Greater Magic Fang (+5), Barkskin (+5), Ward the Faithful (+4), Blur (Continuous)

Average HP: 71.5
Saves: +13/+11/+8
AC: 10 (Base) + 9 (Armor) +2 (Dexterity) +2 (Natural Armor) + 5 (Barkskin) + 4 (Ward the Faithful) = 32 (16 Touch, 30 Flatfooted)
To-Hit: +8 (BAB) +9 (Strength) +5 (Greater Magic Fang) +2 (Heroism) -3 (Power Attack) = +22
Claw Damage: 1d8 (Base) +1d6 (Flaming) +1d6 (Frost) +9 (Strength) +5 (Enhancement) +2 (Brutality) +6 (Power Attack) = 32.5
Bite Damage: 1d8 (Base) +1d6 (Flaming) +1d6 (Frost) +9 (Strength) +5 (Enhancement) +2 (Brutality) +6 (Power Attack) = 33.5
Routine: +22(Bite)/+22(Claw)/+22(Claw)
DPR Formula vs AC 24: 0.95*33.5*3+0.05*0.95*33.5*3

DPR: 100.25
+1 Hit: 100.25
+1 Damage: 103.24
+1 Attack: 133.67

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
+1 Hit: 134.10
+1 Damage: 130.25
+1 Attack: 156.06

These numbers can probably be higher if your party Wizard is doing the crafting.


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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?
1b. How about other misc bonuses to damage (Point Blank Shot, etc)?

2a. Does an Alchemist add their Intelligence to the damage per round from an Explosive Bomb?
2b. How about other misc bonuses to damage (Point Blank Shot, etc)?
2c. Do multiple applications of an Explosive Bomb stack?

3a. Can you launch bombs from a Flask Thrower or Launcher Crossbow?
3b. I must be completely blind for missing this, but what action is it to load a Flask Thrower anyways?
3c. If a Launcher Crossbow / Flask Thrower is enchanted, do those enchantments apply to alchemical items launched by them?

4a. Does the Alchemist's Int bonus to splash apply to alchemist fire and acid flask's damage on the following round?
4b. How about misc bonuses to damage?

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:
Greater Magic Fang (Lv3, Hour/Level)
Comprehend Languages (lv2, min/level)
Cloak of Winds (Lv 3, Min/Level)
Good Hope (Lv 3, min/level)
Find Traps (Lv 2, Min/Level)
Shield of Faith (Lv 1, Min/Level, +2+CL/6 Deflection Bonus)
Barkskin (Lv 2, 10min/Level, +2+(CL-3)/3 NA)
Magic Circle Against Evil (Lv 3, 10min/level)
Stoneskin (Lv 3 [Summoner, likely not allowed], 10min/level)
Nondetection (Lv 3, Hour/lvl)
Augury (Lv 2, Instant)
Channel the Gift (Lv 3, Instant)
Glibness (Lv 3, 10min/Level)
Ward the Faithful (Lv 3, 10min/Level)
Paladin Sacrifice (Lv 2, It TECHNICALLY is valid for a potion, but figuring out how it works is hard enough to disallow it.)
Shield Other (Lv 2, See above)
Nap Sack (Lv 3, 8hr, 100gp Material)
Elixir of Shadowalking
Elixir of Vision
Elixir of Hiding