I was making a Monk archer for the 101 Monk Builds thread and stumbled onto some interesting interactions. Mostly the often overlooked Perfected Form that all Monks gain at lvl 19.
Perfected Form Level 19
Quote:
You have purged incompetence from your techniques. On your first Strike of your turn, if you roll lower than 10, you can treat the attack roll as a 10. This is a fortune effect.
At level 19 when a Monk gains this ability their attack mod should be 25(prof) + 3(item) + 7(22Dex + Apex Item) for a total of 35.
10+35 = 45 Attack roll no matter what.
level 20 Monsters
Balor AC - 45
Apocalypse Daemon AC - 44
Tarn Linorm AC - 46
Vazgorlu AC - 45
Pit Fiend AC - 46
Ancient Umbral Dragon AC - 45
Eremite AC - 45
At level 19, a Monk cannot miss their first Strike against a Balor, Pit Fiend would need a status buff on the Monk or a debuff on the creature.
Eldritch Shot
> Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed both attacks.
Searing Light
Quote:
You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage.
Critical Success The target takes double fire damage, as well as double good damage if a fiend or undead.
Success The target takes full damage.
Heightened (+1) The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6.
Max Spell level following build below would be 6 at this point(lvl 19), jumps to 8 at 20, so casting Searing Light as lvl 6 spell is 11d6 fire(38.5avg) + 11d6 good + Dangerous Sorc(6) = 83 (at 20 this jumps to 113)
Monk using a +3 Major Striking Flaming (Greater) Frost (Greater) Shock(Greater) Composite Longbow does
4d8+8+ 1d6 fire+ 1d6 cold+ 1d6 electric
18+8+3.5+3.5+3.5 = 36.5 Piercing Fire/Cold/Electric.
Alright so lets see what happens Lvl 19 Monk vs lvl 20 Eremite
Eremite AC - 45
Monk automatically hits Eremite for 120, triggers weakness to Good for an extra 20 for a total of 140.
A crit would be 240+Deadly d10 + Persistent dmg from runes + 20 from Good Weakness.
Ignoring Persistent Runes, deadly adds 3d10, 16.5 more damage for an avg total of 276.5 dmg on crit. But with +35 attack roll crit is only 5%.
95% of 140(133) + 5% of 276 (14) = 147avg damage per turn. vs the lvl 20 Fiend.
Also with this build, Arrow of Death auto-hits for 91 damage.
And at lvl 20, being able to add Polar Ray's damage + Drained 2 without having to worry about missing and following it up with Arrow of Death or an Eldritch Shot (Disintegrate) seems pretty nice.
Ancient Elf Demon Slayer
Using flaw to swap int for cha
str 14++ 18
dex 18++++ 22 (24)
con 10++++ 18
int 8+ 10
wis 10++ 14
cha 16+++ 20
1. Monastic Archer Stance, Sorc Dedication
2. Stunning Fist
4. Basic Sorc Spellcasting (Primal/Arcane Bloodline)
6. Basic Blood Potency - Dangerous Sorc
8. Eldritch Archer Dedication
10. Advanced Blood Potency - Bespell Wep
12. Expert Sorc Spellcasting
14. Bloodline Breadth
16. Flinging Blow/Enchanting Arrow
18. Arrow of Death
20. Master Sorc Spellcasting
Does this all seem correct and accurate to how the abilities above should function? Is there anything that averages more damage than a lvl 19 Monk with Eldritch Shot? Did I miss something?
In a group with +3 Heroism or a Bard, and the enemy flat footed a Monk hits 75% of the time and Crits the other 25%.