Omoyani

dpb123's page

Organized Play Member. 155 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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I've played a Starlit Span magus to level 10 (campaign ended) and am currently playing a level 2 Str-based Laughing Shadow magus. I'm having great fun, using spell slots for buffs and cantrips for spellstrikes. My normal routine is cast shield, enter arcane cascade and move to a flank position if I can. All of this is a set up for a round 2 spellstrike. It's not terrible but doesn't feel great either and I think a nice fix would be to have Arcane Cascade as a free action upon casting a spell. There's precedence for something like this with the remastered Barbarian getting Quick Tempered which allows them to enter rage as a free action upon rolling initiative.


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Thank you Guntermunch and Darksol. I realize I was also reading Dangerous Sorcery incorrectly and erroneously inserting the "if your next action is cast a spell" clause. But since it's much simpler with just "when you cast a spell from your spell slots" it's exactly as Darksol described


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@Gortle,

If you aren't already aware, there are something like 80+ monk builds here: 101 Monk Builds


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aobst128 wrote:
You can even cast line spells backwards and with meteoric spellstrike, double dip on that line damage.

Nice! I hadn't thought that far enough ahead to see that interaction. Thanks for pointing that out.


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Vlorax wrote:
dpb123 wrote:
Can you describe the two monk stances and any follow on feats that support those stances? Thanks!

water is 1d6 finesse, disarm, agile, trip, unarmed, water, nonlethal. +1 circumstance to Athletics checks to Disarm, swim, trip and +2 bonus to Reflex save to avoid disarm/trip

lvl 8 - Reaction where you're hit by something you can see in reach. Step and then do a Disarm or Trip on the person that hit you.

lvl 12 - 2 action, Trip every creature in a 10ft emanation.

Fire is 1d8 slashing, forceful, nonlethal, sweep, unarmed.*if you have crit spec they do 1d6 persistent fire on crit instead of normal. Speed bonus.

6- Gain cold and fire resistance equal to half level. any creature that hits you with unarmed, or grab/grapple or touches you takes fire dmg = WIS mod.

10 - 3 actions - stride 2x make Strikes on up to 4 different creatures within reach at any point during movement. Attacks do fire instead of slashing.

Thanks Vlorax, Interesting that water is agile + finesse but fire is not. Thematically I guess that makes sense and I'm liking that level 8 reaction for water and the level 13 trip burst. It pushes towards Str as secondary stat and boosting Athletics to expert and beyond as soon as you can....yeah...ideas are already forming :)


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Build 87: I’m Rubber You’re Glue

This build focuses on monk feats that give out-of-turn retaliatory attacks (i.e. Crane Flutter and Arrow Snatching)

build:
Suggested Starting Stat Array
Str 14 Dex 18 Con 14 Int 10 Wis 12 Cha 10
Boost Dex, Str, Con, every time
Boost Int if you want more skills/languages/better at Int-based recall knowledge checks
Boost Cha if you want to be more of a face or go down the Intimidation route (I like the Intimidation route here which gives our monk another option for what to do with her 3rd action)
Boost Wis for better perception and Will save

1 Crane Stance
2 Stunning Fist or Brawling Focus (I have a very slight preference for BF on this build)
3
4 Deflect Arrow
5
6 Crane Flutter
7
8 Arrow Snatching
9
10 Open
11
12 Open
13
14 Open
15
16 Open
17
18 Open
19
20 Open (but not Impossible Technique because that’s a reaction so competes with Crane Flutter and Arrow Snatching)

You only get one reaction per round so you’ll need to decide if you’re going to Crane Flutter or Deflect Arrow + Arrow Snatching. Truth be told, it’s likely going to be Crane Flutter more often than not since we're a melee martial. Arrow Snatching is there to cover those instances when we aren't in melee range (yet) and are getting peppered by enemy fire.

The build comes together at level 8 so it can be taken in a number of directions after that. If I wanted to stay with a non-mystical fighter, I’d make sure I was increasing Athletics as quickly as possible and probably go Whirling Throw @10, Crushing Grab @12, Flurry of Maneuver @14, Shattering Strike @16, Sleeper Hold @18, and Deadly Strikes @20. And If I wanted to explore ki spells, I'd take Ki Strike @10, Wholeness of Body @12, and Meditative Focus @14, I'd probably fit in Ki Jump or Ki Form too.


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Build 14 Redo: “Mantis Style” Monk/Medic

My first stab at this accidentally treated Medic’s Treat Condition and Holistic Care as class feats instead of skill feats. This build corrects for that earlier mistake.

build:
I like Human or Half-elf because I like Tiger Stance which we get via Natural Ambition but the build doesn’t depend on it. Any ancestry will work as long as it doesn’t take a penalty to Dex or Wis.

Suggested Starting Stat Array
Str 12 Dex 18 Con 14 Int 10 Wis 14 Cha 10
Background Field Medic
Boost Dex, Con, Wis every time

1 Ki Strike (Class), Tiger Stance (Natural Ambition), Battle Medicine (Background)
2 Medic Dedication; Assurance: Medicine (Skill)
3 Continual Recovery
4 Cobra Stance; Treat Condition (Skill)
5
6 Wholeness of Body
7
8 Brawling Focus
9
10 Cobra Envenom
11
12 Disrupt Ki
13
14 Meditative Focus
15 Legendary Medic (General)
16 Medusa’s Wrath
17
18 Ki Form
19
20 Impossible Technique

The idea is to simulate a "mantis style" manipulation of pressure/acupuncture points so this monk can heal himself and allies in and out of combat as well as remove conditions such as clumsy, enfeebled, sickened (Treat Condition) and frightened, stupefied, and stunned (Holistic Care). With more time, our monk can remove a disease or the blinded, deafened, doomed, or drained condition (Legendary Medic). He can also use this manipulation of acupuncture points offensively to potentially slow on a crit, cause persistent bleeding on a crit, poison, enfeeble w/persistent negative damage, and eventually petrify.

I can imagine a version of this build that decides to go with Grasping Shadow Initiate at level 12 instead of Disrupt Ki. Going this route, I'd definitely boost Strength at every level and might even start with a Dex 16 so I could start with Str 14. The main reason I didn't do this was because our Ki Strike gives us access to Negative energy from level 1 and I'm a fan of persistent damage in 2e.


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I'm currently playing a lvl 4 human bo staff-using monk and it is a BLAST. My starting stats are: Str 18 Dex 14 Con 14 Int 10 Wis 12 Cha 10. I wrote up the build I'm using as Basic Bo Becomes Iron Forest.

My basic tactics are:

Round #1 - Move so I'm within 10ft of target, (reach) Trip, Flurry. Yes the Flurry is -5 and -10 but offset by the target being prone so it's equivalent to -3 and -8. If any of my flurries hit, I may stun the target due to Stunning Fist but that's gravy since Stunning Fist has incapacitation trait, so I don't count on it.

If target uses a move action to stand up or crawl away, I use Stand Still reaction to get an AOO strike with no MAP

Round #2 - [if they stood up] Trip, Flurry, Activate Bo Staff Parry trait' [if they didn't stand up], Flurry, Strike, Activate Bo Staff Parry

I'm looking for decent damage, but more looking to mess with the target's action economy by tripping and potentially stunning. I also use my superior speed to get to back row casters and archers but that's more of my and my party's tactics than a feature of the build so YMMV depending on your party.


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Build 83: Student of Perfected Elemental Archery

This build is all about combining monk Ki powers with eldritch archery so that we can deal a wide array of energy damage at will.

build:
Gotta go half-elf because we need access to elf’s cantrip-giving feats and human’s Multitalented feat

Starting Stat Array
Str 14 Dex 18 Con 12 Int 10 Wis 14 Cha 10
Boost Dex, Con, Wis every time

Boost Str if you want to do more damage (assuming you end up with a composite bow, don't stop at 16 though)
Boost Int if you want more skills/languages/to be better at Int-based recall knowledge checks
Boost Cha if you want to be more of a face or go down the Intimidation route. Note: nothing about the build requires investing in Cha (no Cha-based attacks/DCs on our spells, half-elf means we don’t need to meet a multiclass’s ability score requirement)

* = Student of Perfection feat
** = Eldritch Archer feat

1 Otherwordly Magic (Shield), Monastic Archer Stance
2 Student of Perfection Dedication* (gets us Ki Strike)
3
4 Perfect Strike*
5 Elf Ancestry - Elemental Wrath (Electricity)
6 Perfect Ki Adept* (I like Unfolding Wind Rush or Untwisting Iron here)
7
8 Eldritch Archer Dedication** (take Produce Flame as your cantrip)
9 Human Ancestry – Multitalented (bloodline needs to give access to Arcane or Primal spell list; take Acid Splash and Ray of Frost)
10 Ki Blast
11
12 Enchanted Arrow**
13 Elf Ancestry – Otherwordly Acumen (I suggest Blur or Resist Energy)
14 Disrupt Ki
15
16 Seeker Arrow**
17
18 Quivering Palm or Medusa’s Wrath
19
20 Impossible Technique

@9 we can deal Acid, Cold, Electricity, or Fire damage with our bow strikes at will and our arrows count as cold iron or silver too. @12 we add Mental damage and @14 Negative energy damage to the damage types we can deal, at will, with our bow strikes.

By spending Ki, we can expand the energy types we can deal to include Force, Positive, or Lawful (if we’re lawful)…and I love imagining that Ki Blast looking like a cone of force arrows.

Perfect Strike and Seeker Arrow are other ways we can get that “that’s not a normal archer” vibe we’re after.

@17 our bow strikes are treated as adamantine and @18 we can delivery death (if we go with Quivering Palm) or petrification with our bow strikes (if we go with Medusa's Wrath) by spending Ki. IMHO the monk feats, because they are focus spells, are better than the once a day Arrow of Death from Eldritch Archer


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Mellored wrote:
Going martial artist with stumbling stance could help offset the lower attack roll

Nice call. I'll look into that as I can already see some RP potential...stumbling not because (pretending to be) drunk but because seeing glimpses of other battles and reacting to those

Mellored wrote:
Also, also. Bless gives a status bonus. So does the battle mystery. So those will not stack.

Yep, noticed that but thanks for the reminder


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Build 50: Blade and Shadow

Temple sword wielding monk who learns to shape shadows into weapons to harm and hinder his foes.

build:
Human or Half-elf if you want Stand Still. If not, any ancestry will do as long as it doesn’t take a penalty to Strength, and then take Ki Strike at level 4. If you want to go all-in for a goth theme, Dhampir or Duskwalker are perfectly thematic. If you go Dhampir definitely check out the Fangs feat and the Bloodletting Fangs follow-up feat.

Max Strength and Max Athletics because you’ll be tripping with your temple sword and grabbing (with reach!) with your Shadow Grasp strikes.

1 Monastic Weaponry (Monk); Ki Strike (Natural Ambition)
2 Brawling Focus
3
4 Stand Still
5
6 Abundant Step
7
8 Clinging Shadows Initiate
9
10 Prevailing Position
11
12 Disrupt Ki
13
14 Shadow’s Web
15
16 Meditative Focus
17
18 Quivering Palm
19
20 [Open]


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Build 48: Dancing Asp

This build came from me thinking, “How would I even build a Cobra Stance monk?” and this is what I came up with. “Dancing Asp” is a gender-of-your-choice fatale who can fascinate onlookers with a sinuous dance or scare the bejesus out of ‘em with an intimidating glare. During combat, Dancing Asp is always looking to use their acrobatics, superior speed, or even Abundant Step to get flanking in order to trigger sneak attack damage (via MCD Rogue). At later levels the “coiled serpent strikes” theme is further reinforced by MCDing into Aberrant-bloodline Sorcerer (via human’s Multitalented feat) and then taking Tentacular Limbs for its 10 feet of reach with unarmed strikes, and that reach increases to 15 feet with Cobra Envenom! While not the most hard-hitting of monks, I think Dancing Asp has an interesting set of skills and abilities that could make them fun to play/RP.

build:
Human or Half-elf Ancestry + Entertainer background

Starting ability score: STR 12, DEX 18, CON 14, INT 10, WIS 10, CHA 14

Key Skills and Skill Increases: Acrobatics and Intimidation

* = Rogue archetype feat
** = Sorcerer archetype feat

1 Fascinating Performance (Bkg), General Training: Acrobatic Performance (Anc), Ki Rush (Monk)
2 Intimidating Glare; Rogue Dedication; Quick Squeeze*
3
4 Sneak Attacker*
5
6 Cobra Stance
7
8 Abundant Step
9 Multitalented – Sorcerer Archetype (Aberrant bloodline)
10 Intimidating Prowess; Basic Trickery: Tumble Behind*
11
12 Cobra Envenom (now we can add persistent poison damage when we hit)
13
14 Basic Bloodline Spell: Tentacular Limbs**
15
16 Advanced Trickery: Gang Up*
17
18 Disrupt Ki (adding negative damage to our persistent damage arsenal)
19
20 Swift River


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Build 29: Basic Bo becomes Iron Forest

This build is for those that don’t want to incorporate some of the more mystical aspects of the monk (looking at you Water Step and Ki Blast) but still want to play a bad@ss monk that provides a nice – but not overly complicated – set of combat tactics to choose from. From levels 1-7 our monk can flurry with his bo staff or can use it to trip for a bit of battlefield control...both at reach!. From level 8 on his battlefield control prowess really comes into its own with the Tangled Forest Stance and then gets a bit more control at level 14 with Tangled Forest Rake. Chuckle as you hinder/punish baddies for daring to move without asking for your permission first.

build:
Any ancestry as long as it doesn’t have a penalty to Str + any Background

Start with a 16 or 18 Strength and boost Athletics as early and as often as you can

1 Monastic Weaponry (the Bo Staff is what you’re all about)
2 Stunning Fist or Brawling Focus (they each have their pros and cons so choose which you like more)
3
4 Stand Still
5
6 One-Inch Punch
7
8 Tangled Forest Stance
9
10 [Open but Prevailing Position looks good]
11
12 [Open but I like Stance Savant here]
13
14 Tangled Forest Rake
15
16 [Open but I can see One-Millimeter Punch filling this slot]
17
18 Ironblood Stance
19
20 Fuse Stance (get the benefits of Tangled Forest’s control as well as Ironblood’s damage resistance)

Tbh, the addition of Ironblood Stance at level 18 isn’t needed at all in this build. I chose it because I thought “Iron Forest” had a certain cool factor


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Build 19: The Chakra Master

This build is based on PF1’s chakra system found in Occult Adventures. In the build, I map the 2e monk’s ki-based feats to chakras, guided by the descriptions Paizo provides re: what each chakra is associated with (e.g. root chakra associated with instinct and survival). I use this mapping to create a build that, by level 18, allows our monk to master the power of all 7 chakras. And while she can’t tap into all 7 chakras at the same time due to the cap on focus points, our monk can access 3 of her chakras at the same time/in the same encounter)

Note: The build depends on the Student of Perfection archetype which has access restrictions so talk to your GM about your ability to take SoP

build:
Human or Half-elf Monk with any background

1 Ki Rush (Monk), Tiger Stance* (Natural Ambition) *used a Dex-based stance for synergy with Wild Winds Initiate, a central feat in the chakra-mapping (see below)
2 Student of Perfection (gives Ki Strike)
3
4 Wholeness of Body
5
6 Perfect Strike (from Student of Perfection archetype)
7
8 Wild Winds Initiate
9
10 Wind Jump
11
12 Meditative Focus
13
14 Wild Winds Gust
15
16 [Open, but Disrupt Ki, Quivering Palm, Medusa’s Wrath and even Shattering Strike are all thematic]
17
18 Empty Body
19
20 Impossible Technique

Here’s how I’ve associated chakras to ki-based feats:

Root chakra – associated with instinct and survival – Ki Rush

Sacral chakra – associated with pleasure and creativity – Wind Jump

Naval chakra – associated with power and combustion – Ki Strike

Heart chakra – associated with compassion and healing – Wholeness of Body

Throat chakra – associated with the bridge between feeling and thinking – Wild Winds Initiate

Brow chakra – associated with intuitive powers and metaphysical sight (aka ‘the third eye’) – Perfect Strike

Crown chakra – associated with unbounded consciousness and alignment with cosmic harmony – Empty Body

Btw, in some RL traditions, chakras are associated with colors. So for some fun RP, when your monk uses a ki power you can say anyone trained in Occultism (or higher proficiency to match the level of the ki feat) to see their aura flash with the color matching the ki power used. Here's what I've found in doing some research on chakras:

Root = Red
Sacral = Orange
Naval = Yellow
Heart = Green
Throat = Blue
Brow = Indigo
Crown = Violet


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Build 14: "Mantis Style" Monk/Medic

:

Half-elf with Field Medic background

1 Battle Medicine (Bkg), Tiger Stance (Monk), Ki Strike (Natural Ambition)
2 Continual Recovery, Medic Dedication
3 Assurance: Medicine
4 Robust Recovery, Stunning Fist
5
6 Treat Condition
7
8 Holistic Care
9 Pinch Time
10 Wholeness of Body
11
12 Disrupt Ki
13
14 Meditative Focus
15
16 Medusa's Wrath
17
18 Ki Form
19
20 Impossible Technique

The idea is to simulate a "mantis style" manipulation of acupuncture points so this monk can heal himself and allies in and out of combat as well as remove conditions such as clumsy, enfeebled, sickened (Treat Condition) and frightened, stupefied, and stunned (Holistic Care). He can also use this manipulation of acupuncture points offensively to potentially stun, enfeeble w/persistent negative damage, and eventually petrify. He can zip around the battlefield to get where he's needed most due to monk's awesome mobility boosting features and uses Tiger Stance's 10 feet of step to avoid AoOs. He can get an extra stride or strike 1/day with Haste (via Pinch Time).


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Ravingdork wrote:
I really like your suggestions dpb123! That's very much along the lines of the ideas I was looking for.

I'm glad you liked it. I was a linguist during my academic career (graduate work focused on morphosyntax of tense/aspect/mood in various languages) so I felt a connection to Captain Black :)

Oh, I just realized key can also refer to a a kind of island (as in the Florida Keys) so you get that play on words for free :)


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In cryptography, a key is a piece of info that transforms encrypted text into plain text and vice versa so I suggest something like 'The Song and the Key' where song is a reference to spoken language and key is a reference to code breaking.

Or you could go with something more connected with the location and call it 'Besmara's Key' and if you don't want to reference Besmara directly you could use 'The Lady's Key'


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Moximus wrote:
dpb123 wrote:
Are there any new 1st or 2nd level Sorcerer class feats in the APG? If yes, can someone with the book or pdf let me know what they are? Many thanks!

There are!

Ancestral Blood Magic (1) - you gain the blood magic effect when casting non-cantrip spells that come from an ancestry or heritage

Anoint ally (2) - let's you give a blood magic effect to an ally

Entreat with Forebears (2) - gives a bonus on social checks with creatures that share your bloodline trait, as well as bonuses to perception and saves against them.

Thanks Moximus! You (and Porridge last week) have really helped me out!


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73) Frilled Iruxi Monk with Cobra stance line of feats (apparently it does poison and eventually gets reach) - be that poison-spitting dinosaur from Jurassic Park


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Porridge wrote:

KageNoRyu wrote:
For me it would be interesting how they handled the dragon disciple as he is one of the hardest 1e arxhetypes to convert imho due to his many ability and ac bonuses

Overall, an intriguing archetype, but would have to crunch some numbers to get a better sense of the overall viability.

Thanks Porridge. What are the prereqs for Dragon Disciple? Also, any interesting non-weapon-focused monk feats?


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48. Human Battle Dancer Swashbuckler Assassin who maxes out Performance and Deception (and feats that boost disguise) and takes the Arcane Tattoo line of feats (Ghost Sound, Illusory Disguise, Illusory Creature) -- when you want to assassinate a rival AND make it a humiliating public spectacle, you hire Candy the Dandy Assassin


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32. Catfolk Investigator - she's hellbent on tracking down the serial-killer who calls himself 'Curiosity'


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Thanks Kyrone!


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My 5th level Monk is a back up healer and main source of HP out of combat (so the spellcasters can save spell slots). This is what I suggest for a non-casting healer monk (as other have already mentioned):

Background - take Field Medic so you can start with Battle Medicine feat which allows you to restore hit points during combat (for a single action)
lvl 2 - for skill feat take Assurance Medicine which really kicks in at level 3 when you auto-succeed at that DC 15 check to heal 2d8
lvl 3 - for skill increase, increased Medicine to Expert which means at level 6 you auto succeed at the DC 20 check to heal 2d8+10), general feat take continual recovery
level 4 - for skill feat take Ward Medic

At level 7 you can increase Medicine to Expert to really boost Ward Medic (but this can be delayed if you need it too)

For RP reasons, I delayed Continual Recovery and took Godless Medicine so I could do Battle Medicine on myself 1/hour instead of 1/day. I also took Wholeness of Body as my level 4 monk feat so I could have a little bit more HP but also so I could counteract disease and poison on myself during combat

Hope this helps.


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I'm playing a human Tiger Monk at the moment who's currently lvl 5 and I play her as a striker...and am LOVING it. I normally move in Flurry and then move out but sometimes I choose to end up next to the enemy to provide flanking for an ally and so I carry a shield which allows me to use raise shield as my third action and get a +2 to my AC. Fluff-wise, I play it that the shield has a mandala painted on it with helps her with meditation or her contemplation of the flow of ki in all living things (aka RP-reasons for Medicine-focused feats - see below)

Here's what I've selected so far:
lvl 1 - took Tiger Stance and then via Natural Ambition took Ki Rush to up my mobility (I use it quite a bit which surprised me TBH and remember it also gives you Concealment until the start of your next turn)
lvl 2 - took Stunning Fist but retrained it to Student of Perfection Dedication because incapacitation wasn't working out for me. YMMV though with SF. SoP gives you Ki Strike and skill boost to your choice of Acrobatics or Athletics, and to Warfare Lore
lvl 4 - took Wholeness of Body for the extra healing but also to be able to counter poisons and disease during combat

As for non-monk feats, I went the Medicine route and took Battle Medicine, Godless Healing, and Assurance (Medicine) so I can heal myself and others in and out of combat. And since we're light on magical healing in my party, this has saved us a number of times.

If you want to be prepped for all terrain, I suggest getting Feather Step as a feat, then taking as monk feats Water Step (6), Wall Run (8), and Wind Jump (10). Although I suggest delaying Wall Run at 8 to take Wild Winds Stance so you have a nice ranged attack that you can flurry with.

Also suggest getting to Master in Acrobatics at 7 and Legendary at 15, so you can tumble through enemy spaces when you need to. Take Kip Up at 7 or 8.

You might forgo Water Step and Wall Run if you think they are too situational in which case you might consider Stand Still and/or Perfect Strike (from SoP). You should definitely take Meditative Focus at 12.

FWIW this is the plan for my Tiger monk:
Stats @1
Str 14 Dex 16 Con 14 Int 10 Wis 14 Cha 10

Stats @5
Str 16 Dex 18 Con 16 Int 10 Wis 16 Cha 10

Tiger Stance (1), Ki Rush (1 via Natural Ambition), Student of Perfection Dedication (2; gives Ki Strike), Wholeness of Body (4), SoP Perfect Strike (6), Wild Winds Initiate (8), Wind Jump (10), Meditative Focus (12), ?? (14), Wild Winds Gust (16), ?? (18), Impossible Technique (20).

As for saves, I agree with Queaux that Will>Fort>Ref and at level 17's ancestry feat, I plan on taking General Training - Canny Acumen to get my Reflex save to Master.

Hope this helps.


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Ravingdork wrote:
Maybe it's just raising my eyebrow because I've started to see people on these forums talking about using this as an established strategy to zero in on the weak save.

If there were to happen repeatedly at my table, I'd probably ask my players try to couch these kinds of observations IC as opposed to using purely game-statistics terms like 'wait his reflex save is a 23?" But that's me and I like it when players describe their actions to help with RP-/world-immersion


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I agree with Timeshadow. In the scenario you describe, the wizard's delivery makes it seem metagame-y, but he could have easily said, "Presto notices the giant easily side-stepping the fighter's maneuver. 'Hm,' he thinks to himself, 'that big oaf is more graceful than I would have thought. Gotta change my plans to take this into account'"


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Zapp wrote:

Is it just me who aren't interested in taking abilities that help only against trivial mooks?

When I play D&D games I'm a big game hunter. I'm interested in abilities that help me kill monsters higher level than myself.

My ability to kill mooks just come with the territory, no optimization necessary.

Zapp, I'm with you! While I am...I guess was now...interested in Assurance (Athletics) for a 3rd action Trip without MAP that - when successful - essentially reduces an enemies number of actions, I wanted to hear from folks' actual experiences with it as that would help me weigh that against the pure-numbers analysis of the feat which makes it look rather compelling.


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Thanks everyone (especially those of you who shared your experiences with it in gameplay). You've all made some good points/observations. Since there's only one other front-liner in our group and he's a fighter I think I'm not gonna go the Assurance (Athletics) route and go with what my gut was telling me Assurance (Medicine) so I can kiss my bad luck with Treat Wounds roles goodbye!


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Castilliano wrote:

The hidden question is what else would you get?

Actually was thinking of taking Assurance (Medicine) because I'm one of our party's primary healers and also have Battle Medicine and Godless Healing and unfortunately have rolled poorly enough times for me to want these checks to be guaranteed. If I was gonna go Assurance (Athletics) at 4 was gonna take Assurance (Medicine) at 5 via Human's General Training feat.


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Gorbacz wrote:
So if anybody comes to her like "Lady, I shall champion the beautiful cause of redemption you embody so gracefully" she's like "FFS NOPE, DON'T IRRITATE ME" and then she's like *phone* "Sarenrae, hun, you send one more of those morons at me and I'll be having a conversation with you! Yes, today at 9 PM, at Desna's, why yes, I'll bring the wine".

Thank you Gorbacz, you just made my day! LOVE it!


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Captain Morgan and GM OfAnything,

Thank you for your responses. While I was hoping there would be an unambiguous "of course they interact" set of responses, your posts demonstrate this isn't one of those cases. I'll have to discuss with my GM to make sure we are in alignment on if and how they interact.


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Porridge wrote:
Atalius wrote:

1st action: Enter dragon stance

2nd action: FoB
3rd action: Enter Crane stance
Reaction: Enemy hits me as I'm frontlining, I hit enemy with a Crane Wing strike.

Unfortunately, I don’t think that’s legal:

“After you use an action with the stance trait, you can’t use another one for 1 round.”

Thanks for the reminder Porridge. I knew there was a reason I had originally thought something about crane and dragon was off but wasn't sure if it was a rule or just personal taste.


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Atalius wrote:

1st action: Enter dragon stance

2nd action: FoB
3rd action: Enter Crane stance
Reaction: Enemy hits me as I'm frontlining, I hit enemy with a Crane Wing strike.

That's totally doable if you're looking for max damage and a monk's "attack of opportunity". I was suggesting the control route via grab/trip and also better optimizing your demoralize (which I may have mistakenly thought was a goal of yours) as it offers various options for you.


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If you're looking to stand in the front lines and deal damage, I suggest you drop your Dex to 10 and go the Mountain Stance route (and not take Crane Stance). You can then put those points into CHA (or split them between CHA and Con because a 12 for Con for a frontliner is dangerous, even if you have Toughness). You can then take Flurry of Maneuvers at lvl 4. Take Mountain Stronghold at lvl 6 (if you make Dex go from 10 to 12 at lvl 5, you're can now take advantage of that +1 Dex modifier).

Btw as Sober Caydenite notes, you're missing your lvl 1 Monk feat. You can take Ki Strike there. At lvl 2, I suggest you forego Dragon Stance and instead take Crushing Grab or Stunning Fist (I'm actually partial to Stunning Fist myself).

Hope this helps


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@Gulian

In your description of Energy Channel you write:

"At 13th level, whenever the Spellbreaker succesfully resists or sunders a spell, he may channel the residual energy of that spell into his own spellcasting, effectively granting him a single spellslot equal to the level of the spell cast. However, he may not receive a spellslot above 6th level. When casting in this way, Spellbreaker’s casting DC is equal to 10 + half the spellbreaker’s level + INT."

What do you mean by casting DC? Do you mean that the Spellbreaker must make a concentration check with the DC being the above? Or perhaps the DC of the spell is what you have above instead of the normal 10+spell's level+Int mod? Clarification will be most appreciated.