Fire Elemental

waiph's page

RPG Superstar 8 Season Star Voter. Organized Play Member. 592 posts (6,762 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 22 aliases.


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Male commoner 1

hey, i messed up my passwords and finally was able to take the time to get logged in. sorry for being off the grid...


Male commoner 1

That's reasonable. I'm down for that


Male commoner 1

Imma post tomorrow. Can I put up the buffs from the approach?

Just alter self from the scale


Male commoner 1

I pulled a lot of hours this weekend, I'll post when I'm off this afternoon


Thunderstriker fighter gets tricks to use 2-handers and a buckler, and twf-ing with a 1-hander and a buckler. You would want twf-feats and can swap the buckler for blades in a pinch


Is rule it to function, as a DM, and take ride-by attack as a player so that aspect is irrelevant.

The question about the axebeak is really whether a creature with natural reach can charge to be adjacent to the target. If you say no, and the axebeak hadst to attack with its reach, then you would have to use a reach weapon to both attack, but you should be able to charge with your mount's move and perform your attack.

Hells, takr ride-by and ride a pouncing tiger, or an overrunning trampler for a mount. =]


I like like nulticlass, brawler2/quiggongMasterOfStyles to use pummeling AND dragon styles, barkskin, etc.

Star Voter Season 8

Another first entry. I heard about it in 2013, but I'm one of the folks that missed the RPGSS 2014. I looked in January, cause 2014, to see when it would be. So I started checking the page daily at the end of November!


2 people marked this as a favorite.

What I find particularly funny is that the article asserts that the word's origin meant "Oath-Breaker" and the 4th and 5th edition Warlocks are about forging pacts with some kind of powerful entity, they get power from an Oath.


I'm running a homebrew game but I'm not really sure where to to to get information regarding the Intellectual Property rules about what we post, who it belongs to, and what we can do with it after it's been put up on the message boards.

I'm looking for where in the information about where the rules are, what the rule is, what i can do with my Homebrew stuff If i use it on the boards, and if things like PM's follow the same rules

Any information about those policies would be really appreciated


Male commoner 1

Imma post tonight if I can... Got a dinner and may be out late


Yeah, Dazing F-Bombs are frikin BRUTAL. 3-rounds of sitting on your hands. especially for Dragons with poor reflex saves.

It is hard to track the effects of certain abilities on a high level party, and he may not have realized that the robe stacked with a munch of bonuses to Spell-Pen woul negate one of the Dragon's main defensive abilities.


Male commoner 1

maybe we should move this to the campaign page. . . whenever you login you can check your active campaigns, but only if you've posted into the capaign page. We would at least "dot" it with a character so we can get updates on when there is a post?


As an aside, against a party like that Maxing HP for their target foe is a tactic I don't take issue with. It allows you to have a reasonable CR creature that doesn't drop in one round. It's more fun to hit the dragon three times, than to have to roll a 16 to hit AC and take three turns to do it. But boosting all the stats is problematic and it would make sense to take the CR up one level instead...

but as for the question at hand. . . If the GM thinks your blowign through his creature and wants to up the CR, you could likely try to talk to him and let you re-spec a little and ask if you can trade out the Kimono. It's a sweet piece of gear, but if he's got a problem with the high SR, i'd bet he'd love to get rid of your No Save maze spell 1/day. That way he doesn't have to raise his SR and you have 67k to spend on something else You will need to buy a cloak of Res or another save-booster, but still that's a pretty fat stack of cash.

everybody is happy (well not happy, but gets something nifty out of it. GM gets what he wants and you get a new piece of gear that will be relevant.)


a bodyguard could be a good way to roll the finisher.

The issues are that the build will have low strength due to the -2 for being a ratfolk, so not a lot of static damage. The appeal of the rogue is that it gets the Sneak attack for flanking to make up for the lack of a good static mod.

Then hitting with an x4 weapon nets decent damage for the finisher's crit. Magus takes further advantage using a spell-striking Socking grasp and adds x4 weapon damage to it which would be nifty. Otherwise Power-Attacking with an x4 2-hand weapon lets you deal 12 damage plus 4[w]+4str on the crit.


Multi-attacking could be interesting. But the really neat one is the Magus. Have one Crit-fisher and then a magus as the finisher to spellstrike for the crits.


Casts Raise Thread
Figure may not be a need for another thread, but I'm trying to create a pair of NPCs that would grow with the party and use the swarming mechanic and butterfly sting's crit-fishing, and I'm looking to avoid the new ACG book, since it wasn't open to the players.

It's so easy to flank that it makes sense to use Rogue and pour on the d6's but it's a feat intensive build so I'm looking at options. I'd use the Swashbuckler to grant proficiency in the ideal Marshal weapons, a Kukri and Pick/Scythe

I want the builds to come online as early as possible but I'm not sure how to execute it.

Crit Fisher
Rogue (Swashbuckler): Uses Kukri and I feel like Finesse-TWF is the best way to get as many attacks in as possible.
1: Combat Expertise
2: trick Combat trick: Butterfly Sting
3: TWF
4: Finesse Rogue

Other option is going 1: TWF, 2: Finesse, 3: Combat Expertise, 4: Butterfly Sting

This Rogue starts to work at Lv2, and comes online at 4th. One is fishing at 2nd level, while the other is TWF-ing for Sneak attack damage.

The other option is to use Fighter or Lore-warden for bonus feats and better Hit-rate
Lore-Warden: Gets to Dump Int
1: TWF, Fighter feat: Finesse
2 (bonus): Combat Expertise
3: Butterfly Sting

Or a different fighter takes Lv1: Combat Exp, Butterfly Sting. Lv2 TWF, Lv3 Finesse

The Finisher is a little more straight forward. Rogue gets Sneak Attack damage, although Fighter would give more damage potential since he's hitting with an x4 crit Pick, so I'm also not sure what to go with there...

Anyone have any thoughts on the numbers. I want these NPC's to be functional allys to the party if the players win them over, or be significant foes that'll present a real credible threat at some point.


Diminuendo wrote:
waiph wrote:
You cannot use a great sword one handed. Period-end-of-story. It is a two-handed weapon, and you cannot use 2-handers in one hand.
My Titan Mauler disagrees

Lol he does, but he had a specific rule that trumps the general "you can never use a two handed weapon one handed".

Malachai Silverclaw
Not arguing with you, but asking here:
If the Bastard sword really was simply an exotic one-hand weapon, (that could be used two-handed) it could be used one-handed at a -4 without proficiency.

But according to the FAQ you can't.
It acts like a great sword, can't be used as a one-hand weapon. If you have EWP it is one handed, and you can two hand it, like all one hand weapons.


Best.
Thread.
Necro.

EVER!


You cannot use a great sword one handed. Period-end-of-story. It is a two-handed weapon, and you cannot use 2-handers in one hand.

The bastard sword is an exotic 1-hand weapon. It is also a 2-handed martial weapon.

You cannot use a Bastard sword one handed if you don't have Exotic proficiency because it is used as a 2-handed martial weapon.

It may be more consistent to have it just be a 2-handed martial weapon with a special caviar that EWP let's you treat it as one-handed.

Cause you can use a falcata with a -4 to hit, without the feat, right?


In there W & V rules you make a DC 10 con check once you cross your wound threshold, or else you pass out. But it says nothing about the normal standardization rolls to not die.

What do you do for that,?


Darksol, you were right about the druid... Had to be druid to give them a companion.

This fight has been brutal. I rolled well and kept half the party prone, the alchemist grabbed and the heavy hitters pretty well locked down.

Then the wizard survived a crit and colors prayed them, and the fighter killed one, so there's one left...

I think it was a good, party shits bricks fight.


I am starting off a campaign, and wanted to start with a bang! So I'm attaching my party's ship with grindylow, and want to give one of them a class level.

My party is a 6-man 15 point buy with a 2hand fighter, Rogue, Druid, Cleric, Wizard, and Alchemist.

Grindylow are CR 1/2 but adding the stats and class make the hit more like a CR 2, but has 1hd. He's a Ranger, so there is an octopus pet with him. I'm thinking him, his pet and 2 grindylow make a CR3 encounter or should I add a third standard Grindylow?

The Grindylow have a Swift action trip, and the pet has grab, (only going to work on my alchemist cause he is the only small one) but there are 7 bodies on the party side cause the druid has a wolf that will be a big threat to my precious octogoblins.

I don't want them to roll this fight too easily but the class level is looking like a big boost in power (+3 attack, +2 damage) but only 3 more HP. I could give my ranger armor so they don't drop him too quick, but that's a lot of potential...


Think he is going drow or something with light sensitivity

Maybe I let him remove that, or let him switch to surface infiltrator sky racial trait?


Sorry, the wizard Archetype.
I'll edit my post


In my home game, I have a player interested in shadow caster Wizard Archetype, but he's going to have racial darkvision, an I'm not sure what to do...

He gets darkvision for his Race. He's not making the most optimized caster, but trading a feat for darkvision, which he already has, makes the archetype much less appealing as it takes two of his wiz bonus feats.

I'm considering giving him his bonus feat back. Does that seem to problematic, or fair enough


Krevon should not rule this city because he cannot accept that Pluto is the good of the underworld, and NOT a planet


I'm Hiding In Your Closet should not rule this city considering the drastic economic downturn in the previous city he ruled and the strong correlation between his policies and the afore mentioned financial troubles.

(For the record, there are no allegations of any wrongdoing or financial impropriety at this time)


There is definitely a values disagreement there. I

I've played with one Healbot cleric in a game, but it was in an undead heavy game and her channels were DEVASTATING to undead, and she was spec-ed out hard for it. It was also a large group with players of questionable attendance rates, but her channeling healed at least 6 people most nights, and she was nothing compared to our Monk, Paladin, Rogue, frontliners. It was also full of over-leveled outsiders with mad SR and really high saves, so it usually was better to spend two turns to keep out front up than wasting those actions to miss SR and if she rolled high deal with a made save.

it's a very corner case kind of game tho. Most of the others have been neg channelers, channel-smiters, heavies or our current Reach-Evangelist


Treantmonk wrote:
TarkXT wrote:
Treantmonk wrote:


No kidding? Those people are crazy. Healing has it's place. I'm not sure it's the most effective thing a Cleric can do, but it has it's place.

*takes a picture before he flees back into the forest*

Pretty much all I've said ever.

Now that is interesting. Are you saying you would never cast a healing spell in combat as a Cleric regardless of the situation? What would be your reasoning?

My read is that he thinks most of the time, healing in combat is no good, less than best, our a wasted action, and over-investing resources is a poor choice. Ex. Better to hold person the bad guy than to use a cure mod.

But I thought he was agreeing that it has its place.

It seems that most folks acknowledge that you need to combat heal on occasion, aside from a few strongly opinionated folks.

Jiggy, correct me if I'm wrong but your contention is that there is almost ALWAYS something better to do than cure or channel, but that doesn't mean you NEVER EVER heal!!!!!!

And quick channel doesn't seem like a terrible idea to me. Sure, it's 2 feats (cause you need selective to combat channel) but at 5th you can deal average 9hp to everyone (mitigating a fireball that was saved against) totaling 45 damage healed and still getting to attack or cast.

It's better for a sacred summoner cause you are healing more creatures each heal and hiding in the back already.


One thing worth asking is if Elemental First and Drunken Ki are rolled twice with Tiger Claws?

And is 2d6 per 5 levels getting doubled worth it, if they do double?


Imbicatus, that's brilliant! I forgot about the ignoring prerequisites for E Fist!
Being able to get elemental fist early is great, cause it's 2d6 elemental is nice, and it opens up a slot for horn of chriodphinx for more str or something else by 7th.


What I'm looking to do is go Quiggong to get Barkskin at 4th to use for AC since I'm missing the AoNA in favor of the AoMF. And when I get three styles for MoMS I'll use Mantis Wisdom to keep caught up with Attack rolls. Then at 11 (monk 10) Medusa's wrath to lay 2 extra hits whenever I score a stun.

I hadn't thought of it, but using Fighter2 at 5th level to get Tiger Claws as a bonus feat and retraining it at fighter 4 when I get decent iterative attacks if the GM doesn't allow retraining may be a way around that. But dealing double damage at late levels may not be as bad.

Although if I'm going full monk I only get 3 iterative attacks, so I lose one potential hit, and put both my better attacks into one roll and get a little bonus damage and don't roll the one that is likely to miss anyway.


I have a MoMS, and I'm not sure what to take as my Monk 2 bonus feat, Tiger Claws or Dragon Ferocity. I was going Ferocity but Claws might be insanely good...

Dragon makes attacks at 1d6+10 and additional attacks with 1d6+8
or Tiger Claws to full attack for 2d6+18

I dipped unarmed fighter and took Tiger Style and Power Attack at Lv1 and Tiger Pounce at Lv2 with my Monk 1 bonus feat so my Power Attack penalty goes to AC. So at Lv3 I get Dragon Style and Monk 2 bonus feat I can either take Dragon Ferocity or Tiger Claws. The other comes at 5th but level 3 and 4 will be defined by that feat.

Tiger Claw Numbers:

correct me if I'm wrong here.

Tiger Claws lets you roll damage twice on a single unarmed strike. and if you use PA then you can add .5 str on top of that. add Dragon Style for +.5 str on the first attack (claws is one attack) and you get
1d6+4[str]+2[PA]+2[dragon]+2[claws]
PLUS
1d6+4+2[PA]+2[dragon] The iffy one is getting Dragon Style for both hands
for 2d6+18 on a hit.


Yeah, she's a silver dragon, so it's all about her behavior. He may discourage unchaste behavior, but is it really "corruption" if it's Good Dragon blood passing around?


Male commoner 1
GM Pyros wrote:
Krengos wrote:

I have taken the third roll, the results:

FINAL ABILITY SCORES
Str 18, Con 14, Dex 13, Int 11, Wis 13, Cha 17.

STARTING ABILITY SCORES
Str 18, Con 14, Dex 11, Int 11, Wis 13, Cha 15.

Krengos, this is the third roll

10, 13, 17, 13, 18, 14
so based on how you put your numbers, would your abilities come out to:
FINAL ABILITY SCORES
Str 18, Con 14, Dex 15, Int 10, Wis 13, Cha 19.

STARTING ABILITY SCORES
Str 18, Con 14, Dex 13, Int 10, Wis 13, Cha 17.

Krengos, change your ability scores!

your Cha is 19, so you have a +4 to attack and damage with powers that use cha, not a +3.


Male commoner 1

I did my Ding for Evard, took My Level in monk, Master of Many styles. I'm snagging a few archetypes, but the other don't actually do anything till Monk 3 and 4. also took 5+con+FC bonus for Health with my d8. lemme know if you want us to use 4.5 instead or if PFS HP progression is ok.


Male commoner 1

ok, sorry everybody, this weekend went completely insane... so gonna update in the morning and set the scene for the next day


It is for two weapon rend, but the +2 to damage that I'll be getting till my str gets to 20 when it bumps to 3 will be nice.


It deals an additional d6. That's all the feat does. So the weapon deals it's normal damage plus 1d6 extra versus your challenged enemy.

I would say that since the sunder attempt is a maneuver versus the target of your challenge you would get the bonus damage


Male commoner 1

Update coming tonight as people seem OK to wait till morning to set out


I don't get why Double slice isnt worth the feat, especially with a of str bonus of+3 out +5. You use s great for PA to get +3 damage for a -1 to attack. And with 24 str you get a +4 to damage on half your attacks Which isn't unreasonable. I'm looking at it for my basher Paladin cause a bash+1 versus pushing that up to a +3 makes the-2 to hit from TWF more worthwhile. Wrap spec is only a +2 and is a feat.


You can also cast cold ice strike with another spell without quicken... (It has a swift action casting time by default)


If say that it works like ranger or cavalier AC if you took levels in druid. But greater rage is a sperate feature that happens at barbarian x not ta a certain rage level. I would count it for rage powers tho


Wish - Add inherant bonuses. Do those stack with the Tomes/Manuals? I think they do.
Also worth noting that there are a plethora of traits, +1 to a save, or a situational +2 are pretty common.
You Have Bards that can grand insight bonuses to saves (archivists, i believe)
There are also Superstition that gives the Barbarian obscene saves.

...
TAKE A LEVEL IN MONK trolololol, but seriously, 1-2 level dips in monk can be pretty useful for some builds and add 3 to all saves versus 1/2 to one or two of the saves.

Heroism gives moral bonus so it stacks with a lot of things too


If you use aid another you attack AC 10 and if you make AC 10 then the attack that you aided gets a plus 2. So the next attack gets a+2 bit the grab our trip roll, a second attack would get no benefit I think...

Have to check the rules for grab. Do you get +20 to the Grab grapple attempt via true strike?


although if you are a Moms, There's other good feats to take. Adding Dragon will Make your Tiger Claws deal and extra 1.5 to 2 str on the hit (depending on whether or not when you roll damage twice for that single unarmed strike you get the bonus .5 from Dragon style for both rolls, which isn't bad)

It's not till after 10 that you really want to full attack by trying to stun then medusa''s strike. Boar does look like a good 4th style (after Tiger/Dragon/Mantis)


When you hit with 2 unarmed strikes with Boar style, you deal 2d6 [hotly contested] damage. With Tiger Claws you use a full round action to deal damage twice. Do tiger classes trigger Boat style bleed?


if you get to 5th level of Fighter you get Weapon Training, and can purchase Gloves of Dueling for a total of +3 to hit and damage with 2-handed weapons, as opposed to Swift-Tracker and a second Favored Terrain.


I've tried to get a basic set of builds worked out for a 2-hand Fighter, and 2 Master of Many Styles builds, one with a 1 level dip into Unarmed Fighter, and the other a 3 level dip into weapon Master Fighter.

Point Buys:

20 Point Buys used to create fairly even-footed characters all heavily min-maxed.
Monk: Human
Str18 dex12 con13 int7 wis17 cha7
WeaponMasteroMS: Lawbringer Aasimar with +2 Str instead of an Sla.
Str20 dex12 con14 int7 wis17 cha7
Fighter: Human or Half-elf/orc
Str20 dex14 con14 int8 wis9 cha7
Due to the Stat bonuses that the Weapon Master gets instead of the bonus feat (cannot take a style at Lv1) he is able to afford higher Str without sacraficing any wisdom or strength

Gear List:

Gear that can safely reasonabely be expected to be purchased at each level following the formulas that the Primary weapon can be between 1/4th and 1/2 WBL and leaving about 1/4 unspent on gear and reserved for other items.
List has the enhancement bonus to Weapons/AoMF, Stat Belt/headbands, Enhancement to AC from Armor and Ring of Prot (AoNatArmor for fighter) and the total cost of Gear listed as necessary for the build.
Lv3:
Fighter Weapon:(+1) Stat Belt: -- Armor:-- Ring/amulet:-- 1850 mwk weapon and Plate Mail
Monk AoMF:-- Stat boost: -- Bracers:+1 Ring:-- 1000

Lv4:
Fighter Weapon:+1 Stat Belt: -- Armor:-- Ring/amulet:-- 3.5k
Monk AoMF:-- Stat boost: -- Bracers:+1 Ring:+1 3k

Lv5:
Fighter Weapon:+1 Stat Belt: +2str Armor:+1 Ring/amulet:--/-- 8.5k
Monk AoMF:-- Stat boost: +2str Bracers:+1 Ring:+1 7k

Lv6:
Fighter Weapon:+2 Stat Belt: +2str Armor:+1 Ring/amulet:+1/-- 16k
Monk AoMF:+1 Stat boost: +2str Bracers:+1 Ring:+1 11k

Lv7:
Fighter Weapon:+2 Stat Belt: +2str Armor:+1 Ring/amulet:+1/+1 18k
Monk AoMF:+1 Stat boost: +2str,+2wis Bracers:+1 Ring:+1 15k

Lv8:
Fighter Weapon:+2 Stat Belt: +2str Armor:+2 Ring/amulet:+1/+1 21k
Monk AoMF:+2 Stat boost: +2str,+2wis Bracers:+1 Ring:+1 27k

Lv9:
Fighter Weapon:+3 Stat Belt: +2str Armor:+2 Ring/amulet:+1/1 31k
Monk AoMF:+2 Stat boost: +2str,+2wis Bracers:+2 Ring:+1 30k

Lv10:
Fighter Weapon:+3 Stat Belt: +2str Armor:+4 Ring/amulet:+1/+1 Gloves 46k
Monk AoMF:+2 Stat: boost +4str,+2wis Bracers:+2 Ring:+1 Monk Robes 55k
WMoMS AoMF:+2 Stat: boost +2str,+2wis Bracers:+2 Ring:+1 Gloves 45k

Lv11:
Fighter Weapon:+3 Stat Belt: +4str Armor:+3 Ring/amulet:+1/+1 63k
Monk AoMF:+2 Stat boost: +4str,+2wis Bracers:+3 Ring:+1 60k
WMoMS AoMF:+2 Stat: boost +4str,+2wis Bracers:+2 Ring:+1 57k

Lv12:
FighterWeapon:+4 Stat Belt: +4str Armor:+3 Ring/amulet:+2/+1 83k
Monk AoMF:+3 Stat boost: +4str,+2wis Bracers:+3 Ring:+1 80k
WMoMS AoMF:+2 Stat: boost +4str,+2wis Bracers:+2 Ring:+1 Robes 70k

Lv13:
Fighter Weapon:+4 Stat Belt: +6str Armor:+3 Ring/amulet:+2/+2 99k
Monk AoMF:+3 Stat boost: +4str,+4wis Bracers:+3 Ring:+2 98k
WMoMS AoMF:+3 Stat: boost +4str,+4wis Bracers:+2 Ring:+1 102k

Lv14:
FighterWeapon:+5 Stat Belt: +6str Armor:+4 Ring/amulet:+2/+2 134k
Monk AoMF:+4 Stat boost: +4str,+4wis Bracers:+4 Ring:+2 133k
WMoMS AoMF:+4 Stat: boost +4str,+4wis Bracers:+3 Ring:+1 135k

Lv15:
Fighter Weapon:+5 Stat Belt: +6str Armor:+5 Ring/amulet:+2/+2 143k
Monk AoMF:+4 Stat boost: +6str,+4wis Bracers:+4 Ring:+2 153k
WMoMS AoMF:+4 Stat: boost +6str,+4wis Bracers:+3 Ring:+1 155k

The Monk keeps within +1 enhancement bonus of the fighter and has lower Enhancement to AC due to not having a Neck Slot available.
The WMoMS falls behind in AC but maintains stronger Hit and Damage because of the investment in Gloves of Dueling

Feats and Features:

This section lists the Attack and Damage bonus from BAB, Power Attack, Weapon Focus/Spec, Weapon Training, Style-Feats, etc. in the form of sayign the Class and giving the Hit bonus for X damage.

Lv1
Unarmed: WF, PA -1/+2, Tiger Style
+1 for 1d6+Str+2
Weapon Master: WF, PA, +2str (use 2-h weap)
+0 for 2d6+1.5str+3
2-handed: WF, PA -1/+3
+1 for 2d6+1.5str+3 WF, PA, 2-h weapon

Lv2
Monk: Tiger Pounce(M1)
+2 for 1d6+str+2
WMoMS: Dragon Style(m1)
+1 for 1d6+1.5 str+2
2-hF:
+2 for 2d6+1.5str+3

Lv3
Monk: Dragon Style, Dragon Ferocity(M2)
+3 for 1d6+2str+2
wmoms: Tiger Style, Tiger Pounce (m2)
+3 for 1d6+1.5str+2
2-hF:
+3 for 2d6+2str+3

Lv4
Monk:
+4 for 1d6+2str+2
wmoms: Dragon Ferocity(f2)
+4 for 1d6+2str+2
2-hF: WeapSpec, PA-2/+6
+3 for 2d6+2str+8

Lv5
Monk: Tiger Claws, PA-2/+4
+5 for 1d8+2str+4
wmoms: Tiger Claws, PA-2/+4
+5 for 1d8+2str+4
--(FA)Tiger Claw: +4 for 2d8+4str+8
2-hF: WeapTraining +1/+1
+5 for 2d6+2str+9

Lv6
Monk:
+5 for 1d8+2str
wmoms: m4: Quiggong power Barkskin
+6 for 1d6+2str+4
2-hF:
+6 for 2d6+2str+9
--(FA):

Lv7
Monk: Mantis Style, Mantis Wisdom (m6) (2-style only)
+8 for 1d8+str+4 on stun and +2 to Stun DC
wmoms: Mantis Style
+6 for 1d8+2str+4
2-hF:
+7 for 2d6+2str+9

Lv8
Monk:
+9 for 1d8+str+4
wmoms: Mantis Wisdom(m6)
+9 for 1d8+*str+4 (on a stun)
2-hF: G-WF PA:-3/+9
+8 for 2d6+2str+12

Lv9
Monk: Elemental Fist, 3-Styling
+10 for 1d10+2str+4+2d6[elmt]
wmoms: Elemental Fist
+10 for 1d8+*str+4+2d6[elmt]
2-hF: WeapTraining +2/+2
+10 for 2d6+2str+13

Lv10
Monk: Monk Robes
+10 for 2d6+2str+4+2d6[elmt]
wmoms: WTraining +1/+1(f3) (+2/+2 gloves) PA -3/+6
+14 for 1d8+str+9+2d6[elmt]
2-hF: Gloves of Dueling (added)
+13 for 2d6+2str+15

Lv11:
Monk: Ability Focus(stun), Medusa's Wrath(M10) PA -3/+6
+11 for 1d10+2str+6+3d6[elmt] 3 hits at full BAB vs stun
wmoms: Ability Focus(Stun) 3-style(m8)
+15 for 2d60+2str+9+2d6[elmt]
2-hF:
+14 for 2d6+2str+15

Lv12
Monk:
+12 for 2d6+2str+3d6
wmoms:
+15 for 2d6+2str+9+3d6[elmt]
2-hF: G-WeapSpec, PA:-4/+12
+14 for 2d6+2str+20

Lv13
Monk:
+13 for 1d10+2str+3d6
wmoms: Roar, Medusa's Wrath (m10)
+16 for 2d6+2str+9+3d6[elmt]
2-hF: WeapTraining +3+3
+15 for 2d6+2str+21

Lv14
Monk:
+13 for 1d10+2str+3d6
2-hF:
+16 for 2d6+2str+21

Lv15
Monk:
+14 for 1d10+2str+3d6
2-hF: PA -4+16
+17 for 2d6+2str+25

Lv16
Monk: 4-style(m15) PA -4/+8
+15 for 2d6+2str+8+4d6
2-hF: PA-5/+20
+17 for 2d6+2str+29

I did not complete teh WMoMS beyond 13, as there are several options that lead to rather drastically different directions. Another Level in fighter adds 1 to Hit, and 2 to damage with Weapon SPec, but further delays the ability to use 4 styles and the full bonus frojm Barkskin Quiggong power. So I stopped there.

I'm looking into compiling all this information, and making the assumption that the Fighter is using Regular Plate. This will include HP, AC, Hit and Damage. Due to low Int, skill points will all be quite low with these builds, and Saves will not be taken into account as the monk's are guaranteed to be higher across the board.

I'm also not accounting for other monk features from Drunken master or Quiggong with the exception of Barkskin at Monk 4 to add to the Monk's AC