
Cainus |

I'm running a Monster Mash with a bunch of Cr5-8 Bonus and Preview Bestiary monsters and one of each class.
All I have left is a Monk and a Fighter and I thought I'm interested in what the people in the community can come up with.
The guidelines are 8th level, single classed, 25 points, 33K worth of equipment, and the half-orc and Dwarf are the two races left. I'm not looking for necessarily optimal characters, but I would like ones that highlight the new rules available with Pathfinder.
Lets see what people can build.

Brodiggan Gale |

I'm running a Monster Mash with a bunch of Cr5-8 Bonus and Preview Bestiary monsters and one of each class.
All I have left is a Monk and a Fighter and I thought I'm interested in what the people in the community can come up with.
The guidelines are 8th level, single classed, 25 points, 33K worth of equipment, and the half-orc and Dwarf are the two races left. I'm not looking for necessarily optimal characters, but I would like ones that highlight the new rules available with Pathfinder.
Lets see what people can build.
Oh I so call dibs on Dwarven Monk.

Eric Mason 37 |
Dwarf Fighter 8
Str 22
Dex 14
Con 18
Int 10
Wis 12
Cha 8
Feats:
1 Dodge
1 Mobility
2 Step Up
3 Power Attack
4 Spring Attack
5 Combat Reflexes
6 Vital Strike
7 Lunge
8 Disruptive
Equipment:
Full plate +2
Heavy steel Shield +2
Dwarven Waraxe +2
Ring of protection +1
Cloak of Resistance +2
Belt of giant strength +4
Weapon Training 1 (Axes)
Armour Training 2
Bravery 2
HP 10 + 7d10 + 40 (includes 8 for favoured class)
AC 28, Flat footed 26, Touch 13, ACP -3
Standard Attack with DWA +17 d10+6
Standard Attack with DWA using Vital Strike +17 2d10+6
Standard Attack with DWA using Power Attack +14 d10+12
Standard Attack with DWA using Power Attack and Vital Strike +14 2d10+12
Full Attack with DWA +17/+12 d10+6
Full Attack with DWA using Power Attack +14/+9 d10+12
Skills:
Knowledge Dungeoneering 8 + 3 class skill = 11
Linguistics 3 (Orc, Goblin, and Giant)
Survival 5 + 3 class skill = 8
How this is different from 3.5:
You can now spring attack in heavy armour
He has a dex bonus higher than +1, and it is usable for AC in full plate, also the improved armour check penalty
Step Up, Vital Strike, Lunge, and Disruptive are new feats
Shows how Power Attack has been changed for a single handed weapon
Shows skill ranks in cross-class skills
Nothing spectacular, but playable

![]() |

My take on the dwarven monk. He is based on a familiar face from one of the Neverwinter Nights games, a dwarf who prefers going into bars and sipping his drink until someone challenges him to a "friendly" brawl, usually begun by breaking a stool over his head.
Didn't spend all his money so there's still a few things that could be done with it.
Note that his CMB is based off of using his unarmed strike (which has weapon focus) and his amulet of mighty fists. If using a normal weapon, this value would be lower.
Punchy McDwarfson
Male dwarf monk 8
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft., Perception +13
------------------------------------------------------------
DEFENSE
------------------------------------------------------------
AC 20, touch 20, flat-footed 17 (+2 Dex, +4 Wis, +3 monk, +1 dodge)
hp 79 (8d8+40)
Fort +10, Ref +8, Will +10; (+2 against poison, spells, or spell-like abilities)
Defensive Abilities evasion, slow fall 40 ft; Immune disease
------------------------------------------------------------
OFFENSE
------------------------------------------------------------
Spd 40 ft.
Melee flurry of blows +13/+13/+8/+8 (2d6+6)
Ranged handaxe +8/+3 (1d6+5/x3)
Special Attacks stunning fist (9/day, stun, fatigue, or sicken, DC 18)
------------------------------------------------------------
STATISTICS
------------------------------------------------------------
Str 20, Dex 14, Con 18, Int 10, Wis 18, Cha 8
Base Atk +6/+1; CMB +15 (+17 to grapple or trip); CMD 31 (33 vs. grapple, 35 vs. bull rush, 37 vs. trip)
Feats Dodge, Improved Grapple, Improved Trip, Mobility, Power Attack, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +13 (+25 when jumping), Climb +12, Perception +13, Sense Motive +13, Stealth +9, Swim +12
Languages Common, Dwarven
SQ fast movement, high jump, ki pool (8 points), maneuver training, purity of body, still mind, wholeness of body
Combat Gear Potion of Mage Armor x5, Potion of Enlarge Person x5; Other Gear Amulet of Mighty Fists +1, Belt of Physical Might +2 (Str, Con), Headband of Inspired Wisdom +2, Monk’s Robe, handaxe x3, 482 gp
Your God of Knowledge,
Nethys

Cainus |

Dwarf Fighter 8
Str 22
Dex 14
Con 18
Int 10
Wis 12
Cha 8Feats:
1 Dodge
1 Mobility
2 Step Up
3 Power Attack
4 Spring Attack
5 Combat Reflexes
6 Vital Strike
7 Lunge
8 Disruptive
Nice, I like the spring attack/lunge combination (if they do, in fact, work together). It's not always a good idea to engage in the Mash. the only thing that might be missing is boots of striding and springing to give him some extra movement (or something to increase his speed) to get the most out of the mobility feats.

Brodiggan Gale |

My take on the dwarven monk.
Ha! Drat, beat me to it, ah well, here's my version. Primarily I wanted to showcase the new flurry mechanics, and do my best to make a very decent frontline monk, something that was tough to do effectively in 3.5
Boulder Falls upon the Mountain
Dwarven Monk(8)
LG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft., Perception +16
------------------------------------------------------------
DEFENSE
------------------------------------------------------------
AC 23, touch 23, flat-footed 20 (+2 Dex, +5 Wis, +3 monk, +2 bracers of armor, +1 deflection, +1 dodge)
hp 78 (8+7d8+43)
Fort +10, Ref +9, Will +12; (+2 against poison, spells, or spell-like abilities, +2 vs enchantment)
Defensive Abilities evasion, slow fall 40 ft; Immune disease
------------------------------------------------------------
OFFENSE
------------------------------------------------------------
Spd 40 ft.
Melee flurry of blows +15/+15/+10/+10 (1d10+6)
Special Attacks stunning fist (8/day, stun, fatigue, or sicken, DC 19)
------------------------------------------------------------
STATISTICS
------------------------------------------------------------
Str 20, Dex 14, Con 16, Int 8, Wis 20, Cha 5
Base Atk +6/+1; CMB +13
CMD 25
Feats Improved Initiative, Dodge, Weapon Focus (Unarmed), Power Attack, Mobility, Toughness
Skills Acrobatics +13, Perception +16, Sense Motive +16, Stealth +13
------------------------------------------------------------
EQUIPMENT
------------------------------------------------------------
Amulet of Mighty Fists +1 (5k)
Belt of Giant Strength +2 (4k)
Boots of Speed (12k)
Bracers of Armor +2 (4k)
Cloak of Resistance +1 (2k)
Headband of Inspired Wisdom +2 (4k)
Ring of Protection +1 (2k)
There's some question as to whether using a point of ki to make an extra attack with a flurry would stack with the effects of Haste/Boots of Speed. My gut instinct would be to disallow it (in which case I might trade out boots of speed and make the Belt of Giant Strength a belt of Physical Perfection +2) but at least according to what I could find in the PRD, it seems legal. Unlike Haste, the ki pool ability does not include the disclaimer stating that it doesn't stack with similar abilities. Assuming they do stack, with an all out attack, using flurry of blows, spending a ki point to add an attack to flurry of blows, and stacking boots of speed on top of this, Boulder would be attacking at +14/+14/+14/+14/+9/+9, for 1d10+10 on each attack.
EDIT: Stole Nethys' formatting, so pretty.

Krigare |

Heres my toss in for a half-orc figther. Uses a double axe just for grins.
Fugly Facesmasher
Male Half-Orc Fighter 8
N Medium humanoid (orc)
Init +3; Senses darkvision 60 ft., Perception +9
------------------------------------------------------------
DEFENSE
------------------------------------------------------------
AC 27, touch 15, flat-footed 23 (+11 Armor, +3 Dex, +1 Natural Armor, +1 Deflection, +1 Dodge)
hp 88 (8d10+40)
Fort +12, Ref +7, Will +5; (+2 against fear)
------------------------------------------------------------
OFFENSE
------------------------------------------------------------
Spd 30 ft.
Melee Standard Attack +17 (1d8+11/x3) Full attack (dual-wield) +15/+15/+10/+10 (1d8+9/x3)
------------------------------------------------------------
STATISTICS
------------------------------------------------------------
Str 20, Dex 17, Con 18, Int 10, Wis 12, Cha 7
Base Atk +8/+3; CMB +13 CMD 28
Feats Dodge, Double Slice, Greater Weapon Focus (Orc Double Axe), Improved Two Weapon Fighting, Power Attack, Two Weapon Fighting, Weapon Focus (Orc Double Axe), Weapon Specialization (Orc Double Axe)
Skills Acrobatics +8, Perception +9
Languages Common, Orc
SQ Bravery +2, Armor Training 2, Weapon Training (Axes) 1, Orc Blood, Orc Ferocity
Gear +2 Full Plate, +1/+1 Orc Double Axe, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +2, Belt of Physical Might +2 (Strength, Constitution), 3 potions of Cure Moderate Wounds (CL 5), 2 Potions of Shield (CL 3), 3190 gold left.
None of the factored stuff counts in power attack or vital strike. When he moves, or uses vital strike, he can weild the double axe as a two handed weapon, for a full attack, he dual wields. Power attack can be used as needed/desired based on how hard to hit a target is.

Brodiggan Gale |

Brodiggan Gale wrote:SnipDid you remember to apply the -2 TWF penalties for the monk's flurry? Looks like it'd be 8 (Flurry BAB) + 5 (Str) + 1 (Weapon Focus) + 1 (Amulet) - 2 (TWF) = 13/13/8/8.
Good catch, I started from the total for a single unarmed attack, then I believe the thought process was something along the lines of "And now for flurry, so up the BAB by 2, and done" without remembering to apply the TWF penalties. I'll go back and edit it now.... Except apparently I can no longer edit it. Drat.
Well, in either case, the correct stats would be...
Flurry: +13/+13/+8/+8 for 1d10+6
and with ki, boots of speed, and power attack..
Flurry: +12/+12/+12/+12/+7/+7 for 1d10+10

Eric Mason 37 |
Nice, I like the spring attack/lunge combination (if they do, in fact, work together). It's not always a good idea to engage in the Mash. the only thing that might be missing is boots of striding and springing to give him some extra movement (or something to increase his speed) to get the most out of the mobility feats.
I'm glad you like it :)
Yeah, as I was out walking the dog I remembered the boots of striding and springing. :) Down grade the belt, and add the boots. And they can live happily ever after... Or at least until flying becomes the norm.
Spring attack can also be used to get into position for a full attack on the following turn, in addition to it's drive-by use. One has to move at least 10 feet before attacking, but there is no amount of manditory movement afterward. I'd love to take it out for a test run, it adds a nice amount of tactical flexibility.
I don't see any reason one wouldn't be able to use lunge with spring attack, but until Jason said you couldn't use vital strike with a charge, most of use didn't see any reason those couldn't be combined either! ;)

Abraham spalding |

Half Orc Fighter:
Str 16(18) Dex 16 Con 14(16) Int 7 Wis 14 Cha 9
Favored Class bonus to HP
Skills: Climb 2, Ride 2, Survival 2, Swim 2
Feats: Point Blank Shot - 1, Precise Shot - f1, Deadly Aim - f2, Shield Focus - 3, Weapon Focus (Composite Longbow) - f4, Vital Strike - 5, Dodge - f6, Mobility - 7, Shot on the Run - f8
Weapon Training: Bows
Equipment:
Masterwork Composite Longbow +1 Seeking (mighty +4) 8,800 gp
Masterwork Full Plate +2 (+11 AC +3 Max Dex -3 AC) 5,650 gp
Masterwork Buckler+1 (+2 AC -0 AC) 1,165 gp
Lesser Bracers of Archery 5,000 gp
Cloak of Resistance (+3) 9,000 gp
Effecient Quiver 1,800 gp
Masterwork Longsword 315 gp
10 Adamantine Arrows 600 gp
20 Cold Iron Arrows 2 gp
20 Alchemical Silver Arrows 41 gp
40 normal arrows 2 gp
32,375 gp / 33,000 gp
HP: 84 AC: 27 BAB +8/+3 Fort: +12 Ref: +8 Will: +7
Standard attack:
Composite Longbow +1 Seeking (mighty +4) +15 2d8+7/x3
Standard attack within 30 feet:
Composite Longbow +1 Seeking (mighty +4) +16 2d8+8/x3
Standard Attack with Deadly Aim:
Composite Longbow +1 Seeking (mighty +4) +12 2d8+13/x3
Standard Attack with Deadly Aim within 30 feet:
Composite Longbow +1 Seeking (mighty +4) +13 2d8+14/x3
Full Attack Action:
Composite Longbow +1 Seeking (mighty +4) +15/+10 1d8+7/x3
Within 30 feet:
Composite Longbow +1 Seeking (mighty +4) +16/+11 1d8+8/x3
Deadly Aim:
Composite Longbow +1 Seeking (mighty +4) +12/+7 1d8+13/x3
Within 30 feet with Deadly Aim:
Composite Longbow +1 Seeking (mighty +4) +13/+8 1d8+14/x3
So what do you do with this? Well you rely on your new ability to move in full plate like a rogue in light armor and peg people with your new weapon training ability and deadly aim feat. If they get close you simply shot on the run to get away and use vital strike to hit them as you go (I may be odd on this one, didn't bother to read through on Shot on the Run or Vital Strike).
You're still ugly and dumb but you know that shooting is better than smacking!