
Matthew Galligan |
Hey Folks. I'm Gearing up for a game which I believe uses only the core Pathfinder classes (as seen on the SRD).
I've been really wanting to play a very acrobatic (focus on climbing scaling walls and getting into tough places easilly) stealth type with a focus on poison use and one that featured throwing weapons.
Naturally I thought of going monk (or rogue), and monk seems to fit the bill in most areas as with the extra speed, supernatural leaping, and the immunity to all poisons ( I figure a character could start drinking gallons of snake venom or just cover himself in poison spikes or something for extra fun :P)
But.... from what I gather besides the gimped BAB, damage hitrate and etc will be abysmal to the actual fighters in the party, with so-so survivability.
So I guess I was wondering if anyone has any tips on making a character that is primarily a strong offensive combatant (not as worried about tanking ability at least from the character concept side) that can have enough skill points to spend on climb, stealth, open lock -ish skills. I guess more than anything im looking for the extreme mobility that would make the character a good urban assassin.

Zurai |

BAB isn't a problem for monks as long as you flurry of blows. The Pathfinder flurry gives BAB = monk level (fighter BAB, basically, as long as you're a single classed monk). Shuriken count as flurryable weapons, so you're cool there. They don't do a ton of damage, but if you're going for poisoned weapons anyway, you don't need a ton of damage.

Ardenup |
Monk does sound like what you want- Tip
Get Wis 18 when you build it (it improves AC like Dex does but makes Stunning fist good also)
Basically you should ALWAYS use stunning fist as a standard attack after you move up to your enemy (3/4 BAB nut you only need to hit once)-apply stun or one of the better augemnts (stagger,blind,paralize).
Then Flurry Away (spending a ki point if you wish for ANOTHER attack at your highest bonus) so at 20- +18/+18/+13/+13/+8/+8/+3 and another at +18 from the Ki point.
These abilities alone are straightforward and successful for combat.
Do what you will with your feats (10 regular) + (6 bonus) is plenty of customisation.
Honestly, get some sonic damaging leather gloves and you'll keep up with a fighter for damage. Take monk as you favored class (human, half-orc or half-elf) for the bonus HP and take toughness and your HP is comparable.
Cheers.

Matthew Galligan |
...Shuriken count as flurryable weapons...
SOLD! :D
Thanks for the tips guys. I will ask the DM about additional materials.
Essentially I am shooting for a batman/(I hate to say ninja, but essentially yes :P) type character that relies on alot of mobility, attacks from above.
Bare minimum I plan on taking stealth and climb and acrobatics. I'd like to do lockbreaking and I figure I am going to need a Craft: or Profession: to tie in all the poison use. (What's the best approach for that?)
Are there any relevant non core PRD stuff that bears looking into? I'm pretty fine with using darts/shuriken and hand to hand so I'm not really looking to mix that up, but other things that focus on espionage and assassination and etc would be cool.
Thanks for the replies, amazed I didnt get flamed for such a longwinded post :P

Zurai |

Essentially I am shooting for a batman/(I hate to say ninja, but essentially yes :P) type character that relies on alot of mobility, attacks from above.
Definitely Monk, then, from the core classes at least.
I figure I am going to need a Craft: or Profession: to tie in all the poison use. (What's the best approach for that?)
I believe most of the poison-related feats use Craft: Poison as a pre-requisite, so I'd go with that. It makes more sense as a Craft than a Profession anyway. If you don't want to be overt about it, talk to your DM about going with Craft: Alchemy instead (lots and lots and LOTS of poisons are mineral/chemical-based and perfectly suitable for alchemy).
Are there any relevant non core PRD stuff that bears looking into? I'm pretty fine with using darts/shuriken and hand to hand so I'm not really looking to mix that up, but other things that focus on espionage and assassination and etc would be cool.
There are lots of sneaky-sneaky prestige classes around, but very few that play nicely with the Monk class. You're probably best off just staying Monk all the way.

Lokai |

Found Pathfinder changes to monks make them amazing, i'm just as good as fighter in our group, and at the moment i hit more then he does though right now he does d8 damage i only do d6. Flurry is great i love it, add in scorpion stance, and grab combat reflexes and stand still and i become an amazing threat to combat by refusing to let ANYONE get past me! combine it with imp trip, disarm, and grapple and you've got an amazing control character can stop enemy, trip or disarm them and scorpion strike to slow them. And with poison concept once there slowed just start flurry poison shurikening them till they drop!
Enjoying my monk alot!

Weylin |
Comes to stealth combat, I still go with the rogue. The new monk is nice, but does not match the rogue for commando-style combat for me.
Fast Stealth, Ledge Walker, Rogue Crawl, Surprise Attack, Stand Up , Skill Mastery (Acrobatics, Stealth, Climb, Use Magic Device) rogue talent chain makes for a nasty commando at 10th level.
Fast Stealth and Skill Mastery (Stealth) lets you move swifter than other characters sneaking around. Means if things go wrong, create a diversion and disappear and leave the area while they are searching it.
Ledgewalker and Skill Mastery (Climb, Acrobatics) gives you access to areas that would prove difficult for someone else.
Rogue Crawl, Skill Mastery (Stealth) and Stand Up lets you sneak through areas with very very low cover that a monk or ranger couldnt get past. And no using an action to go from prone to standing once you reach your unaware target. Especially if playing a small-sized race.
Surprise Attack lets you go after people who have already acted with your Sneak Attack.
Skill Mastery (Use Magic Device) means you have more reliable magical contingencies for getting out quickly if things go poorly.
If you use the talents, skills and feats well, your short sword Sneak Attack (1d6+5d6) should drop many opponents before they know you are there. Or you can go for 1d4+5d6 ranged Sneak Attack with a dagger and not even get close to the guy...gives you a 30 foot headstart in case he is still standing. Especially if you are two stories up when you do it (still within 30 feet).
And you still have 5 feats to use to augment your stealth or combat abilities.
And some people think we need a "ninja base class" ;)
-Weylin

Anburaid |

I was doing the math on the way home from work today, and for leaping, no one is better than a monk. A 5th level monk can leap 11 feet straight up in the air, no problem (and/or 44 feet across).
for high jumping each foot is DC 4 (DC 8 without a running start). Monks at 5th level automatically treat their standing jumps as having a running start.
at 5th level we can assume that the monk has a 14 or better Dex. We will take 10 for simplicities sake.
10 + 10 skill bonus, +4 for monk's fast movement, +20 for spending a Ki point = roll of 44
44/4 = 11 feet.
I'd say if roof top leaping is you thing, then Monk is your class.

Dakaar |

Hey guys, this is the OP again. What feats would you recommend for a level 1 monk? I have 3 to burn (human bonus, monk bonus, and level 1)
I went with a spread of:
12 Str
18 Dex
12 Con[might have taken 10.. cant see my sheet here] (taking probably toughness feat and the bonus hp from human fav class)
10 int
14 wis
7 cha (The char is neurotic :P)
Im definately taking weapon finesse, so thats one.
The character is very much stealth/assassination oriented. What about the feat that lets you take a 5 step towards someone who takes a 5 step away from you?
I'm focusing on poison use as well, so plan to use ranged attacks at least somewhat.

Spacelard |

Hey guys, this is the OP again. What feats would you recommend for a level 1 monk? I have 3 to burn (human bonus, monk bonus, and level 1)
I went with a spread of:
12 Str
18 Dex
12 Con[might have taken 10.. cant see my sheet here] (taking probably toughness feat and the bonus hp from human fav class)
10 int
14 wis
7 cha (The char is neurotic :P)Im definately taking weapon finesse, so thats one.
The character is very much stealth/assassination oriented. What about the feat that lets you take a 5 step towards someone who takes a 5 step away from you?
I'm focusing on poison use as well, so plan to use ranged attacks at least somewhat.
If focusing on ranged attacks grab Point Blank and Precise Shot. Cuts out that nasty -4 to hit throwing into melee and leads the way to other great ranged weapon feats.
Craft Alchemy is quite handy for a monk for making tanglefoot bags, thunderstones, etc.
Kolokotroni |

Ardenup wrote:Do you get to add Wisdom AND Dex to your AC/CMD as a Monk or just Wisdom?Monk does sound like what you want- Tip
Get Wis 18 when you build it (it improves AC like Dex does but makes Stunning fist good also)
you add both wisdom and dex as long as you are unarmored and unencumbered

insaneogeddon |
Hey Folks. I'm Gearing up for a game which I believe uses only the core Pathfinder classes (as seen on the SRD).
I've been really wanting to play a very acrobatic (focus on climbing scaling walls and getting into tough places easilly) stealth type with a focus on poison use and one that featured throwing weapons.
Naturally I thought of going monk (or rogue), and monk seems to fit the bill in most areas as with the extra speed, supernatural leaping, and the immunity to all poisons ( I figure a character could start drinking gallons of snake venom or just cover himself in poison spikes or something for extra fun :P)
But.... from what I gather besides the gimped BAB, damage hitrate and etc will be abysmal to the actual fighters in the party, with so-so survivability.
So I guess I was wondering if anyone has any tips on making a character that is primarily a strong offensive combatant (not as worried about tanking ability at least from the character concept side) that can have enough skill points to spend on climb, stealth, open lock -ish skills. I guess more than anything im looking for the extreme mobility that would make the character a good urban assassin.
Monk for the Win.
Dodge, Mobility, Spring Attack, Ability Focus: Stun, Imprived Natural Attack, Vital Strike.
Vital Strike can even be used with your thrown weapons (not that their impressive)
the kicker is popping in and out doing stunning spring attacks whose base damage is 4d8 at 9th level (base [dice] d10 -> [dice] 2d8 with improved nat attack + [dice] 2d8 Vital Strike) and the second you succeed stand still, super sayan up with your ki and at full bab with an extra attack flurry.
Its awesome.