The Four Winds Drunken Master of The Sacred Mountain Monk


Homebrew and House Rules

Liberty's Edge

Level 1- Elemental fist replacement for Stunning Fist
Level 2- Iron Monk replacement for Evasion
Level 3- Drunken Ki replacement for Still Mind
Level 4- Bastion Stance replacement for Slow Fall
Level 5- Iron Limb Defense and Drunken strength replacements for High Jump and Purity of Body
Level 9- Adamantite Monk replacement for Imp Evasion
Level 11- Drunken Courage replacement for Diamond Body
Level 12- Slow Time replacement for Abundant Step
Level 13- Drunken Resilience replacement for Diamond Soul
Level 17- Aspect Master and Vow of Silence replacements for Timeless body and Tongue of Sun/Moon
Level 19- Firewater Breath replacement for Empty Body
Level 20- Immortality replacement for Perfect Self

Are you ready for it?

Also, I would like to play him as a Halfling with Low Blow and Underfoot traits. Of course using the Monk favored class option as well. Bullied as a child and with a Magical Talent with Mage Hand.


"a thousand voices suddenly cry out and then where silenced"

you just destroyed an entire planet with that idea

Liberty's Edge

1 person marked this as a favorite.

There's a character in the Kingmaker game I'm running with Drunken Master of the Four Winds, but he didn't go for the sacred mountain. If he picks the monkey form at high level he'd be like a drunk monkey king from Forbidden Kingdom! The movie DOES feature a drunken immortal monk :)

Liberty's Edge

This is wonderful.

Liberty's Edge

I... I'm just speechless. I related this build to a friend of mine who was over at my place tonight for my game, and he turned beet red, laid his head down on the table, and just shook for about ten minutes. I'm not sure if he was laughing or crying, but either way, he was touched. XD

Jeremy Puckett


"I'm--hic-- nagunna move 'til.. 'til--hic--I've drunk my fill, an'you three.. five.. arngonna move me!"


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Interesting.

Are you going with cold or electricity for your Elemental Fist? Considering you already have Earth and Fire (or firewater, at least ;-P), are you going for Air or Water for the third element?

I was playing around with creating a dwarf monk of the sacred mountain (a brusque/OCD historical scholar) for Serpent's Skull, but didn't mix in another monk variant:

Spoiler:
Dwarf Monk (of the Sacred Mountain) 1
14 Str (+2), 14 Dex (+2), 14 Con (+2), 12 Int (+1), 16 Wis (+3), 5 Cha (-3); 15-point buy
Racial Traits: +2 Con, +2 Wis, -2 Cha; Medium Size; Speed 30 ft, not reduced by medium/heavy armor/load; Darkvision 60 ft; Deep Warrior (+2 AC, +2 CMB to grapple checks vs. Aberrations); Hatred (+1 attack bonus vs. Goblinoids, Orcs); Loremaster (+2 Knowledge (History) checks on dwarves/enemies, can use untrained); Stability (+4 CMD vs. Bull Rush, Trip); Stonecunning; Stubborn (+2 saves vs. charms/compulsions, re-roll failed save 1 round later); Weapon Familiarity (proficient w/ battleaxes, heavy picks, harhammers; "dwarven" weapons are martial)
Class Abilities: Monk Weapons, AC Bonus (+3), Bonus Feat (1), Flurry of Blows (-1/-1), Stunning Fist (DC 13) 1x/day, Unarmed Strike (1d6)
Skills: Climb 1, Disable Device 1, Knowledge (Dungeoneering) 1, Knowledge (History) 1, Linguistics (Aklo, Common, Dwarven, Polyglot*, Undercommon) 1, Perception 1
*- Bonus language from Mwangi Scholar trait
Traits: Mwangi Scholar (+1 Knowledge (History) checks on Mwangi Expanse; boarded at Port Peril), Tunnel Fighter (+2 Init, +1 damage on critical hit when underground)
Feats: Ironhide (+1 Natural Armor), Scorpion Style (DC 13, 3 rounds)
Combat: AC 16, 10 hp, +2 melee or +2 ranged, Fort +4, Ref +4, Will +5, Init +2, CMB +2, CMD 17
Gear: 5 Shuriken, Quarterstaff, Temple Sword, 4 gp

Planned advancement in Souls for the Smuggler's Shiv:
Dwarf Monk (of the Sacred Mountain) 4
14 Str (+2), 14 Dex (+2), 14 Con (+2), 12 Int (+1), 16 Wis (+3), 6 Cha (-2); considering how maladroit the character is, a slight improvement in Cha is probably indicated
Racial Traits: +2 Con, +2 Wis, -2 Cha; Medium Size; Speed 30 ft, not reduced by medium/heavy armor/load; Darkvision 60 ft; Deep Warrior (+2 AC, +2 CMB to grapple checks vs. Aberrations); Hatred (+1 attack bonus vs. Goblinoids, Orcs); Loremaster (+2 Knowledge (History) checks on dwarves/enemies, can use untrained); Stability (+4 CMD vs. Bull Rush, Trip); Stonecunning; Stubborn (+2 saves vs. charms/compulsions, re-roll failed save 1 round later); Weapon Familiarity (proficient w/ battleaxes, heavy picks, harhammers; "dwarven" weapons are martial)
Class Abilities: Monk Weapons, AC Bonus (+4), Bonus Feats (2), Flurry of Blows (+2/+2), Stunning Fist (DC 15; fatigued) 4x/day, Unarmed Strike (1d8), Iron Monk (Toughness, +1 Natural Armor), Fast Movement (+10 ft), Maneuver Training (CMB based on monk level, not BAB), Still Mind (+2 saves vs. Enchantment), Bastion Stance (cannot be knocked prone or forcibly moved if begin/end turn in one spot; mind-affecting and teleportation magic has normal effect), Ki Pool (7 ki points; unarmed attacks treated as magic; 1 ki point- extra attack with flurry, +20 ft to speed for 1 round, or +4 AC for 1 round)
Skills: Climb 2, Disable Device 4, Knowledge (Dungeoneering) 4, Knowledge (Engineering) 2, Knowledge (History) 4, Linguistics (Aklo, Azlanti, Common, Dwarven, Polyglot*, Undercommon) 2, Perception 4, Stealth 2
*- Bonus language from Mwangi Scholar trait
Traits: Mwangi Scholar (+1 Knowledge (History) checks on Mwangi Expanse), Tunnel Fighter (+2 Init, +1 damage on critical hit when underground)
Feats: Extra Ki, Improved Grapple, Ironhide (+1 Natural Armor), Scorpion Style (DC 15, 3 rounds), Toughness
Special: Studied with Aerys (+1 Will saves vs. compulsion effects), Studied with Ishirou (+1 CMB and CMD while using a sword), Studied with Sasha (+1 Initiative)
Combat: AC 18, 29 hp, +5 melee or +5 ranged, Fort +6, Ref +6, Will +7, Init +3, CMB +6, CMD 21
Gear: ~ 6,000 gp worth

I did combine an invulnerable rager and spirit totem (elf) barbarian:

Spoiler:
Elf (Ekujae) Barbarian (Invulnerable Rager, Spirit Totem) 1
14 Str (+2), 16 Dex (+3), 12 Con (+1), 10 Int (0), 10 Wis (0), 12 Cha (+1); 15-point buy
Racial Traits: +2 Dex, +2 Int, -2 Con; Medium Size; Speed 30 ft; Low-Light Vision; Elven Immunities (immune to magical sleep, +2 save vs. Enchantment); Keen Senses (+2 Perception checks); Silent Hunter (reduce penalty to Stealth for moving by 5, Stealth check while running at -20); Weapon Familiarity (proficient with longbows, longswords, rapiers, short bows; "elven" weapons are martial)
Class Abilities: Fast Movement (+10 ft in light/medium armor), Rage (5 rounds per day; +4 Str, +4 Con, +2 Will saves, -2 AC)
Skills: Intimidate 1, Knowledge (Nature) 1, Perception 1, Stealth 1, Survival 1
Traits: Boarded in Mwangi Expanse (Polyglot as bonus language, +1 Knowledge (Nature) checks on jungle; boarded at Bloodcove), Warrior of Old (+2 Initiative)
Feats: Toughness
Combat: AC 16, 16 hp, +3 melee or +4 ranged, Fort +3, Ref +3, Will +0, Init +5, CMB +3, CMD 16
Gear: Studded Leather, Short Bow, 20 Arrows, Longspear, Bastard Sword, Dagger, 7gp

Planned advancement in Souls for the Smuggler's Shiv:
Elf (Ekujae) Barbarian (Invulnerable Rager, Spirit Totem) 4
15 Str (+2), 16 Dex (+3), 12 Con (+1), 10 Int (0), 10 Wis (0), 12 Cha (+1)
Racial Traits: +2 Dex, +2 Int, -2 Con; Medium Size; Speed 33 ft (using the alternate favored class benefit); Low-Light Vision; Elven Immunities (immune to magical sleep, +2 save vs. Enchantment); Keen Senses (+2 Perception checks); Silent Hunter (reduce penalty to Stealth for moving by 5, Stealth check while running at -20); Weapon Familiarity (proficient with longbows, longswords, rapiers, short bows; "elven" weapons are martial)
Class Abilities: Fast Movement (+10 ft in light/medium armor), Rage (11 rounds per day; +4 Str, +4 Con, +2 Will saves, -2 AC), Invulnerability (DR 2/-, DR 4/- vs. non-lethal damage), Rage Powers (Lesser Spirit Totem (one free 1d4+1 slam against adjacent foe at +5 attack bonus), Guarded Life (if below 0 hp, convert 4 hp of normal damage to non-lethal damage; automatically stabilizes if brought below 0 hp by lethal damage)), Extreme Endurance (protected from hot conditions as Endure Elements)
Skills: Intimidate 4, Knowledge (Nature) 2, Perception 4, Stealth 4, Survival 3
Traits: Boarded in Mwangi Expanse (Polyglot as bonus language, +1 Knowledge (Nature) checks on jungle), Warrior of Old (+2 Initiative)
Feats: Power Attack, Toughness
Special: Studied with Aerys (+1 Will saves vs. compulsion effects), Studied with Ishirou (+1 CMB and CMD while using a sword), Studied with Sasha (+1 Initiative)
Combat: AC ??, 39 hp, +6 melee or +7 ranged, Fort +5, Ref +4, Will +1, Init +6, CMB +6, CMD 19
Gear: ~6,000 gp worth; purchase an elven curve blade ASAP

Liberty's Edge

Dragonchess Player wrote:

Interesting.

Are you going with cold or electricity for your Elemental Fist? Considering you already have Earth and Fire (or firewater, at least ;-P), are you going for Air or Water for the third element?

I was going to go with air for his elemental fist because I think that the alcohol would count towards both Fire and Water as it were. Having mastered all of the elements he becomes an immortal being at level 20

I was planning on going Aspect of the Tiger as well, mainly because of the thought of him pounce charging 200 feet in a round and then being immobile brings to mind the age old question. "What happens when an immovable object meets an unstoppable force?"

Ok here is what I am thinking. Start of by popping slow time and chugging a couple drinks if his is not already a little bit tipsy. AotT charge and pounce a guy and the movement doesn't provoke attacks of opportunity. Light the guy up with a couple elemental fists and then breathe fire on everyone else he did not just tear into little pieces. Afterwards dump a more Ki point for DR 12/ -

Also, I absolutely LOVE the idea of a bouncer trying to kick him out of the bar. Oh so many lulz to be had.

Dark Archive

.....the pain.... laughing so hard..... CAN'T... BREATHE.....
Aaaaggghhhh!

Dark Archive

Yeah it sounds pretty sweet I made one up at lvl 20 to see what he would look like.

Naked Uber Monk:
UBER MONK CR 19
Male Human Monk (Drunken Master, Monk of the Four Winds, Monk of the Sacred Mountain) 20
LN Medium Humanoid (Human)
Init +10; Perception +31
--------------------
DEFENSE
--------------------
AC 27, touch 26, flat-footed 22 (+4 Dex, +1 natural, +1 dodge)
hp 183 (20d8+60)
Fort +14, Ref +16, Will +16
Defensive Abilities Iron Limb Defense, Vow of Silence; DR Adamantine Monk (DR 4/–), 4/—, Drunken Resilience (DR 3/–); Immune Drunken Courage
--------------------
OFFENSE
--------------------
Spd 90 ft., Ki Stagger
Melee Unarmed Strike +17/+12/+7 (2d10+2)
Special Attacks Drunken Strength (max 4 Ki), Firewater Breath (DC 24), Flurry of Blows +18/+18/+13/+13/+8/+8/+3, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Pounce, Quivering Palm (DC 24)
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 14, Int 13, Wis 18, Cha 10
Base Atk +15/+10/+5; CMB +22 (+26 Tripping); CMD 43 (45 vs. Trip)
Feats Cockatrice Strike (DC 24) (Su), Combat Expertise +/-4, Deep Drinker, Dodge, Elemental Fist (5d6) (20/day), Gorgon's Fist (DC 24), Greater Trip, Improved Initiative, Improved Trip, Improved Unarmed Strike, Lunge, Medusa's Wrath, Mobility, Monk Weapon Proficiencies, Power Attack +8/-4, Scorpion Style (DC 24), Sidestep, Spring Attack, Toughness +20, Tripping Strike, Whirlwind Attack
Traits Reactionary, Wisdom in the Flesh: Climb
Skills Acrobatics +27, Climb +17, Diplomacy +10, Escape Artist +17, Intimidate +13, Perception +31, Sense Motive +21, Stealth +21, Survival +14, Swim +15Modifiers Vow of Silence
Languages Elven
SQ AC Bonus +9, Aspect of the Tiger (1/hour) (Su), Bastion Stance (Ex), Drunken Ki (Su), Fast Movement (+60'), Immortality (Su), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Slow Time (Su), Unarmed Strike (2d10), Wholeness of Body (40 HP/use) (Su)

--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +9 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Adamantine Monk (DR 4/–) (Ex) Gain Dr/-, 1 Ki: Double DR until next turn.
Aspect of the Tiger (1/hour) (Su) 1/hour, move at 10x normal land speed when charging.
Bastion Stance (Ex) Cannot be moved if you start and end the round in the same space.
Cockatrice Strike (DC 24) (Su) Full-round: 1 unarmed attack vs. hampered target - on a critical, target must save or be petrified.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Deep Drinker Drunken Ki provides 2 Ki, rather than 1.
Drunken Courage (Su) Immune to fear as long as you have 1 Drunken Ki.
Drunken Ki (Su) Drunken Ki pool allows the use of Ki powers.
Drunken Resilience (DR 3/–) (Ex) DR/- as long as you have 1 Drunken Ki
Drunken Strength (max 4 Ki) (Su) Add 1d6 per Ki point spent to a melee attack.
Elemental Fist (5d6) (20/day) You can add 1d6 energy damage to an attack.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Firewater Breath (DC 24) (Su) 4 Ki: Breath weapon deals 20d6 in a 30' cone.
Flurry of Blows +18/+18/+13/+13/+8/+8/+3 (Ex) Make Flurry of Blows attack as a full action.
Gorgon's Fist (DC 24) Standard action: stagger a target whose speed is reduced.
Greater Trip +2 to Trip, target provokes AoO when tripped.
Immortality (Su) You no longer age and will reincarnate 24h after death.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Iron Limb Defense (Ex) +2 Shield AC if you start and end your turn in the same space.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Stagger (Su) As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a move action to move 5 feet without provoking attacks of opportunity.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Lunge -2 to hit for +5' reach
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Mobility +4 to AC against some attacks of opportunity.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack +8/-4 You can subtract from your attack roll to add to your damage.
Quivering Palm (1/week) (DC 24) (Su) Once a week, make an attack that can kill with your thought.
Scorpion Style (DC 24) Standard action: Unarmed strike also reduces target's land speed by 5'
Sidestep When an opponent misses you in melee, you can immediately take your next 5' step, as long as you remain within their threatened area.
Slow Time (Su) 6 Ki points: +2 standard actions this round, movement does not provoke AoO.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Tripping Strike Critical hit's confirmation roll is a Trip maneuver check.
Unarmed Strike (2d10) The Monk does lethal damage with his unarmed strikes.
Vow of Silence (Su) +2 AC, CMD, +4 Sense Motive, Stealth, Perception, all lost for 24h if you speak.
Whirlwind Attack Instead of making a full attack, you attack all nearby opponents.
Wholeness of Body (40 HP/use) (Su) Self-heal 2 * monk level in damage for 1 Ki point.
Wisdom in the Flesh: Climb Climb becomes a Wisdom-based, class skill.
Created With Hero Lab® - try it for free at http://www.wolflair.com!

Shadow Lodge

*steals idea*

Now that halfling monk I've been wanting to make will be truly awesome...

Liberty's Edge

Dragonborn3 wrote:

*steals idea*

Now that halfling monk I've been wanting to make will be truly awesome...

I've always loved halflings for martial characters, and now with the underfoot trait it becomes an even better option.

Grand Lodge

This example of PF increasing the modularity of classes makes me happy.

Shadow Lodge

Themetricsystem wrote:
Dragonborn3 wrote:

*steals idea*

Now that halfling monk I've been wanting to make will be truly awesome...

I've always loved halflings for martial characters, and now with the underfoot trait it becomes an even better option.

Halfling: :Why are you laughing?"

Human: "Because you're a halfling barbarian! What are you gonna do, whack my knee?"

Halfling: *rages* *slams hammer into human's groin* *leaves rage* "I think I've proven my point."

Human: *whimpers/blacks out*

Liberty's Edge

In other related news- My game that I plan on starting up here in a few months yet (Finishing up an AP right now) has suddenly gotten WAY easier to justify. I am running a game where each player starts off at level 2, where their first level is required to be Bard. After the first level it is up to them which way the want to take it but that first level has to be Bard. The party will all be members of a traveling band that does adventuring gigs on the side when cash-flow is at a down-swing.

So far 2 of my players are decided. I have a Elven Detective Inquisitor, and a (Single Classed) Human Street Performer.

My group is having a hard time settling on a name, right now they are favoring "The Goodberries."


Dragonchess Player wrote:

Interesting.

Are you going with cold or electricity for your Elemental Fist? Considering you already have Earth and Fire (or firewater, at least ;-P), are you going for Air or Water for the third element?

elemental fist allows you to choose the element when u use the feat.

You don't have to pick when you get the feat.


Themetricsystem wrote:

Level 1- Elemental fist replacement for Stunning Fist

Level 2- Iron Monk replacement for Evasion
Level 3- Drunken Ki replacement for Still Mind
Level 4- Bastion Stance replacement for Slow Fall
Level 5- Iron Limb Defense and Drunken strength replacements for High Jump and Purity of Body
Level 9- Adamantite Monk replacement for Imp Evasion
Level 11- Drunken Courage replacement for Diamond Body
Level 12- Slow Time replacement for Abundant Step
Level 13- Drunken Resilience replacement for Diamond Soul
Level 17- Aspect Master and Vow of Silence replacements for Timeless body and Tongue of Sun/Moon
Level 19- Firewater Breath replacement for Empty Body
Level 20- Immortality replacement for Perfect Self

Are you ready for it?

Also, I would like to play him as a Halfling with Low Blow and Underfoot traits. Of course using the Monk favored class option as well. Bullied as a child and with a Magical Talent with Mage Hand.

I love you.

Like. Seriously. That is the most amazing idea I've seen. I would have to play it Lawful good. Make the paladin look bad. That would be the epitome of the pure perfection that monks seek.

Now I just need someone to DM a random new campaign.. So I can play that. Bravo man. Bravo.


I usually hate the monk, but this? This is just beautifull.

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