| SoulGambit |
So, I have to admit, I don't have Ultimate Combat (yet), but I saw the Maneuver Master and--in it--everything I wanted from the Monk. I'm poking my GM for letting me play one in an upcoming high-level game. I wanted your guy's advice for the build. It's 25pt buy and begins at 10th level.
Human Monk (Maneuver Master, Qinggong) 10
STR: 20+2Levels+6Item
DEX: 14
CON: 12
INT: 8
WIS: 14+2Item
CHA: 8
Traits: Ancestral Weapon (Chain Spear), Reactionary
Vows: Celibacy, Fasting, Truth
Human: Improved Grapple
1. Ki Throw, Improved Trip
2. Improved Dirty Trick
3. Combat Reflexes
4.
5. Power Attack, High Jump -> Barkskin
6. Greater Dirty Trick
7. Improved Bull Rush, Wholeness of Body -> Spring Attack
8.
9. Hamatula Strike
10.Greater Trip
Likely will continue:
11. Greater Ki Throw
12.
13. Improved Bull Rush
14. Medusa's Strike
15. Dazing Strike
After that, I don't know.
Key Items
Monk's Robes (13,000)
Amulet of Mighty Fists +1 (5,000; Probably Flaming)
Cloak of Resistance +1 (2,000)
Masterwork Chain Spear (315)
Weapon Cord (2)
Masterwork Siangham (302)
Weapon Cord (2)
Headband of Wisdom +2 (4,000)
Belt of Strength +6 (36,000)
HP: 73
AC: 22 (18 Touch, 20 FF)
Saves: +9/+10/+11
To-Hit: +16 (+17 w/ Chain-Spear or Siangham)
CMB: +19 (+2 Grapple/BR, +4 DT/Trip)
CMD: 34
I'm looking for any commentary/help, especially in regards to feats and traits. The goal of the character is to focus on combat maneuvers and disabling the enemy. He's also a psuedo-tank (expect Mage Armor and GMW as buffs). The Chain Spear is because it works with Flurry of Maneuvers, deals piercing damage, trips, and disarms. So basically, I can do most of my maneuvers with reach. The Siangham exists entirely if I feel the need to use Hamatula Strike in melee combat.
I'd also like people's assessment on how playable this build would be from first level.
| SoulGambit |
Sorry, I meant Heirloom Weapon. It's entirely to get proficiency in (A single) chain-spear.
Yeah, I decided on Dirty Trick instead of Disarm. DT seems more useful against a wider array of enemies, especially with the ability to perform multiple DTs in a round.
Not to mention the fluff and descriptions!
Theconiel
|
The chain spear is an exotic weapon. The new kinder, gentler version of Heirloom Weapon allows you to take only a simple or martial weapon. Further, you cannot take any feats that depend on proficiency with that weapon (unless you have the proficiency feat). The Heirloom Weapon trait is now all but useless. Your heirloom is no longer even masterwork.
I am not familiar with Flurry of Maneuvers. Does it require a monk weapon?
| SoulGambit |
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Flurry of Maneuvers, as long as the rest of the Master of Maneuvers class can be found here. It does not require a monk weapon.
Heirloom weapon has been significantly nerfed, which sucks.
Do you think it's worth it to take out Improved Bull Rush for EWP? Also, any other traits you think would help? The reach might be a nice way to defend my allies and control where opponents move...
Theconiel
|
I like "Wisdom in the Flesh" for a trait - you have to be a follower of Irori. It allows you to take any one DEX-, STR- or CON-based skill and make it a WIS-based class skill. Most of the skills you probably want are already class skills, but your WIS bonus is higher than your DEX bonus.
Reach is certainly good. On balance, I think the EWP is better here, but I will have to defer to more experienced players. I'm suddenly feeling out of my league. Sorry if I gave the impression of being smarter than I really am.
| SoulGambit |
So, my friend was telling me about Ultimate Combat and I am updated my build in response to it. At the moment I have two competing ideas.
Human: Improved Grapple
1. Ki Throw, Improved Trip
2. Improved Bull Rush
3. Combat Reflexes
4.
5. Spinning Throw, High Jump -> Barkskin
6. Greater Dirty Trick
7. Improved Ki Throw, Wholeness of Body -> Spring Attack
8.
9. Hamatula Strike
10.Greater Trip
11. Body Shield
12.
13. Greater Bull Rush
14. Medusa's Strike
15. Dazing Assault
16.
17. Weapon Focus (Unarmed Strike)
18. Improved Dirty Trick
19. Quick Dirty Trick
20.
1. Ki Throw, Improved Trip
2. Improved Dirty Trick
3. Combat Reflexes
4.
5. Power Attack, High Jump -> Barkskin
6. Greater Dirty Trick
7. Improved Bull-Rush, Wholeness of Body -> Spring Attack
8.
9. Spinning Throw
10.Greater Trip
11. Hamatula Strike
12.
13. Improved Ki Throw
14. Medusa's Strike
15. Dazing Assault
16.
17. Quick Dirty Trick
18. Body Shield
19. Weapon Focus (Unarmed Strike)
20.
The choice is basically whether or not to get an early Spinning Throw. I'm also giving consideration to switching out Dazing Assault and trying to convince the party fighter to get it instead. If so, what should I switch it out with?
I may also opt not to take Greater Bull Rush at all, depending on whether or not the party can really take advantage of it. If so, what should I take instead?
Also, I'm considering splicing in a level of Fighter (Unarmed) to gain EWP with all monk weapons... but I'm iffy on that. Definitely not doing it until at least level 12, because level 11 of Maneuver Master is just too good to delay. It'd give me reach (through monk weapons) and a bonus style feat.
| Kashikoi_Takumi |
I did find the ancestral arms.
its under half elves racial traits
Ancestral: Arms Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
( http://www.d20pfsrd.com/races/core-races/half-elf )