What UC character(s) did you make?


Pathfinder First Edition General Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

WELCOME TO SHOW AND TELL!

Please share the interesting characters you made as a direct result of UC being released. Post in as much or as little detail as you like, but you must explain why you think it is interesting.

I'll start:

Haloy Wrang (half-elf summoner 8/magus 8) - Made interesting for being a synthesist/magus hybrid who uses the new dimension door feats.

Deacon Rann (human fighter 15) - Weapon master fighter showing off what the new archery/snap shot feats can do

Kirom Lancaster (human fighter 6/duelist 9) - Created to see how far one could take the defensive Crane style line of feats on a non-monk character.


Here's 4 NPCs I'm using for the Pirate campaign I'm going to be running next year. Keep in mind that because they're NPCs I've been a little lax with regard to feat pre-requisites, bonus feats, and the like to make the character concepts work. Several of the feats (such as Unarmored Defense Proficiency and Dashing and Daring) are from Swashbuckling Adventures, a 3.0 supplement from AEG. We also use the flaws (arcana) from Swashbuckling Adventures.

Maria Delgado y Castarillo:
Primera Espada Maria Delgado y Castarillo, la Infierna
(First Sword Maria Delgado and Castarillo, the Inferno)
Female Human Kensai Magus 10
Alignment: N

Str: 10 (+0) 0
Dex: 18 (+4) 10*
Con: 12 (+1) 2
Int: 22 (+6) 17*
Wis: 8 (-1) -2
Cha: 16 (+3) 5*

Class Abilities:
Heart of the Streets (+1 Ref, +1 AC when adjacent to at least 2 allies; crowds not difficult terrain)
Arcane Pool (11 points)
Canny Defense (Int to AC)
Improved Spell Combat (as full-round action, can make full attack at -2 penalty to hit and cast any quickenable spell with a +2 bonus to concentration; if the spell is cast defensively, can take up to -4 penalty to attack rolls to add the same amount to concentration check)
Spellstrike (can deliver touch range spells through weapon, using weapon critical threat range)
Perfect Strike (can spend 1 arcane pool point to deal maximum weapon damage with a single hit, or 2 points to increase critical multiplier by 1 for a single hit)
Fighter Training (qualifies for feats as a fighter of magus level -3)
Iaijutsu (Int to Initiative; can make AoOs while flat-footed; can draw weapon as part of an AoO)
Critical Perfection (Int to confirm criticals; can use magus level in place of BAB to qualify for Critical feats)

Hit Dice: 10d8+10+10
Hit Points: 68
Defense: 38 (22 Base, +2 Deflection, +1 Dodge, +4 Dex, +6 Int, +3 Cha) [Flat-footed 21]
Init: +14 (+4 Dex, +6 Int, +4 Familiar)
Speed: 40ft

Saves:
Fortitude +11 [+7 base, +1 Con, +3 Resistance]
Reflex +10 [+3 base, +4 Dex, +3 Resistance]
Will +9 [+7 base, -1 Wis, +3 Resistance]

BAB: +7
Melee Atk: +1 keen flaming rapier +12/+7 (1d6+4 plus 1d6 fire 17-20)
Ranged Atk: masterwork pistol +12 (1d8 x4)

CMB: +7
CMD: 21

Skills:
Acrobatics* +14 (10 ranks, +4 Dex)
Diplomacy* +13 (10 ranks, +3 Cha)
Fly +17 (10 ranks, +4 Dex, +3 Class Skill)
Intimidate +16 (10 ranks, +3 Cha, +3 Class Skill)
Knowledge: Arcana +19 (10 ranks, +6 Int, +3 Class Skill)
Knowledge: Tactics +19 (10 ranks, +6 Int, +3 Class Skill)
Profession: Soldier +7 (5 ranks, -1 Wis, +3 Class Skill)
Ride +12 (5 ranks, +4 Dex, +3 Class Skill)
Spellcraft +19 (10 ranks, +6 Int, +3 Class Skill)

Flaw:
Hot-headed

Feats:
1H: Weapon Finesse
1F: Arcane Strike
1B: Weapon Focus (Rapier)
1B: Unarmored Defense Proficiency (Beginner)
1: Unarmored Defense Proficiency (Intermediate)
3: Dodge
5: Dashing And Daring
5B: Acrobatic Dodge
7: Elemental Spell (Fire)
9: Unarmored Defense Proficiency (Advanced)
10B: Defensive Weapon Training (Light Blades)

Languages:

Spellbook:
4th--wall of fire, wreath of blades
3rd--elemental aura, fireball, fly, haste, vampiric touch, lightning bolt
2nd--bull's strength, burning gaze, defensive shock, fire breath, scorching ray, ablative barrier
1st--burning hands, expeditious retreat, magic missile, shield, shocking grasp, true strike, unseen servant, vanish, lock gaze, mirror strike, shock shield, unerring weapon
0--all

Spells Prepared:
4th--wreath of blades
3rd--haste, vampiric touch, lightning bolt
2nd--ablative barrier, burning gaze, scorching ray x2, fire breath
1st--shield x2, shocking grasp x2, unerring weapon, expeditious retreat
0--detect magic, read magic, flare, prestidigitation

Arcana:
Familiar (compsognathus)
Spell Shield

Equipment:
+1 keen flaming rapier
4 mithral daggers
masterwork pistol
vest of resistance +3
belt of dexterity +2
headband of vast intelligence +2
ring of protection +2
spellmight bracers
ring of piercing spells
cloak of the salamander
crown of flames
boots of striding and springing

Money:
62 000
-
18 300
2 008
400
9 000
4 000
4 000
8 000
3 300
2 000
6 000
8 500
5 500
=
992

Maria is the leader of the Four Swords. She's impetuous, but very smart, a skilled tactician, and a master duelist. Oh, and she sets things on fire.

Simon Ramos:
Segunda Espada Simon Ramos, el Terremoto
(Second Sword Simon Ramos, the Earthquake)
Male Dwarven Titan Mauler Barbarian 2 / Crusader 8
Alignment: N

Str: 20 (+5) 17*
Dex: 10 (+0) 0
Con: 20 (+5) 10*
Int: 10 (+0) 0
Wis: 16 (+3) 5*
Cha: 8 (-1) 0*

Class Abilities:
Rage (10 rds/d; +4 Str, +6 Con, +2 Will, -2 AC)
Big Game Hunter (+1 to hit and +1 AC vs bigger opponents)
Jotungrip (can wield 2H weapon as 1H at -2 penalty to hit)

Steely Resolve (15)
Furious Counterstrike
Zealous Surge
Smite (1/d; +8 damage against one enemy for the entire combat)

Hit Dice: 10d10+50+8
Hit Points: 126
Defense: 18 (10 Base, +2 Armor, +6 Shield) [Flat-footed 12]
DR 17/-
Init: +0 (+0 Dex)
Speed: 20ft

Saves: +4 vs spells, SLAs, +2 vs poison, +2 vs magic while raging
Fortitude +13 [+9 base, +4 Con], +3 while raging
Reflex +2 [+2 base, +0 Dex]
Will +5 [+2 base, +3 Wis], +2 while raging

BAB: +10
Melee Atk: +1 admantine devoted dragon tetsubo +16/+11 (1d10+10 x4)

CMB: +14
CMD: 24

Skills:
Diplomacy +12 (10 ranks, -1 Cha, +3 Class Skill)
Knowledge: History +13 (10 ranks, +0 Int, +3 Class Skill)
Knowledge: Tactics +13 (10 ranks, +0 Int, +3 Class Skill)
Profession: Soldier* +13 (10 ranks, +3 Wis)

Flaws:
Loyal

Feats:
1F: Steel Soul
1: Raging Vitality
3: Stone Power
5: Extra Granted Maneuver
7: Furious Focus
9: Ironhide

Languages:

Rage Powers:
Superstition

Maneuvers Known:
Devoted Spirit: Crusader's Strike, Vanguard Strike, Shield Block, Revitalizing Strike
Stone Dragon: Charging Minotaur, Stone Bones, Stone Vise, Overwhelming Mountain Strike

Maneuvers Readied:
Crusader's Strike, Revitalizing Strike, Shield Block, Stone Vise, Overwhelming Mountain Strike

Stances Known:
Devoted Spirit: Iron Guard's Glare, Martial Spirit
Stone Dragon: Roots of the Mountain

Equipment:
+1 adamantine devoted dragon tetsubo
+2 adamantine full plate
+2 tower shield
belt of physical might +2 (Str and Con)
amulet of natural armor +1

Money:
62 000
-
21 300
20 650
4 150
10 000
2 000
=
3 900

Simon is the only truly land-bound Sword, as his Stone Dragon maneuvers require him to be in touch with the ground. However, he's damned near impossible to damage and has abilities that make ignoring him a bad idea. He's solid and dependable, but not very adventurous.

Eliana Aguilar:
Tercer Espada Eliana Aguilar, la Tempesta
(Third Sword Eliana Aguilar, the Tempest)
Female Elven Air Wizard 10
Alignment: CG

Str: 10 (+0) 0
Dex: 20 (+5) 10*
Con: 12 (+1) 5*
Int: 24 (+7) 17*
Wis: 10 (+0) 0
Cha: 10 (+0) 0

Class Abilities:

Arcane Bond (rifle)
Air Supremacy (+4 enhancement bonus to Fly checks; feather fall, levitate, fly at will on self only)
Lightning Flash (10/d all adjacent creatures take 1d6+5 electricity damage + dazzled for 1d4 rounds; Ref DC 20 negates)
Cyclone (can create 10' radius x 100' high vortex centered on self for 10 rds/d; ranged attacks automatically miss, flying creatures must make DC 22 Fly check or crash, creatures must make DC 22 Strength check to walk through)

Hit Dice: 10d6+10+10
Hit Points: 43
Defense: 25 (16 Base, +4 Armor +5 Dex) [Flat-footed 16]
Init: +5 (+5 Dex)
Speed: 30ft

Saves:
Fortitude +8 [+3 base, +1 Con, +4 Resistance]
Reflex +12 [+3 base, +5 Dex, +4 Resistance]
Will +11 [+7 base, +0 Wis, +4 Resistance]

BAB: +5
Ranged Atk: +1 reliable rifle +11 (1d10+1 x4)

CMB: +5
CMD: 20

Skills:
Craft: Gunsmithing +20 (10 ranks, +7 Int, +3 Class Skill)
Fly +22 (10 ranks, +5 Dex, +4 Enhancement, +3 Class Skill)
Knowledge: Arcana* +20 (10 ranks, +7 Int, +3 Class Skill)
Knowledge: Nature* +20 (10 ranks, +7 Int, +3 Class Skill)
Knowledge: Nobility* +20 (10 ranks, +7 Int, +3 Class Skill)
Knowledge: Strategy* +20 (10 ranks, +7 Int, +3 Class Skill)
Linguistics +20 (10 ranks, +7 Int, +3 Class Skill)
Perception +15 (10 ranks, +0 Wis, +2 Racial, +3 Class Skill)
Spellcraft +20 (10 ranks, +7 Int, +3 Class Skill)

Flaws:

Feats:
1F: Gunsmith
1B: Scribe Scroll
1B: Unarmored Defense Proficiency (Basic)
1: Spell Focus: Illusion
3: Greater Spell Focus: Illusion
5: Flyby Attack
5B: Craft Wondrous Item
7: Elemental Focus: Electricity
9: Greater Elemental Focus: Electricity
10B: Craft Rod

Languages:

Spellbook:
5th--fickle winds, dismissal, teleport, mirage arcana
4th--river of wind, phantasmal killer, hallucinatory terrain, greater mirror image
3rd--lightning bolt, dispel magic, major image, hostile levitation
2nd--gust of wind, hypnotic pattern, invisibility, mirror image
1st--alter winds, shocking grasp, longshot, peacebond, abundant ammunition, silent image, mage armor, magic missile, disguise self, animate rope
0--all

Spells Prepared:
5th--fickle winds, teleport, dismissal x2
4th--river of wind x2, phantasmal killer x2, greater mirror image
3rd--lightning bolt x3, dispel magic x2, major image
2nd--gust of wind x3, hypnotic pattern x3, invisibility
1st--alter winds, longshot, shocking grasp x2, magic missile x3
0--message,

Equipment:
headband of vast intellect +4
belt of incredible dexterity +2
minor cloak of displacement
+1 reliable rifle
bracers of accuracy
anklet of translocation
lore gem
vest of resistance +4
lesser quicken metamagic rod

Money:
62 000
-
8 000
2 000
12 000
7 300
2 000
700
3 750
8 000
17 500
=
750

Eliana is a sniper who mostly uses her magic to hinder her enemies indirectly. She prefers using illusions to misdirect her enemies into a bad position, then using fickle winds to make herself immune to ranged counter-attacks while she takes out key targets with her rifle and spells. She's by far the most adventurous of the Swords, and it's still a toss-up whether she or Roberto (below) will be the first they encounter.

Roberto Salazar:
Cuarta Espada Roberto Salazar, el Maremoto
(Fourth Sword Roberto Salazar, the Tidal Wave)
Male Aasimar Flowing Monk 10
Alignment: LN

Str: 16 (+3) 5*
Dex: 14 (+2) 2*
Con: 15 (+2) 7
Int: 10 (+0) 0
Wis: 22 (+6) 17*
Cha: 13 (+1) 1*

Class Abilities:
Flurry of Blows (Improved TWF, BAB = class level)
Unarmed Strike (1d10)
AC Bonus (Wis + 2 to AC)
Redirection (as immediate action, can trip and reposition an enemy that attacks self or ally; if maneuver succeeds, attacker is sickened for 3 rounds, Ref DC 21 halves; +2 to maneuver check and DC if attacker uses Power Attack or charges, +4 if both)
Unbalancing Counter (AoOs make target hit flat-footed until end of monk's next turn, Ref DC 21 negates)
Flowing Dodge (+1 dodge to AC per adjacent enemy, max = Wis bonus)
Maneuver Training (class level instead of BAB for CMB/D)
Still Mind (+2 saves vs enchantment)
Ki Pool (11 points; magic and lawful)
Slow Fall (50 feet)
High Jump (+10 to Acrobatics to jump, spend 1 ki for additional +20)
Elusive Target (spend 2 ki points as immediate action to make Ref save vs attacker's attack roll to halve damage from attack; if successful and flanked, redirect attack to flanker)

Water Blast (4/d make ranged touch attack at target within 30 feet to knock them prone and push them up to 5 feet; Ref DC 15 negates)

Hit Dice: 10d8+20+10
Hit Points: 74
Defense: 30 (19 base, +2 Dex, +6 Wis, +3 Class) [Flat-footed 19]
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +12 [+7 base, +2 Con, +3 Resistance]
Reflex +12 [+7 base, +2 Dex, +3 Resistance]
Will +16 [+7 base, +6 Wis, +3 Resistance]

BAB: +7
Melee Atk: unarmed strike +12/+7 (2d6+3 plus 1d6 cold) and unarmed strike +12/+7 (2d6+1 plus 1d6 cold)

CMB: +13
CMD: 25

Skills:

Flaws:

Feats:
1B: Improved Unarmed Strike
1B: Elemental Fist (12/day, +1d6+5 cold damage)
1B: Improved Reposition
1B:: Unarmored Defense Proficiency (Beginner)
1F: Skill Focus (Swim)
1: Sorcerous Strike
3: Eldritch Heritage (Seaborn)
5: Marid Style
6B: Improved Trip
7: Unarmored Defense Proficiency (Intermediate)
9: Marid Spirit
10B: Greater Reposition

Languages:

Equipment:
headband of inspired wisdom +2
belt of physical might +2 (Str and Dex)
+1 frost brass knuckles
cloak of resistance +3
monk's robe

Money:
62 000
-
4 000
10 000
8 000
9 000
13 000
=
18 000

Roberto's not quite done, but he's based on a Waterbender from Avatar: the Last Airbender (and thanks to another poster on these boards for the concept that makes it work!). He's all about repositioning opponents and dodging attacks by moving either himself or the attacker. Because he's the Water Sword, he's the one the PCs will probably encounter first, as he's the one in charge of the navy. Roberto is pretty passive and non-confrontational; if he's the first to encounter the PCs, he'll likely let them off with a warning unless they attack him during the encounter (which is quite possible).

.

Maria was the first I thought up, but she was just going to be a random pirate captain until I came across the concept for Roberto and decided to do a quartet that each embodies an element. I tried to go a little more in-depth with them than just giving them appropriate elemental spells. They're each supposed to represent their element in action. Maria is like fire--quick, dangerous, unpredictable, hard to touch. Simon is a giant boulder, slow moving at first but unstoppable once it gets going. Eliana was the hardest, because air has a lot of similarities to both fire and water. I ended up going with the illusion and long-distance combat angle for her to help differentiate her from the others. Finally, as mentioned above, Roberto is all about being a reactive force that accepts whatever force is directed his way and alters its path to ensure that it works against its originator, both in and out of combat.

All of them include at least some UC elements, although Maria and Roberto have by far the most. I actually wanted to have Simon be a straight-class Invulnerable Rager Armored Hulk, but the barbarian archetypes are incredibly difficult to use together, even with DM hand-waving.


Barbarian for kingmaker. Has some of the new rage powers. Also have a deathless fighter, and am heavily considering trying out a spellslinger.


I've made several UC characters already.

Grotun Giantslayer, Shoanti human Barbarian 1 (Titan Mauler archetype)

For all the archetype flaws and desperate need of errata/clarification, I really like the concept, so I'm playing this character in a Rise of the Runelords game, with the eventual goal of wielding the giants weapons against them. The archetype synergizes well with the Big Game Hunter feat and Hunter of Legends trait, netting me some nice bonuses against Large or larger enemies.

Landon Caine, half-elf Bard 10 (Archaeologist archetype)

I'm a big fan of the archetype and found it an appropriate fit for a Return to the Tomb of Horrors campaign. I also made great use of the new Whip Mastery feats, with the end result of essentially a pointy-eared Indiana Jones.

Marcus Desmond, human Cavalier 1 (Emissary archetype)

After reading through the A Song of Ice and Fire books, I was itching to play a knight, but was never really sold on the tactical aspects of the Cavalier. With the new archetypes, I can focus more on combat and being a knight in shining armor. I'm playing this character in a Jade Regent campaign.

And those are just the ones I've actually made. I've got concepts for many others. The most notable being:

Knife Master/Bandit rogue, a master brigand and dirty scoundrel.

Undine Flowing Monk, moving like liquid around the blows of my enemies.

Elf Spellslinger, wielding a strange weapon of ancient Numerian technology.

Unkillable half-orc fighter with the Unbreakable archetype and the Death's Adept line.

Fetchling Ninja/Shadowdancer. The epitome of death from the shadows.

Cleric/Monk of Sarenrae, Dervish Dancing/flurrying with a Scimitar.

Witch Hunter Inquisitor with the Black Powder inquisition. Hunting heretics with a shotgun :)

Liberty's Edge

Human Rogue/Monk/Barbarian for the Serpent's Skull campaign. Only went Rogue to get trapfinding. My plan is to do Rogue 2/Barb 2/Monk 1/Barb---->. I'm a dex character, so I have dervish dance and a scimitar. They will take all anti-mage powers (including Superstition, Witchhunter, Spell Sunder, Ghost Rager and Eater of Magic). The Monk has Martial Artist applied (alignment and all), while the Barbarian has Urban Barbarian and Savage Barbarian applied. I have starting stats of 10, 17, 14, 14, 14, 8.

We're only level 3 so far, but my character is already proving rather effective at a +7 to hit for 1d6+5 damage (+ 1d6 sneak attack). They also have saves of 4/6/2 and evasion, soon to add uncanny dodge to the mix. With Superstition (also starting next level) and the human favored class bonus to it, I have absolutely no fear of failing a reflex save, so I have no desire for Improved Evasion.

Using your template this is what I have as the 20-level plan (incomplete plan):

Spoiler:
Made with 20-pt buy and 2 traits. Stats below assume in rage for +6 dex (urban barbarian) and fighting defensively (being crane style, this will be always). Initiative does not assume rage, for obvious reasons.

Mot Ariss
Male human rogue 2, monk [martial artist] 1, barbarian [urban barbarian; savage barbarian] 17
NG Medium humanoid
Init +11; Senses Perception +28
Languages (too many to bother)

DEFENSE
AC 60, touch 53, flat-footed 38[uncanny dodge] (+8 armor, +5 deflection, +14 Dex, +9 natural, +1 dodge, + 3 savage barbarian dodge bonus, +6 monk, +4 fighting defensively); +1 when adjacent to 2 or more enemies
hp 227 (20 HD)
Fort +22, Ref +25, Will +17; +2 versus poison; +10 versus spell, spell-like or supernatural
Defensive Abilities improved uncanny dodge, evasion, crane riposte

OFFENSE
Speed 30 ft. (6 squares)
Melee +5 scimitar (speed, keen) +36/36/31/26/21 (1d6+19, 15-20/x2); +1 to attack if adjacent to 2+ enemies
or +5 scimitar (speed, keen) [power attack] +31/31/26/21/16 (1d6+29, 15-20/x2); +1 to attack if adjacent to 2+ enemies
or unarmed strike +30/30/25/20/15 (1d6, 20x2); +1 to attack if adjacent to 2+ enemies
Special Attacks spell sunder, come get me, sneak attack +1d6, witchhunter +5

STATISTICS
Abilities Str 19 (+3), Dex 38 (+14), Con 20 (+5), Int 14 (+2), Wis 20 (+5), Cha 8 (–1)
Base Atk +18; CMB +32; CMD 64; +1 if adjacent to 2+ enemies
Feats: Weapon Finesse, Dodge, Dancing Dervish (via a rogue trick), Agile Maneuvers, Improved Unarmed Strike, Combat Reflexes, Crane Style, Outflank, Crane Wing, Crane Riposte, Power Attack, Improved Sunder, (15th, 17th and 19th left open).
Traits: Boarded in Mediogalti (+2 versus poison, immune to spidervine poison), [I convinced the DM to let me spend a trait on scimitar proficiency when I thought I was going to be straight rogue].
Skills (a lot of them, too lazy to tally them up. focus on acrobatics, perception, disable device and linguistics, along with a couple of others, with 10 skills at a token 1 rank)

Combat Gear (not bothering)
Other Gear +5 mithral scimitar (speed, keen), amulet of natural armor +5, belt of physical perfection +6, bracers of armor +8, cloak of resistance +5, ring of protection +5, monk's robe, headband of inspired wisdom +6, manual of quickness of action +4, manual of gainful exercise +3
Encumbrance light 116 lb., medium 233 lb., heavy 350 lb.; Weight Carried 17 lb. (assuming each magical item weighs 1lb, and clothes count for their 8lb)

SPECIAL ABILITIES
Rage (Ex) Rages for +6 Dex for up to 39 rounds a day.
Rogue Tricks (Ex): Combat Trick (Dervish Dance)
Rage Powers (Ex): Superstition, Witchhunter, Spellsunder, Ghost Rager, Eater of Magic, Come Get Me, Sunder Enchantment, Strength Surge
Flurry of Blows (Ex)
Trapfinding (Ex): +1 on Perception to find traps, +1 on disable device, can disarm magical traps.

Entertainingly, they are a medium sized creature with a CMD that challenges the tarrasque.

The character would quite often (always if not for the reach issue) use "Come Get Me" which adds +4 to the opponent's attack and damage rolls, but causes those attacks to provoke. With combat reflexes and a +14 dex mod, you can imagine how that will turn out.

Paizo Employee Developer

I'd been running an archer-type Ninja in the PFS playtest. Sarenth Frostlock. He's doing well, the finalization of the ninja changed little for him.

My other notable PFS UC characters are Sharisha Mahajan, a Vudrani with the much discussed Flowing Monk+Crane Style combo. She's just started out, but I'm quite pleased with her first outing. Finally I'm making a Tiefling Katana Kensai, Yoshido Takeshi, with one of my Gen Con boons. I've yet to play him.

In non-PFS play, I've got a Gendarme in a PbP. Alessa Synran. She's in the midst of her first combat.


So far I've only made two.

One is a future PC (name TBD) that is a crazy multiclass Maste of Many Styles Monk 6/Fire Elemental Bloodline Sorcerer 6/Fighter 1/Eldritch Knight 7. I'm using Monastic Legacy, Sorcerous Strike, Elemental Fist, and the Dragon and Efreeti Style feats to boost fire damage from unarmed attacks. It sounds crazy, but I think it will work out just fine.

The other is a 6th-level NPC that my DM wanted me to make stats for so my party can murder his stupid face. He's some b*$@+!~# that led my party into a drow ambush. He's an Archeologist Bard that two-weapon fights with a whip in his main hand (Whip Mastery and Improved Trip) and a short sword in his off hand. I really like this archetype and this build. I may have to steal it for myself some day. Archeologist's Luck more than makes up for the leftover two-weapon fighting penalties. It's awesome!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
SunsetPsychosis wrote:
Undine Flowing Monk, moving like liquid around the blows of my enemies.

Ooh. I just might steel that. :P

submit2me wrote:
One is a future PC (name TBD) that is a crazy multiclass Maste of Many Styles Monk 6/Fire Elemental Bloodline Sorcerer 6/Fighter 1/Eldritch Knight 7. I'm using Monastic Legacy, Sorcerous Strike, Elemental Fist, and the Dragon and Efreeti Style feats to boost fire damage from unarmed attacks. It sounds crazy, but I think it will work out just fine.

I would really like to see some stats once it's done. I'm very curious to see how it would turn out. :D


Ravingdork wrote:
SunsetPsychosis wrote:
Undine Flowing Monk, moving like liquid around the blows of my enemies.

Ooh. I just might steal that. :P

I want to focus on the Marid style feats for obvious reasons, but I haven't been able to find a good way to get Elemental Fist to satisfy the requirements. The only way I see to get it earlier is a Monk of the Four Winds or Master of Many Styles, which are incompatible with Flowing Monk.


Yeah, they really dropped the ball with how hard it is for any but a VERY specific and exclusive subset of monks to qualify for the elemental style feats in any reasonable time. I fudged it for Roberto (my flowing monk, above).

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / What UC character(s) did you make? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion