Grenouillebleue |
Yeah, I know, that's a pretty big challenge I'm setting you. But I'll play a PFS oneshot this week-end and I have always wanted to try a monk. Since it's a oneshot (I usually only play long campaigns), I figured "what the hell, perfect time to try it out".
It's PFS level 1, so 20 point buy and 150 gold only. The DM is well-known for his battlelust, so I can expect quite a few battles.
I've tried and tried to create a somewhat-efficient level 1 monk, but I keep failing. Either I give him high strength and his AC is so low it's not even funny (15-16 AC won't cut it in such a fighting environment) or I go the finesse route and his damage go down the drain (while is AC ends up okay, but nothing a scalemale-wearing character can't emulate).
I've read time and again that the monk is underpowered, but this is my chance to try him out: could you help me optimize it for one glorious level 1 bout ? ^^
This is Core, APG, UM/UC.
TriOmegaZero |
If you want damage, Str and Wis. If you want defense, Dex and Wis.
You're not going to do both at 1st level. Either hit hard so they don't have a chance to take you down, or make yourself hard to hit and focus on debilitating enemies for your allies to finish.
Dodge is a good option either way, and with Agile Maneuvers you can be an excellent maneuver user in the second case.
Rasmus Wagner |
maneuver master, human. feats: Combat Reflexes, Vicious Stomp, Improved Trip.
You get two attacks each turn. One of them has to be a Trip, the other can be a trip too, if the situation calls for it. Get a spear, so you can stab somebody for 1d8+1½ Str if everybody's already lying down.
If you get traits in PFS, get heirloom weapon for a reach weapon.
Remember, Flurry of Maneuvers is not Flurry of Blows, it's a different thing. Also, any weapon can trip now.
hogarth |
It's PFS level 1, so 20 point buy and 150 gold only. The DM is well-known for his battlelust, so I can expect quite a few battles.
[..]
(15-16 AC won't cut it in such a fighting environment) or I go the finesse route and his damage go down the drain (while is AC ends up okay, but nothing a scalemale-wearing character can't emulate).
I'm not sure if you're familiar with PFS or not, but:
(a) You can expect 3 or 4 battles (99% of PFS scenarios work on that formula).
(b) A 15 AC should be just fine, assuming your party has a good offense. If you want more AC, buy a few potions of Mage Armor.
Or maybe I'm misunderstanding you -- is your GM going to make alterations to the scenario, or will is he going to run it "officially"?
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 |
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Your strongest bet overall is to go the Finesse route and buy an Agile Amulet of Mighty Fists ASAP.
For instance:
Solid Human Monk
STR 10
DEX 18 (16+2)
CON 14
INT 09
WIS 16
CHA 07 (Note: if you want, you can take CON to 12 instead of 14 and go either 10INT/8CHA or 12INT/7CHA.
First level feat: Weapon Finesse (obviously)
Human Bonus feat: Toughness
Monk Bonus feat: Dodge
Your AC is 18 while naked, and you're +4 to hit for 1d6, or Flurry for +3/+3 for 1d6 each.
The second you're able to buy items costing 4k gold, you buy an Agile AoMF. The Agile property is from the PFS Field Guide, and gives DEX to damage on Finessable weapons. Suddenly you're crazy awesome.
That's the "standard" solid monk build. Season to taste. ;)
EDIT: Whoops, missed that it was a one-shot. Disregard everything I just said. :P
bartgroks |
Str 18
DX 14
CN 14
Iq 9
Ws 14
CH 7
Alternate Racial Trait: Heart of the Wilderness
Feats:
Nimble Moves
Improved Grapple
Dodge
Traits:
Mizu Ki Hikari rebel {dragon empire primer}
Reactionary
Skills 1 rank ea acrobatics, stealth and your choice.
I gave you one PFS legal trait outside your specified sources but it is an inexpensive book and a great trait. gives +1 to unarmed damage.
So you wind up ac 15 doing 1d6+5 every unarmed hit and able to stabilize easily if you go down. I played something very similar in 3 1st level PFS scenarios last weekend and it worked out pretty well.
Edit: buy about 20 shuriken then spend the rest of your gold on potions of CLW and utility items.
Drothmal |
Another option is not to waste time with AC or high DEX and just deflect attacks with Master of many styles and Crane Wing
Master of many styles (combine with others if you want)
First level feat: Crane Style
Human Bonus feat: Dodge
Monk Bonus feat: Crane Wing
STR 18
DEX 14
CON 14
INT 12
WIS 12
CHA 7
Your AC will be low (10+2DEX+1WIS+1Monk+1Dodge=15), but you will be able to nullify one melee attack per turn
to hit = +4 for 1d6+4
or flurry= +3/+3 for 1d6+4/1d6+4
Mergy |
1 person marked this as a favorite. |
I second the manoeuvre master build. Buy a potion of enlarge person for the final fight for a +2 to your CMB.
Stats could be:
Str 18, Dex 14, Con 14, Int 9, Wis 14, Cha 7
You'll be able to trip with a spear at +5 and then attack with it at +4 (+8 if they tripped) for 1d8+6/x3.
While enlarged you're tripping at +7 and then attacking at +4 (1d8+7/x3) with a 10 foot reach.
Rasmus is right on the money with Combat Reflexes and Vicious Stomp. You tripped them? Take an attack of opportunity against them and THEN take your normal attack. Multiple attacks of opportunity in this case is excellent, especially once you've enlarged yourself.
EDIT: I should mention, however, that Vicious Stomp only works on adjacent enemies.
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 |
Okay, new idea:
This one is a little wacky, but could be fun:
Human
Maneuver Master
STR 18 (16+2)
DEX 16
CON 13
INT 07 <-- I normally wouldn't do this, but hey, it's a one-shot!
WIS 14
CHA 07
First level feat: Two-Weapon Fighting
Human bonus feat: Dodge or Toughness, your pick
Monk bonus feat: Improved Dirty Trick
Your attack routine consists of DT/attack/attack (yes, that's three d20 rolls in a single full-attack) at +3/+2/+2.
If the DT hits, you blind them. This gives them -2 to AC and costs them their DEX to AC, making it a lot more likely to hit with those "real" attacks - each of which hits for 1d6+4.
Plus they're blind, so your rogue buddy can shiv them.
hogarth |
Here's my suggestion:
Human, Flowing monk archetype
Str 18
Dex 14
Con 14
Int 9
Wis 14
Cha 7
Weapon: 9-section whip
Feats: Combat Reflexes, IUS (bonus), Improved Trip (bonus), Vicious Stomp
Tactics: Drink potion of Mage Armor. Trip people (unarmed or with your 9-section whip) and stomp on them. If you can't trip them, just use a regular flurry of blows.
Tarantula |
Drothmal, no crane wing until lvl 5 I am afraid.
"Alternatively, a master of many styles may choose a feat in that style's feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style)."
MoMS can take crane style as their 1st level feat, then crane wing with thier MoMS bonus feat that ignores pre-reqs. Its a very good way to stay alive at low level.
Tirq |
Drothmal, no crane wing until lvl 5 I am afraid.
Master of Many Styles would like to have a word with you.
/Edit: Ninja'd! Oh, well. You can still see the full version up there.
WRoy |
Hungry ghost monk is an alternative to maneuver master for a high-Str vicious stomping build if you ever decide you want a character for more than a one-off.
Punishing Kick can be used to knock targets prone even if they have a high CMD (although it does allow a Fort save). You can use it on any attack, however, so it is usable when you cannot take a full-attack action. It also frees up a feat so you could tack Belier's Bite on at 1st level, giving you a 1d4 bleed effect whenever you land an unarmed strike.
beej67 |
Out of the box idea, using just the core rules:
Human
Str 16+2=18
Dex 7
Con 16
Int 13
Wis 14
Cha 7
Trait: Heirloom Weapon (Ranseur)
Human Feat: Combat Expertise,
Lvl1 Feat: Improved Trip
Monk Feat: Improved Grapple
You don't care about AC because you're poking (and disarming) at reach. If someone gets next to you, tackle them and pin them to the ground.
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 |
Tarantula |
Tirq: No, you can't. The requirements are Monk level 1. Monk level 5 and Monk level 7. You get one pre-req ignore at level 1 as a Moms. So you can take the crane style at level 1 as a regular feat, then your choice of the others as your MoMS bonus. You don't meet the requirements of the 3rd feat, so you can't take it with your human/level feat.
Tirq |
Tirq: No, you can't. The requirements are Monk level 1. Monk level 5 and Monk level 7. You get one pre-req ignore at level 1 as a Moms. So you can take the crane style at level 1 as a regular feat, then your choice of the others as your MoMS bonus. You don't meet the requirements of the 3rd feat, so you can't take it with your human/level feat.
You are correct! I didn't read it hard enough I guess.
MTCityHunter |
maneuver master, human. feats: Combat Reflexes, Vicious Stomp, Improved Trip.
You get two attacks each turn. One of them has to be a Trip, the other can be a trip too, if the situation calls for it. Get a spear, so you can stab somebody for 1d8+1½ Str if everybody's already lying down.
If you get traits in PFS, get heirloom weapon for a reach weapon.
Remember, Flurry of Maneuvers is not Flurry of Blows, it's a different thing. Also, any weapon can trip now.
I second this. Your offense will be very good and versatile, and defense will be good enough.
The bit about Flurry of Maneuvers NOT being the same as Flurry of Blows is especially relevant. Why?
Because you can actually wear armor and still use FoM. All you lose for doing so is fast movement and Wis/Monk AC bonuses. Obviously, grabbing armor proficiencies (or dipping fighter or something) would be in order if you wanted to take advantage of this if you decide you'd like to keep the character going for more than "one-shot".
Tarantula |
I'd argue that if the ability replaces FoB you lose it for things that would make you lose FoB. So no flurry of maneuvers in medium/heavy armor.
No one has mentioned it yet, but Zen Archer.
Max dex out, 18 + 2 from your race for a 20 total. Put whatever is left into wisdom.
Go human, feats are awesome.
Take point blank, precise shot and dodge. This will put your AC at 17 (+5 dex, +1 dodge, +1 wisdom) and you will not be in melee. Hang back and flurry of arrows people to death at +4/+4. Damage would be 1d8+1/1d8+1 (within 30')
Grenouillebleue |
The tripping builds are great, but I absolutely love the MoMS idea. There's so much potential in it.
Would a build focused on the Snake Style work ? Tell me it does, because I just love it. I actually like it better than Crane Wing, which negates an attack... but at the cost of being defensive (-4 to hit).
With human and the monk bonus feat, I can get the whole Snake chain.
And this gives me: AC or touch AC équal to a sense motive check, with the ability to retaliate instantly if the opponent misses.
So that would be the build:
Human Master of Many Styles level 1
STR 18
CON 12
DEX 12
INT 10
WIS 16
CHA 7
Feats: Snake Style, Snake Sidewind, Snake fang
Traits: Suspicious, World Traveller (for obvious reasons).
Attack: Fist +4 (1d6+4)
Now my sense motive would be 1 (skill) + 3 (favored) + 3 (wis) + 2 (traits) + 2 (snake style) for a grand total of 11.
This would give me an AC anywhere between 12 and 31 (average 21-22). Whoever misses me would get an AoO.
Sounds good.
Or I could go Snake Style, skill focus (sense motive) and Dragon Style (+2 damage on my first hit, which means every single hit I do).
What do you think ? I didn't know MoMS, but it seems awesome at low level !
EDIT: Never mind, I forgot I had restrictions for my styles when it's not a MOMS bonus feat.
Then Snake Style, Focus (sense motive) and what third feat ?
GeneticDrift |
Str 16
Dex 16
Con 12
Int 9
Wis 16
Chr 5
Dwarf
Dodge
Deflect arrows
Carry shurikens so you can flurry at range
Carry flasks of fire and acid to hurt swarms
I play a Ki mystic monk of the Mountian (two archetypes) but I don't think they do anything at lvl 1.
I haven't played him since all of his hair fell out, don't get kissed by floating heads :) all of this is from memory so it might be a little off.
Options: iron hide feat for extra ac instead of deflect arrows.
For the low mental stats think of Ash from the fantastic mr fox.
Tarantula |
The tripping builds are great, but I absolutely love the MoMS idea. There's so much potential in it.
Would a build focused on the Snake Style work ? Tell me it does, because I just love it. I actually like it better than Crane Wing, which negates an attack... but at the cost of being defensive (-4 to hit).
With human and the monk bonus feat, I can get the whole Snake chain.
And this gives me: AC or touch AC équal to a sense motive check, with the ability to retaliate instantly if the opponent misses.
So that would be the build:
Human Master of Many Styles level 1
STR 18
CON 12
DEX 12
INT 10
WIS 16
CHA 7Feats: Snake Style, Snake Sidewind, Snake fang
Traits: Suspicious, World Traveller (for obvious reasons).Attack: Fist +4 (1d6+4)
Now my sense motive would be 1 (skill) + 3 (favored) + 3 (wis) + 2 (traits) + 2 (snake style) for a grand total of 11.
This would give me an AC anywhere between 12 and 31 (average 21-22). Whoever misses me would get an AoO.
Sounds good.
Or I could go Snake Style, skill focus (sense motive) and Dragon Style (+2 damage on my first hit, which means every single hit I do).
What do you think ? I didn't know MoMS, but it seems awesome at low level !
Neither of those work. You can get snake style with your MoMS bonus, but you don't qualify for snake fang or sidewind. Likewise, you can't get both snake and dragon at 1st level, as they both require more ranks in a skill then you can have.
MoMS gives you ONE style feat at level 1 without meeting the pre-reqs. Your other 1-2 feats you have to meet the requirements of.
LoreKeeper |
@Grenouillebleue:
You're making the classic mistake that new-to-monk players make. You're forgetting gear. A monk's best friend at level 1: potion of mage armor. With 150gp (well more than standard monk at level 1) you can have 2 potions and some random gear.
Str 16 + 2 (racial)
Dex 14
Con 12
Int 10
Wis 14
Cha 8
Bonus monk feat: Dodge
Level 1 feat: your choice
Human feat: your choice
AC: 19 = 10 + 2 dex + 2 wis + 1 dodge + 4 mage armor
Attack: flurry +3/+3 (1d6+4)
Fort 3 Ref 4 Will 4
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 |
I'd argue that if the ability replaces FoB you lose it for things that would make you lose FoB. So no flurry of maneuvers in medium/heavy armor.
You'd be wrong. It's a completely separate ability. Note that there are some archetype abilities (like the knife master's d8 sneak attack, or the urban barbarian's controlled rage) which modify an existing ability with text like "this modifies and supplements the normal ability" or "this does X, Y and Z but otherwise functions like the normal ability".
Flurry of maneuvers replaces flurry of blows. Show me another archetype ability which fully replaces a core ability yet retains a feature of the core ability without spelling it out.
Grenouillebleue |
Neither of those work. You can get snake style with your MoMS bonus, but you don't qualify for snake fang or sidewind. Likewise, you can't get both snake and dragon at 1st level, as they both require more ranks in a skill then you can have.
MoMS gives you ONE style feat at level 1 without meeting the pre-reqs. Your other 1-2 feats you have to meet the requirements of.
Yeah, I got excited too quickly.
Though Snake Style, Skill focus (Sense motive) already give me an AC through the roof (14+1d20 seems near unhittable).
Don't know the last feat, though. Weapon focus ?
Tarantula |
You'd be wrong. It's a completely separate ability. Note that there are some archetype abilities (like the knife master's d8 sneak attack, or the urban barbarian's controlled rage) which modify an existing ability with text like "this modifies and supplements the normal ability" or "this does X, Y and Z but otherwise functions like the normal ability".
Flurry of maneuvers replaces flurry of blows. Show me another archetype ability which fully replaces a core ability yet retains a feature of the core ability without spelling it out.
So if you lose access to the ability which was replaced, then how can you replace it?
FoM replaces FoB. If you lose access to FoB then how can you have it be replaced with FoM?
StreamOfTheSky |
If you insist on Monk, here are the most "powerful" level 1 monk builds I can think of...
Option 1:
Human Sohei Master of Many Styles Monk 1
Str 16 (18), Dex 14, Con 12, Int 10, Wis 14, Cha 7
Feats: Dodge, Crane Style (human bonus), Imp. Unarmed Strike (bonus), Crane Wing
Congratulations! You're a dodge tank! You also hit decently, but your whole schtick is not getting hit in melee by 2H weapon users. You also happen to always be able to act in the surprise round, and are proficient with all simple and martial weapons. With Rich Parents trait, you can actually make use of this fact. Grab a bow or grab a reach weapon to threaten afar and adjacent. Since you're proficient with light armor and lack stunning fist and flurry of blows, you honestly might be better off wearing chain shirt, dumping wis to 10-12, and increasing str, dex, or con more.
Option 2:
Zen Archer Monk 1, optimal race being Vanara
Vanara: Str 12, Dex 16 (18), Con 12, Int 10, Wis 16 (18), Cha 7 (5)
Strix: Str 12, Dex 16 (18), Con 12, Int 10, Wis 16, Cha 7 (5)
Tengu: Str 12, Dex 16 (18), Con 12 (10), Int 10, Wis 16 (18), Cha 7
Half-Orc: Str 12, Dex 16 (18), Con 14, Int 12, Wis 16, Cha 7
Feats: Point Blank Shot, Precise Shot (bonus), Imp. Unarmed Strike (bonus)
You're a decent archer, shooting twice per round, right into melee! Anyone gets in your face, kick 'em in the junk or just step back. Note, this build requires rich parents trait to work. Monk gets crap for starting wealth, and your FoB ONLY works with bows. Without rich parents, don't even consider this build! Anyway, you want a masterwork bow with the appropriate str rating (+1).
I listed races mainly in preferred order, down to Half-Orc, the "core-only races" option. Why? You don't need a human's bonus feat, and darkvision is very nice when you're a ranged attacker.
Moving up the list, Tengu buffs the two most important stats, has cool but likely useless racial traits, and is the go-to if only Bestiary I is allowed.
Strix has the advantage of flying (and ideally making the DC to hover) so you can shoot from safety and just be cheesy like that in general. It also has dark AND low-light vision, a sexy attack bonus against humans, and stealth and perception bonuses. Might actually be the best choice... May want to switch Con and Int just so you're able to speak common, or drop a lingusitics rank in for that.
Vanara has the ideal stats, climb speed to reach an archery perch, tail to hold random crap, and low-light.
WRoy |
So if you lose access to the ability which was replaced, then how can you replace it?FoM replaces FoB. If you lose access to FoB then how can you have it be replaced with FoM?
The restrictions of FoB do not even exist for someone who takes the maneuver master archetype, because the ability has been replaced. A maneuver master never has flurry of blows, and is never subject to its limitations.
You don't retroactively apply the limitations of an ability the character never had when it wears a piece of equipment, i.e. armor, after creation.
StreamOfTheSky |
For PFS you can't take rich parents or any of the above races except half Orc.
No human, either? :p EDIT: Ah, you ninja'd me with your edit...
Alright then. I see in the OP now that he apparently gets 150 gp despite being a monk anyway. That's still enough for chain shirt and a martial reach weapon + assorted other stuff for the sohei MoMS build to drop wis and fight like a fighter. And still enough gold for the Zen Archer to get a regular longbow and have 50 left over for other things like arrows and food and mules. I guess if you'll never get a str bow, may as well drop str to 10 and raise other stats.
Point is, best build would be reach weapon or bow using and treating the unarmed as a backup weapon.
c873788 |
I second the manoeuvre master build. Buy a potion of enlarge person for the final fight for a +2 to your CMB.
Stats could be:
Str 18, Dex 14, Con 14, Int 9, Wis 14, Cha 7
You'll be able to trip with a spear at +5 and then attack with it at +4 (+8 if they tripped) for 1d8+6/x3.
While enlarged you're tripping at +7 and then attacking at +4 (1d8+7/x3) with a 10 foot reach.
Rasmus is right on the money with Combat Reflexes and Vicious Stomp. You tripped them? Take an attack of opportunity against them and THEN take your normal attack. Multiple attacks of opportunity in this case is excellent, especially once you've enlarged yourself.
EDIT: I should mention, however, that Vicious Stomp only works on adjacent enemies.
This is close to optimal. To make it better, pick Exotic Wpn Proficiency with Double Chained kama (awesome reach, tripping monk weapon that allows you to also fight when enemy are next to you) instead of Vicious Stomp feat. There is also a trait for humans you can pick up that will increase your CMB by another +1.
If you are going beyond 1st level, you can pick up Improved Dirty Trick for free at 2nd level and then pick up Snake Style at 3rd level. This build is incredibly powerful at low levels.
c873788 |
The restrictions of FoB do not even exist for someone who takes the maneuver master archetype, because the ability has been replaced. A maneuver master never has flurry of blows, and is never subject to its limitations.
Spot on with these comments. The maneuver master archetype is one of the very few monk builds not impacted by the Flurry of Blows rulings.
StreamOfTheSky |
Mergy wrote:I second the manoeuvre master build. Buy a potion of enlarge person for the final fight for a +2 to your CMB.
Stats could be:
Str 18, Dex 14, Con 14, Int 9, Wis 14, Cha 7
You'll be able to trip with a spear at +5 and then attack with it at +4 (+8 if they tripped) for 1d8+6/x3.
While enlarged you're tripping at +7 and then attacking at +4 (1d8+7/x3) with a 10 foot reach.
Rasmus is right on the money with Combat Reflexes and Vicious Stomp. You tripped them? Take an attack of opportunity against them and THEN take your normal attack. Multiple attacks of opportunity in this case is excellent, especially once you've enlarged yourself.
EDIT: I should mention, however, that Vicious Stomp only works on adjacent enemies.
This is close to optimal. To make it better, pick Exotic Wpn Proficiency with Double Chained kama (awesome reach, tripping monk weapon that allows you to also fight when enemy are next to you) instead of Vicious Stomp feat. There is also a trait for humans you can pick up that will increase your CMB by another +1.
If you are going beyond 1st level, you can pick up Improved Dirty Trick for free at 2nd level and then pick up Snake Style at 3rd level. This build is incredibly powerful at low levels.
The only way a 1st level Monk is getting EWP is if he's a Half-Elf through Ancestral Arms racial trait variant. It requires BAB +1.
Tarantula |
StreamOfTheSky wrote:The only way a 1st level Monk is getting EWP is if he's a Half-Elf through Ancestral Arms racial trait variant. It requires BAB +1.Half-Elf works well for this build as well. So what's wrong with using the extra feat humans get at 1st level to select EWP?
The problem, is a Level 1 Monk has BAB of 0. EWP requires BAB of 1.
Tarantula |
The restrictions of FoB do not even exist for someone who takes the maneuver master archetype, because the ability has been replaced. A maneuver master never has flurry of blows, and is never subject to its limitations.
You don't retroactively apply the limitations of an ability the character never had when it wears a piece of equipment, i.e. armor, after creation.
Just to be clear, you also agree that a MoMS can fuse style, a sensei can use advice, and a tetori can use graceful grappler, all while in heavy armor?
c873788 |
Half-Elf works well for this build as well. So what's wrong with using the extra feat humans get at 1st level to select EWP?The problem, is a Level 1 Monk has BAB of 0. EWP requires BAB of 1.
Ok. Good catch. I wonder why Hero Lab let me use this at first level as a human? Must be a bug.
Mergy |
I'd argue that if the ability replaces FoB you lose it for things that would make you lose FoB. So no flurry of maneuvers in medium/heavy armor.
No one has mentioned it yet, but Zen Archer.
Max dex out, 18 + 2 from your race for a 20 total. Put whatever is left into wisdom.
Go human, feats are awesome.
Take point blank, precise shot and dodge. This will put your AC at 17 (+5 dex, +1 dodge, +1 wisdom) and you will not be in melee. Hang back and flurry of arrows people to death at +4/+4. Damage would be 1d8+1/1d8+1 (within 30')
You could argue that, but it's not true. You can indeed flurry of manoeuvres in armour.
Just to be clear, you also agree that a MoMS can fuse style, a sensei can use advice, and a tetori can use graceful grappler, all while in heavy armor?
Yup. None of those abilities say you lose this if you wear armour. Show me where it says that and I'll relent.
Mergy |
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Inspired by this thread, I know what my next PFS character is going to be:
Male Human monk 1 (Manoeuvre Master/Weapon Adept)
LG Medium humanoid (human)
Init +2; Senses Perception +5
DEFENCE
AC 15, touch 12, flat-footed 13 (armour +3, Dex +2)
Hp 11 (1d8+3)
Fort +4, Ref +4, Will +3
OFFENCE
Speed 30 ft.
Melee quarterstaff +4 (1d6+6)
Ranged sling +2 (1d4+4)
Special Attacks flurry of manoeuvres +3 (trip +5), perfect strike 1/day
STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +0; CMB +4 (+6 for trips); CMD 16 (18 for trips)
Feats Combat Reflexes, Improved Trip, Improved Unarmed Strike, Perfect Strike, Vicious Stomp
Skills Acrobatics +6, Diplomacy +4, Heal +5, Perception +5, Sense Motive +5
Traits Armour Expert, Ease of Faith
Languages Common, Shoanti
Combat Gear acid (2), alchemist's fire (2), potion of enlarge person, sunrod (2); Other Gear dagger, quarterstaff, sling and 10 bullets, studded leather armour, backpack, belt pouch, hemp rope (50 ft.), 4gp, 9sp
With the first scenario's cash I plan to grab a masterwork chain shirt and a darkwood heavy shield for an AC of 18, and then use a kama. Masterwork kama from the next scenario results in an attack routine of trip +6/attack +5 (+9 in prone) for 1d6+4, with an attack of opportunity at +9 if they are tripped. I can Perfect Strike with the trip attack, and I fully expect him to trip quadrupeds with the help of a potion of enlarge person.
Now then, rage away at an armoured, shielded monk who flurries! ;D
c873788 |
Inspired by this thread, I know what my next PFS character is going to be:
** spoiler omitted **
Yes, quite a good build and Weapon Adept synergises well with Maneuver Master. There is a trait that increases your CMB by 1 (can't remember what it's called) and this would be better than Ease of Faith.
On another note, it's obvious you are not American as you spell 'armour' the correct way. 8P
Mergy |
Canadian, you caught me. :P
Ease of Faith lets me help out in diplomatic situations despite my Charisma dump; those come up quite a bit in PFS, especially in faction missions, so I would be loathe to lose it.
Armour Expert is of course essential to the build. Without it I would need to take a level of fighter, which would be less than ideal.
EDIT: Come to think of it, I could throw Qinggong in there as well. That archetype goes with anything. I could trade High Jump for barkskin, Wholeness of Body for gaseous form...
Sorry! I'm done high-jacking the topic now.