Secrets of the Divine Fist


Advice

Sovereign Court

Hello. First I know I'm going to catch fleck for making a caster multi-class. But I think Im on to something here. The idea is to have something of a Good Touch Cleric who ends the fight before it starts. 20 Point buy, no negative stats. I think Im close I just need to tighten something up or let something go for right now. Thanks for helping!

Medicinal Monk:
CR 4
Male Human (Taldan) Monk (Weapon Adept) 2 Oracle 3
LG Medium Humanoid (Human)
Init +2; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 41 (5d8+10)
Fort +7, Ref +7, Will +8
Resist Tongues (Celestial)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +6 (1d6+2/20/x2)
Special Attacks Flurry of Blows +0/+0
Oracle Spells Known (CL 5, +5 melee touch, +5 ranged touch):
1 (6/day) Protection from Evil (DC 13), Detect Undead, Sanctuary (DC 13), Cure Light Wounds (DC 13), Sun Metal (DC 13)
0 (at will) Create Water, Stabilize, Detect Magic, Light, Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 15
Base Atk +3; CMB +5; CMD 18
Feats Antagonize, Combat Reflexes (3 AoO/round), Crane Style, Dazzling Display: Unarmed Strike, Dodge, Extra Revelation, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (2/day), Weapon Focus: Unarmed Strike
Traits Azlant Fanatic: Knowledge (Arcana), Magical Knack: Oracle
Skills Acrobatics +7, Climb +1, Diplomacy +8, Escape Artist +1, Fly +1, Heal +7, Intimidate +8, Knowledge (Arcana) +5, Knowledge (Nature) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +7, Ride +1, Sense Motive +7, Stealth +6, Survival +5, Swim +1
Languages Celestial, Common
SQ Dawnflower Sash, Energy Body (1d6+3) (3 rounds/day) (Su), Life Link (3 bonds, 130') (Su), Unarmed Strike (1d6)
Combat Gear +1 Mithral Agile Breastplate; Other Gear Backpack, Masterwork (3 @ 0 lbs), Cloak of Resistance, +1, Dawnflower Sash, Potion of Bull's Strength, Potion of Eagle's Splendor, Potion of Restoration, Lesser, Pouch, belt (1 @ 5.98 lbs), Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Antagonize Use Diplomacy or Intimidate to goad creatures
Azlant Fanatic: Knowledge (Arcana) You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of opportunity per round, and may make them while flat-footed.
Crane Style Take -2 penalty when fighting defensively
Dawnflower Sash This long strip of red Qadiran fabric is designed to wrap around your waist or head several times and be held in place by its ankhshaped clasp of red gold. When worn, you remain comfortable even in warm environments as if protected by endure elements. If you unwrap it to its full length and hold the clasp in your hand, you can feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch.

If Sarenrae is your patron, once per day by command, you can use the sash to cast cure light wounds. You may trigger this ability automatically if you are reduced to -1 hit points or less, though thereafter you must recharge it by placing it in strong sunlight for 8 continuous hours. At will, you may cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is enough to make sun-fearing creatures slightly uncomfortable but not enough to cause them harm.

Dazzling Display: Unarmed Strike Intimidate check to demoralize can affect those within 30' who see you.
Energy Body (1d6+3) (3 rounds/day) (Su) Elemental subtype and deal 1d6+3 to undead who touch you or heal 1d6+3 to allies who enter your square.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Life Link (3 bonds, 130') (Su) Bond drains your HP to heal others.
Magical Knack: Oracle +2 CL for a specific class, to a max of your HD.
Perfect Strike (2d20) (2/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Tongues: Celestial You can only understand and speak one language in combat.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Sovereign Court

Help?

Sovereign Court

Okay. I'm assuming that from the lack of response that this is a bad idea. So, I'm going back to the drawing board. Thanks.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Secrets of the Divine Fist All Messageboards

Want to post a reply? Sign in.