
Mauril |
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So, I'm making an NPC baddie for an upcoming battle and, to compliment the other denizens of Hell that will be taking part in the adventure, I decided to make an Asura with some class levels. I ended up with the Tripurasura and, seeing the poison attack, thought it would be fun to make him a poisoner. When I think poison, I think shuriken. When I think shuriken, I think monk or ninja. So, I decided to combine the two and make something really deadly. Here is my attempt.
Male Asura, Tripurasura Monk (Zen Archer, Qinggong Monk) 7 Ninja 8
LE Tiny Outsider (Asura, Evil, Extraplanar, Lawful)
Init +8; Senses Darkvision (60 feet); Perception +33
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DEFENSE
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AC 48, touch 37, flat-footed 38. . (+7 armor, +8 Dex, +2 size, +4 natural, +4 deflection, +2 dodge)
hp 135 (3d10+15d8+36); Fast Healing 2
Fort +17, Ref +25, Will +23
Defensive Abilities Improved Uncanny Dodge (Lv >=12); DR 5/good or cold iron; Immune curse, disease, poison; Resist acid 10, electricity 10
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OFFENSE
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Spd 40 ft., Light Steps
Melee Sting (Asura, Tripurasura) +8 (1d4-1/20/x2) and
. . Unarmed Strike +13/+8/+3 (1d8-1/20/x2)
Ranged +1 Distance, Seeking Shuriken +24/+24/+19/+14 (-+2/20/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Bleeding Attack +4, Flurry of Blows +5/+5/+5/+0, Flurry of Stars, Ki Attack Speed, Ki Strike, Magic, Poison: Sting - injury (DC 21), Pressure Points, Sneak Attack +4d6, Zen Archery
Spell-Like Abilities Barkskin (self only, 1 Ki), Commune (1/week), Detect Magic (Constant), Feather Fall (At will), Levitate (3/day), Locate Object (3/day), Spider Climb (3/day), True Strike (self only, 1 Ki), Vanishing Trick
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STATISTICS
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Str 8, Dex 20/26, Con 14, Int 15, Wis 20/26, Cha 10
Base Atk +14; CMB +20; CMD 46
Feats Close-Quarters Thrower: Shuriken, Crane Style, Crane Wing, Dodge, Far Shot, Improved Precise Shot, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (9/day), Point Blank Master: Shuriken, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Snap Shot, Weapon Focus: Shuriken, Weapon Specialization: Shuriken
Skills Acrobatics +29, Bluff +21, Craft (Alchemy) +23, Disable Device +29, Disguise +21, Escape Artist +35, Fly +12, Knowledge (Planes) +7, Perception +33, Stealth +37 Modifiers Acrobatics (Jump) -4, Ki Jump (Running Start), No Trace +2
Languages Common, Dark Tongue, Gnomish, Infernal
SQ +2 to saves vs Enchantment, AC Bonus +11, Acrobatic Steps, Change Shape (any Small humanoid; alter self) (Su), Elusive (Su), Fast Movement (+20'), Ki Archery (Su), Ki Arrows (Su), Ki Defense (Su), Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use, Unarmed Strike (2d6), Vow of Silence (+1 Ki), Vow of Truth (+1 Ki)
Combat Gear +1 Distance, Seeking Shuriken (50); Other Gear Amulet of Natural Armor +4, Backpack, Masterwork (empty), Belt of Incredible Dexterity, +6, Boots of Speed (10 rounds/day), Bracers of Armor, +7, Cloak of Resistance, +5, Drug, Opium (10), Drug, Shiver (10), Handy Haversack (empty), Headband of Inspired Wisdom, +6, Oil of Magic Weapon, Greater +5 (2), Poison, Purple Worm Venom (10), Potion of Displacement, Potion of Fly, Ring of Protection, +4, Robe, Monk's, Weapon Blanch, Adamantine, Weapon Blanch, Cold Iron, Weapon Blanch, Silver
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SPECIAL ABILITIES
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+2 to saves vs Enchantment You gain a +2 racial bonus on saves against enchantment spells.
AC Bonus +11 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Acrobatic Steps Costs 1 ki point to activate.
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move norma
Acrobatics (Jump) -4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage per round.
Change Shape (any Small humanoid; alter self) (Su) You can change your form.
Close-Quarters Thrower: Shuriken Attacks with selected weapons do not provoke attacks of opportunity
Crane Style Take -2 penalty when fighting defensively
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elusive (Su) Constant nondetection on self and carried items.
Far Shot Halve the range increment penalty for extended range.
Fast Healing 2 (Ex) You heal damage every round if you have > 1 HP.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+5/+0 (Ex) Make Flurry of Blows attack as a full action.
Flurry of Stars (Ex) A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of he
Immune to Curse Effects You are immune to curse effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
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 Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
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.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Disguise and Stealth when you are stationary and not acting.
Perfect Strike (2d20) (9/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You don't accidentally poison yourself with blades.
Poison: Sting - injury (DC 21) (Ex) Poison deals 1d2 WIS damage, 1/round for 6 rds, cure 1 save.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Vow of Silence (+1 Ki) The monk must speak no words and attempt to be quiet in his actions. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect his vow, though most monks with this vow choose their weapons a
Vow of Truth (+1 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
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Important bits for those who don't want to read the whole sheet.
Qinggong Zen Archer Monk 7/Ninja 8
Focus on Dex and Wis
Feats: Close-Quarters Thrower: Shuriken, Crane Style, Crane Wing, Dodge, Far Shot, Improved Precise Shot, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (9/day), Point Blank Master: Shuriken, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Snap Shot, Weapon Focus: Shuriken, Weapon Specialization: Shuriken
Ninja Tricks: Flurry of Stars, Pressure Points, Vanishing Trick, Bleeding Attack
Poisons of Choice: Purple Worm Venom, Shiver, Opium
Attack Routine: +24/+24/+24/+24/+24/+24/+19/+14/+13 from flurry, BAB, ki pool, flurry of stars, rapid shot and boots of speed.
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Basically, I'm looking for some functional optimization here. I want to basically use him as a poison delivery platform with some bonus damage on the side. I went Zen Archer for the bonus feats, qinggong because why not, ninja for the extra throwing stars and poison use. Anything glaring that I'm missing? Any better combination to get what I'm wanting here and still stick with 15 class levels?