Way of the Angry Bear 2: Bear Fisted Fighting! a.k.a. Is that Allosaurus doing Tai Chi? Comments and critiques please.


Advice

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prototype00 wrote:
Edit: I'm slightly worried about the number of spells a strength based character will end up with. I would get about 2 extra castings of Strong Jaw with a wis based character (5 all together) but with a strength based one, not so much. Might invest...

With a strength build for some of the easier encounters in a day you probably won't even need strong jaw.


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So here is the strength counterpart to my wisdom build at the beginning:

LN Human Monk(MoMS,Qinggong) 10/Druid(Menhir Savant) 10

Stats:

Str 16 -> 18 (Human Stat Boost)
Dex 14
Con 12
Int 10
Wis 14
Cha 8

Traits:

Magical Knack (+2 CL up to character level)
Reactionary (+2 initiative)

Feats:

Human: Dodge
Monk 1: Crane Style
Monk 1 (Bonus): Crane Wing, Improved Unarmed Strike, Stunning Fist
Monk 1 / Druid 2: Dragon Style
Monk 2 / Druid 2: Dragon Ferocity
Monk 3 / Druid 2: Monastic Legacy

Level 5 Overview:
Master of Many styles makes many early level shennanigans possible, such as *I can't be hit* at level 1 (due to crane wing and most enemies only having one melee attack at these levels). Also, *I do 1d8 + 15 damage at 5th level with my one unarmed strike attack.*

Monk 3 / Druid 4: Shaping Focus
Monk 3 / Druid 6: Natural Spell

Level 10 Overview:
So much the same as the previous build, you can now access huge animal forms and with Druid 7, you can cast strong Jaw. And since you are a strength based character, your to hit is better than the previous build and your natural attacks are of course based off your strength as well. It doesn't hurt that they are tacked on to the end of your full attack routine as secondary natural weapons at a -5 penalty.

Monk 4 / Druid 7: Planar Wild Shape
Monk 6 / Druid 7: Janni Style
Monk 6 (Bonus) / Druid 7: Janni Rush
Monk 8 / Druid 7: Power Attack

Level 15 Overview:
I've mixed things up a bit over here, keeping druid at 7 so that I can get to Monk 8 quickly (lets you meld three styles at once) as well as taking Janni Style/Janni Rush as soon as possible. Basically this style let you turn most things into red mist when you pounce. Unarmed damage at this level is 2d6, so when wildshaped into a huge form and having cast strong jaw, thats a base of 8d6 damage. Impressive, but when you charge with Janni Style/Janni Rush active, you do 16d6 damage per unarmed attack. Whip out those dice rolling program kids!

Monk 10 / Druid 7: Tiger Style
Monk 10 (Bonus) / Druid 7: Tiger Pounce
Monk 10 / Druid 9: Multiattack

Level 20 Overview:
So this is why I took power attack at the last level, Tiger style basically means that I can add +8 damage to all my attacks. Its a bit of *as if I need it* at this point, but more damage is always nice to have. These feats could probably be replaced with any other style feats though without the build really feeling it.

So there it is, its late, so I'll do the damage calculations tomorrow, but the public demanded it, so here it is, Tai Chi Allosaurus, strength version. Pouncing for 24d8 damage per unarmed strike, massive strength bonus to unarmed damage and quite effective from level 1, if I do say so myself.

prototype00

Edit: I might try to rejigger things so I can fit it TWF and ITWF, with 24d8 damage per hit, you want as many of those as possible.


I like this build solid at low levels, other than AC there isn't much weakness to this build. Ah well that is why you cast barkskin, and get a wand of mage armor.

Well done.


Just noticed that the Gorilla aspect from animal aspects increases your unarmed damage by one size without actually increasing your size.

Doesn't stack with wildshape unfortunately, (both polymorph effects) but should stack with enlarge person from the growth domain for a mini (comparatively) boost to your unarmed damage.

prototype00

Note: Playing around with this character in Herolab, its worth investing in a +4 headband of wisdom by lvl 10 as it nets you an extra casting of strong jaw from the 18 wis.

Also, concerning amulet of mighty fist, this character can get a +3 enhancement bonus on his fists from greater magic fang (final 12 CL) (unless anyone knows where to get 4 spare caster levels on the cheap?), so while not ideal, its a decent bonus.

I'd probably hold off and blow 80k on a brilliant energy amulet (affordable-ish around 14th level), as this character probably doesn't benefit as much from +1d6 acid damage as most others. No problem from that point on hitting anything (except undead and constructs, but you can probably just maul them to death).

*Hah! For once I don't feel like the Amulet of mighty fist is overpriced. In fact this is exactly the kind of character that benefits the most from it.*


Not meaning to necro the thread, but just noticed glaring oversight. Your type doesn't actually change when you wildshape. You are still Humanoid (Human) or what have you. Enlarge person (not a polymorph spell) stil works.

You win, Streamofthesky, 3 monk/ 17 druid it is then. Will possibly post a build soon.

prototype00

Edit: Actually, a question that got lost in the churn, is there any increase in damage dice beyond 12d8? If so, what is the progression? (Or is 12d8 a hard maximum)

Also, does strong Jaw stack with the spell lead blades for monk unarmed strikes?

Shadow Lodge

Looking forward to the new build!


Actually, just noticed that multiple size boosting effects don't stack as per the rules in enlarge person. So thats a disappointment.

The best method to get 5 increases to size is lead blades, strong jaw and huge wildshape. (Which is possible with the Samsaran and the new racial ability) So the 3 monk/17 druid build is still possible, theoretically.

prototype00


Maybe I am necroing this thread, but I am currently trying to build a Monk/Druid that is playable as the party tank from level one, and would like to know if there have been any changes on your build prototype00, mainly the STR based one.


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Depends on what you want.

So tank build means not getting hit first? Yes, follow the build above. Get crane wing first and basically one on one you cannot be hit in melee. Then you get dragon ferocity at 4th and you can do good damage (as opposed to average damage).

I haven't made too any changes to it, as it should still be functional, but I can play around a bit with it in herolab and tell you if any improvements can be made.

prototype00

Scarab Sages

I will finally get to try this out, and was wondering how it plays in a practical sense?

Can you please give a run down on the buffing that needs to happen to make the big damage hits work?? Thank you!


Bomanz wrote:

I will finally get to try this out, and was wondering how it plays in a practical sense?

Can you please give a run down on the buffing that needs to happen to make the big damage hits work?? Thank you!

So, first of all, what level are you starting at (because that matters in spell duration and wildshape access e.t.c.)?

The basics of this build (and basically most of it, really) is wildshape into a huge animal (preferably with pounce) and cast strong jaw (min/level, so should be good for two fights at least).

The next thing you want to do is stat boosting, str or wisdom first (which ever is your to hit stat) and then the other next (str for damage, wisdom for more spells).

Note: Is this a pathfinder soc. build or a home game?

prototype00

Edit: Also, what race are you playing? There are shenanigans available for both Aasimar and Samsaran characters.

Scarab Sages

I was just looking though this thanks to the bump, and didn't notice any magic items in the build. If you plan for a Guided Amulet of Mighty Fists, you could take a more useful archetype than Sensei for this build, and get WIS to damage as well as to hit. And then you could flurry as well for a further attack increase and more attacks.


I would, but guided is non-core (adventure path item), and so I hesitate. If you can get it, great! The wisdom build will be perfect for you, good AC and Monk special abilities. (But MoMS has the edge on hit mitigation and damage)

BTW, Sensei Monks can't flurry, so that's kind of a bummer, on the other hand Qinggong Ki powers are nice to have. Imagine a bear shooting out a cold ice strike as a swift action before commencing the mauling.

prototype00


I'm a little confused... if you're going 10 levels of Monk, how are you reaching 2d10 damage initially? Only a level 20 Monk can get that I thought.


Monk's belt (+5 levels of unarmed damage) and monastic legacy (+5 levels of unarmed damage).

prototype00

Scarab Sages

Kazumetsa wrote:
I'm a little confused... if you're going 10 levels of Monk, how are you reaching 2d10 damage initially? Only a level 20 Monk can get that I thought.

10 Levels Monk + (10/2) Levels Druid via Monastic Legacy feat + 5 Monk's Robe = Damage as a 20th level monk.


Aaaahhh. Very cool! I didn't know that belt existed. Kudos on your build sir.


Imbicatus has the right of it, it isn't a belt anymore, its a robe. Still works when you are wildshaped though, so its all good.

prototype00

Scarab Sages

prototype00 wrote:
Bomanz wrote:

I will finally get to try this out, and was wondering how it plays in a practical sense?

Can you please give a run down on the buffing that needs to happen to make the big damage hits work?? Thank you!

So, first of all, what level are you starting at (because that matters in spell duration and wildshape access e.t.c.)?

The basics of this build (and basically most of it, really) is wildshape into a huge animal (preferably with pounce) and cast strong jaw (min/level, so should be good for two fights at least).

The next thing you want to do is stat boosting, str or wisdom first (which ever is your to hit stat) and then the other next (str for damage, wisdom for more spells).

Note: Is this a pathfinder soc. build or a home game?

prototype00

Edit: Also, what race are you playing? There are shenanigans available for both Aasimar and Samsaran characters.

I will probably be playing a Human, although I'm interested in the shenanigans a Samsaran has?

This will literally be played for the Reign of Winter AP, so literally from level 1.

I already built the Human in HeroLabs, and love how the monk turned out. Its pretty sick, I have to say, no armor and 18AC while fighting defensively. I chose the strength build.

What I'm looking for is a detailed breakdown of the damage progression chart you use to get 28d8 or whatever it was, and how it arrived there?

A small tactica, as it were. 'ferinstance:

1st round combat, cast "spell #1!"
2nd round combat, cast "spell #2!"
3rd round combat, do this!
4th round combat ?????
5th round combat, PROFIT.

Many thanks!


Imbicatus wrote:
I was just looking though this thanks to the bump, and didn't notice any magic items in the build. If you plan for a Guided Amulet of Mighty Fists, you could take a more useful archetype than Sensei for this build, and get WIS to damage as well as to hit. And then you could flurry as well for a further attack increase and more attacks.

Do you have a build in mind


Bomanz wrote:
I will probably be playing a Human, although I'm interested in the shenanigans a Samsaran has?

The Samsaran has the Mystic Past Life Racial ability that allows them to poach spells from other lists. Ranger has Strong Jaw as a lvl 3 spell instead of a lvl 4 for druid and Paladins have the all powerful Holy Sword as a lvl 4 spell.

Aasimars using the Immortal Spark Racial trait could start at middle age for free, (+1 to all mental, no penalty to physical due to innate lesser age resistance). You can buy down charisma all the way to its minimum and use it to boost your physical stats, and it gives a nice boost to wisdom.

Quote:
What I'm looking for is a detailed breakdown of the damage progression chart you use to get 28d8 or whatever it was, and how it arrived there?

The damage in large part is down to what your base unarmed damage is. The 24d8 is a calculation based on 20th level monk damage (2d10).

Basically: 2d10 (base damage) -> 6d8 (Huge Size) -> 12d8 (Strong Jaw) -> 24d8 (Charging with Janni Rush)

Quote:

A small tactica, as it were. 'ferinstance:

1st round combat, cast "spell #1!"
2nd round combat, cast "spell #2!"
3rd round combat, do this!
4th round combat ?????
5th round combat, PROFIT.
Many thanks!

Well, I'd get all the casting done ahead of time, really. Greater Magic Fang lasts for hours (cast a beginning of day), Barkskin lasts for 10 mins/level (cast at beginning of dungeon) and you might leave Strong jaw (mins/level) to cast in the 1st round, but really, you can cast it at the same time as barkskin and start 1st round charging an enemy and mauling them to death.

prototype00

Silver Crusade

I've enjoyed reading your thread and you've convinced me to change my GM Xp dump character in PFS from straight Bear Shaman to a Bear Shaman/Monk

I have Chronicles for the Nagaji and an extra trait... hope you like this extrapolation of him at Seeker...

Karu:
Karu Vennas
Male Nagaji Druid (Bear Shaman) 6 Monk 6
LN Medium Humanoid (reptilian)
Init +1; Senses low-light vision; Perception +22
--------------------
Defense
--------------------
AC 28, touch 22, flat-footed 26 (+3 armor, +2 shield, +1 Dex, +3 natural, +1 deflection, +1 dodge)
hp 87 (12d8+24)
Fort +11 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +16; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants, +2 vs. enchantment spells and effects, +2 bonus vs. mind-affecting effects and poison
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 50 ft.
Melee Unarmed strike +13/+8 (1d10+5/x2)
Ranged Sling +9/+4 (1d4+5/x2)
Special Attacks flurry of blows +4/+4/-1, ki strike, magic
Druid (Bear Shaman) Spells Prepared (CL 8):
3 (3/day) Magic Fang, Greater, Poison (DC 18), Spike Growth (DC 18)
2 (4/day) Restoration, Lesser, Resist Energy, Barkskin, Spider Climb
1 (5/day) Liberating Command, Longstrider, Magic Stone, Entangle (DC 16), Jump
0 (at will) Know Direction, Purify Food and Drink (DC 15), Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 12, Int 6, Wis 20, Cha 12
Base Atk +8; CMB +15 (+17 Grappling); CMD 35 (37 vs. Grapple)
Feats Combat Casting, Dodge, Endurance, Improved Grapple, Improved Unarmed Strike, Mobility, Self-sufficient, Snapping Turtle Clutch, Snapping Turtle Shell, Snapping Turtle Style +2, Stunning Fist (8/day) (DC 21), Toughness +12
Traits Deft Dodger, Indomitable Faith, Magical Knack (Druid [Bear Shaman])
Skills Acrobatics +1 (+9 jump, +7 to jump), Handle Animal +8 (+10 vs. reptiles), Heal +11, Knowledge (nature) +4, Perception +22, Survival +26, Swim +5 (+9 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Common, Draconic, Druidic
SQ ac bonus +7, animal companion link, bear wild shape (3/day), bear's totem transformation (standard action) (6 m, bear's totemic summons, fast movement (+20'), high jump, ki defense, ki pool, maneuver training, nature bond abilities (urs, bear), purity of body, resist nature's lure, resistant, serpent's sense, share spells with companion, slow fall 30', spontaneous casting, stunning fist (stun, fatigue), totem transformations (bear's toughness), trackless step, unarmed strike (1d10), wild empathy, wild shape (1/day), wild shape (animal), wild shape (totem animal), woodland stride
Other Gear Sling, Belt of giant strength +2, Bracers of armor +3, Headband of inspired wisdom +2, Monk's robe, Ring of protection +1, Backpack, masterwork (empty), Holy symbol, wooden (Cayden Cailean), Silk rope, 100 GP, 5 SP

I realize he is dumb as a rock, but this is intended... imagine the poorly phased monk platitudes I can rain down... "the stone resists the river with time"....

When fully buffed with Barkskin, Greater Magic Fang, and Wildshaped into a Dire Bear he'll be able to toe to toe with most 12hd demons and devils

The insane Survival Skill is for Day Job roles... Hunting Lodge Vanity!

He also has

Actual Spoiler:
The Owlbear Companion from We Be Goblins Too
mostly for flavor and flanking


Was the bear shaman a necessary part of the build? I think the various shaman archetypes really don't bring much to the table unless you are going summoning heavy.

prototype00

Silver Crusade

I was thinking of a improved grapple bear wild shape... mostly to go with the owl bear etc...


prototype00 wrote:

So here is the strength counterpart to my wisdom build at the beginning:

LN Human Monk(MoMS,Qinggong) 10/Druid(Menhir Savant) 10

Stats:

Str 16 -> 18 (Human Stat Boost)
Dex 14
Con 12
Int 10
Wis 14
Cha 8

Traits:

Magical Knack (+2 CL up to character level)
Reactionary (+2 initiative)

Feats:

Human: Dodge
Monk 1: Crane Style
Monk 1 (Bonus): Crane Wing, Improved Unarmed Strike, Stunning Fist
Monk 1 / Druid 2: Dragon Style
Monk 2 / Druid 2: Dragon Ferocity
Monk 3 / Druid 2: Monastic Legacy

** spoiler omitted **

Monk 3 / Druid 4: Shaping Focus
Monk 3 / Druid 6: Natural Spell

** spoiler omitted **

Monk 4 / Druid 7: Planar Wild Shape
Monk 6 / Druid 7: Janni Style
Monk 6 (Bonus) / Druid 7: Janni Rush
Monk 8 / Druid 7: Power Attack

** spoiler omitted **...

I didn't think MoMS and Qinggong stacked due to both affecting Perfect Self? As such, you wouldn't legally be able to take both archetypes. Sensei is the only Archetype that stacks with Qinggong, so would that still work for the STR build? I think the STR build is a better option if it all works without the MoMS!


Actually Qinggong is rathere adaptable in that you get to pick and choose which class features you give up, thus it is compatible with all monk archetypes (if rather useless for some, like the martial artist for example).

Not a huge part of the build, really, the backbone is MoMS for the Str build and Sensei for the Wis build.

prototype00

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