Good grief, Champions of Irori are hard to hit!


Advice


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Sollars, Lvl 10 Clr 1/ Pal 2/ Mnk4/ CoI 3 AC37

Spoiler:
Aasimar Champion of Irori 3 Cleric (Theologian) 1 Monk 4 Paladin 2
LG Medium Outsider (human, native)
Init +0; Senses darkvision; Perception +19
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Defense
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AC 37, touch 35, flat-footed 26 (+2 armor, +5 deflection, +11 dodge, +9 misc)
hp 94 (2d10+8d8+10)
Fort +19, Ref +14, Will +24; +2 vs. death, +2 vs. enchantment
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 60 ft.
Melee Unarmed strike +16/+16/+11 (2d6+3/x2)
Special Attacks flurry of blows +5/+5/+0, ki strike, magic, smite chaos, smite evil (2/day), sweeping smite
Spell-Like Abilities Age Resistance, Lesser (1/day), Detect Chaos (At will), Detect Evil (At will), Strength Surge (9/day)
Cleric (Theologian) Spells Prepared (CL 1):
1 (3/day) Enlarge Person (DC 17), Enlarge Person (x3) (DC 17)
0 (at will) Read Magic, Detect Magic, Guidance
Paladin Spells Prepared (CL 0):
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Statistics
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Str 12, Dex 10, Con 13, Int 12, Wis 22, Cha 20
Base Atk +8; CMB +10; CMD 32
Feats Channel Smite, Crane Style, Crane Wing, Deflect Arrows, Dodge, Guided Hand +5 melee, +6 ranged, Improved Unarmed Strike, Osyluth Guile (+5), Stunning Fist (6/day) (DC 21)
Traits Quain Martial Artist, Wisdom in the Flesh (Acrobatics)
Skills Acrobatics +19 (+31 jump, +23 to jump), Bluff +13, Knowledge (planes) +15, Knowledge (religion) +15, Perception +19
Languages Celestial, Common
SQ ac bonus +9, aura, aura of good, cleric channel positive energy 1d6 (8/day) (dc 15), domains (strength), fast movement (+10'), focused domain, immortal spark, ki defense, ki pool, lay on hands (1d6) (6/day), scion of humanity, slow fall 20', spontaneous casting, stunning fist (stun, fatigue), unarmed strike (2d6)
Combat Gear Bronze gong (1 uses); Other Gear Amulet of mighty fists +1, Boots of speed (10 rounds/day), Bracers of armor +2, Cloak of resistance +2, Headband of mental prowess (Wis & Cha +2), Monk's robe, Ring of protection +1, 11900 GP
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Special Abilities
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AC Bonus +9 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Boots of speed (10 rounds/day) Affected by haste
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric (Theologian) Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Cleric Channel Positive Energy 1d6 (8/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Crane Style Take -2 penalty when fighting defensively
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflect Arrows Deflect an incoming arrow once per round.
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+0 (Ex) Make Flurry of Blows attack as a full action.
Focused Domain +2 to cleric level for domain powers.
Guided Hand +5 melee, +6 ranged May use Wisdom modifier for attack rolls with favored weapon
Immortal Spark You gain +2 to saves vs death.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
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 Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Lay on Hands (1d6) (6/day) (Su) You can heal 1d6 damage, 6/day
Osyluth Guile (+5) While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to your AC as a dodge bonus against that opponent’s melee attacks until your next turn. You cannot use this feat if you cannot see the
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Smite Chaos (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Smite Evil (2/day) (Su) +5 to hit, +2 to damage, +5 deflection bonus to AC when used.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Strength Surge (9/day) (Sp) Grant +1 to a melee atack or strength check.
Stunning Fist (6/day) (DC 21) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Sweeping Smite (Ex) As standard action, use smite against extra target if first attack hits.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Wisdom in the Flesh (Acrobatics) Acrobatics becomes a Wisdom-based, class skill.

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Basically I built him to do more damage and overcome DR, but Champions of Irori do absurdly good in the AC department without even trying.

Granted:

1.) Fighting defensively and crane style/crane wing
2.) Osyluth guile (cha as a dodge bonus to AC)
3.) Smite everyone, every combat (cha as a deflection bonus to AC)

but still it was better than I expected.

prototype00

Dark Archive

I'm not sure Irori will like you mimicing infernal styles of combat. But there's no mechanical reason you couldn't take that Chelixian based feat.


A crane style Wisdom based monk with high AC?! No way...

Drop a level of monk for a level of COI and you get 1/2 level situational bonus to AC. And use ki to AC.

Also, you can't honestly say you optimized for damage. You spent 4 feats on AC! And 2 supplemental defense feats (allowing reliance only on Wis). Go take power attack or something.


Victor Zajic wrote:
I'm not sure Irori will like you mimicing infernal styles of combat. But there's no mechanical reason you couldn't take that Chelixian based feat.

Eh, Irori is Lawful Neutral. Not to say Osyluth guile can't be flavored as some other attack misdirecting feat.

dunebugg wrote:

A crane style Wisdom based monk with high AC?! No way...

Drop a level of monk for a level of COI and you get 1/2 level situational bonus to AC. And use ki to AC.

Yeah, I really should have seen it coming, but I was expecting something in the low 30s, good for a monk but merely decent for everyone else.

The extra level of monk is because (and this isn't reflected in the stats up top), James Jacob said at some point that the ki pools of the monk and the CoI were separate (unlike the ninja and monk ki pools) and hence you can have a second ki pool with its own wisdom bonus, which granted I don't immediately know why its like that but I'll take it!

Yes ki to AC will raise AC to 41, oh the horror.

prototype00


Victor Zajic wrote:
I'm not sure Irori will like you mimicing infernal styles of combat. But there's no mechanical reason you couldn't take that Chelixian based feat.

Using an ability called Osyluth Guile makes you about as infernal as using Crane Style makes you a bird.

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Now using Otyugh Guile would just stink!


Throw in a Wand of Mage Armor, Iron Beard, and another level of Monk to get Barkskin and eventually more Paladin levels to get Cha to saves...

Sovereign Court

Victor Zajic wrote:
I'm not sure Irori will like you mimicing infernal styles of combat. But there's no mechanical reason you couldn't take that Chelixian based feat.

Irori actually has some sects of Lawful Evil worshipers. Just check out The Flesh Collector. I suspect that Irori really doesn't care if a style came from Cheliax; if it brings the body closer to perfection, go for it.


That character's offensive abilities seem rather underwhelming, aside from when he uses Smite.


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seriously, that build isn't damage orientated at all.
sure, 'smite everyone, every combat' with your... 2 smites/day.
sweeping smite can let you smite a few more targets, but you aren't full attacking to do so.

certainly, the laser-beam WIS optimization means Stunning Fist has a mean DC, but that is a side-effect of a defensive optimized build, and the Guided weapon property likewise is a way to spin-off defensive optimizations into offense.

btw, i think you're making a mistake by listing enlarge person so many times, you can't memorize domain spells in non-domain slots. sorry.

it still gets me how paizo has made so many abilities with exactly the same name, yet which are different. strength surge. hide in plain sight. etc.

and i really don't understand how JJ could have claimed that the ki pools work like that, unless he just totally pulled it out of his ass without reading the rules:

CoI Ki Pool wrote:
this functions like the monk ability of the same name, and levels in this class stack with levels in other classes that grant a ki pool.


Quandary wrote:

seriously, that build isn't damage orientated at all.

sure, 'smite everyone, every combat' with your... 2 smites/day.
sweeping smite can let you smite a few more targets, but you aren't full attacking to do so.

While i don't disagree that this is not a damage build you have missed the fact he can spend 2 ki points to activate smite from COI.

Quandary wrote:

certainly, the laser-beam WIS optimization means Stunning Fist has a mean DC, but that is a side-effect of a defensive optimized build, and the Guided weapon property likewise is a way to spin-off defensive optimizations into offense.

btw, i think you're making a mistake by listing enlarge person so many times, you can't memorize domain spells in non-domain slots. sorry.

Actually the theologian archetype does allow this although i would have gone for separitist and picked up the growth domain instead.

Quandary wrote:

it still gets me how paizo has made so many abilities with exactly the same name, yet which are different. strength surge. hide in plain sight. etc.

and i really don't understand how JJ could have claimed that the ki pools work like that, unless he just totally pulled it out of his ass without reading the rules:

CoI Ki Pool wrote:
this functions like the monk ability of the same name, and levels in this class stack with levels in other classes that grant a ki pool.

I'm with you 100% here though. :)


Everyone made good points about how the the build could be built for more damage.

For the uninitiated, the trick that I'm using for this build is equipping a ring of ki mastery to make smite evil cost 1 ki point.

This character (using non-JJ math) has a base ki pool of 9 ki points (1/2 level + wis), with a brass gong divine focus, all his channel positive energy uses can also become ki points, so that is (cha + 3) so 8 more right there.

Finally you have the 2 native smite evil attempts, for a total of 18 smite evil uses/day. (2 ki points go in the ring, 15 ki points used for smite evil, 2 native smite evil, use 2 points in the ring for a last smite evil use).

So basically this character can smite basically every foe he engages (never having to worry about DR). Which is a nice +5 to hit and +5 to damage for every attack.

I of course could drop wisdom a bit down to the same number as charisma, and put all the points in strength for more damage.

prototype00


Could you explain why the flurry of strikes is so much lower than the base attack?

Melee Unarmed strike +16/+16/+11 (2d6+3/x2)
Special Attacks flurry of blows +5/+5/+0,


Thats herolabs acting up. The actual to hit is the 16/16/11

prototype00


roguerouge wrote:

Could you explain why the flurry of strikes is so much lower than the base attack?

Melee Unarmed strike +16/+16/+11 (2d6+3/x2)
Special Attacks flurry of blows +5/+5/+0,

I'm fairly sure thats the basic class ability before modifiers.

Dark Archive

Add a ring of ki mastery so that you can smite for only 1 ki point. :)


That was the plan.

Basically its a paladin that can smite as many times as they want/day (with a 5 point penalty to smiting damage), has great AC, saves like you won't believe and various other monk like tricks (like getting cleave and greater cleave for free).

prototype00


Might be interesting for this build to use Flowing monk if possible. I am going to use that to be able to:

- Trip / reposition opponents attacking you (and later allies)
- +1 dodge bonus to AC for each adjacent opponent
- Attacks of opportunity (see crane riposte) have a chance to deny dex bonus

pretty sweet :)


With a stregh so low and a wisdom that high the best way is to go with a sensei monk.

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