
prototype00 |

You're still waiting for a specific item to be effective, and to you'd be sucking 'til level 6-7 when you do get that weapon.
If you're talking about a late-game build, a Guided Amulet of Mighty Fists would be interesting.
And unfortunately the guided enhancement was written for an adventure path and isn't completely compatable with pathfinder core.
prototype00

Bigtuna |

My start would go
paladin 1(hospitaler)/ (Noble scion or power attack if I felt the build would get enough to hit - if there's a buffer in the party then yes)
Pal 1/clr 1 (Crusader)/ weapon focus (unarmed strike or shield focus) - depending on if I want +1 to hit or +1 AC
Pal 1/Clr 1/monk 1 (Channel Smite)
And then
Pal 1/Clr 1/monk 3/CoI 2
and then Pal 4/clr1 monk 3/Coi 2
BUT - I thought CoI got 3+wis Ki - they get wis+ ½ class level. Now in time we get alot of Ki - but cha for KI for Smite demands you have a Ki poll large enough to last a whole encounter with smites and possible extra attacks...
At lvl 7 we would only have a Ki pool of 2 with the option of refilling it between encounters...
And (assuming cha 18 (16 base + 2 item)) we would have 7 channelings/day - an not enough gold to buy a Ki ring yet...
So 9 Ki = 4 extra smites -> 6 smites a day (one of them smite chaos), but with a ki pool of 2 you only 1 smite pr encounet (unless yoou use the daily smites/day.
So I think I'll need at least one more lvl of CoI before finishing the 4 levels of paladin for more channeling.
capstones for Paladin
lvl 1 smite
lvl 2 divine grace
lvl 4 Channel energy
Capstones of CoI (with 3 monk levels)
lvl 2 Ki!!!!
lvl 5 +1 attack from flurry 1d10 unarmred strike
lvl 9 2d6 armed strike
Unarmed strike get's messed up whenn you add a monk's robe -but the +1 attack in a flurry is hard to miss.
Edit: noted stunning fist is free with original build, and CoI 10's Whirlwind Smite is also wis based... So if you have the points for a good wis it's nice - but if you don't too bad, you miss somethings the build could have done...

Bigtuna |

Well the plan is to reduce MAD - if you have the str/cha/wis/con to have a decent score in all you could benefit more from the wis parts of a monk.
I play with a 15 point buy - and that's pretty low for a build that needs 4 good stats.
And yes the plan would be to get enough channels to smite all day long and perhaps get an extra attack now and then.
But wht is best? CoI or Extra Paladin levels? Well that depends... If you happen to find a +3 cloak of res at lvl 7 - Paladin 2 for divine grace isn't such a big deal. Since you'll have pretty nice saves anyway.
But perhaps playing the char makes you want more smites - then take more paladin levels. Or if you happen to fighht a lot of non-evil, non -chaotic creatures - extra attack and more dam will be more important...
Both gives full bab, advances smite dam, - the real kickers are the capstones CaI 5 for the extra attack, increased Ki pool, and increased dam fro unarmed strike and Paladin 4 for the extra channels (which gives Ki, and can be used for extra dam through smite or extra attacks with ki strike)

igotsmeakabob11 |
Well the plan is to reduce MAD - if you have the str/cha/wis/con to have a decent score in all you could benefit more from the wis parts of a monk.
I play with a 15 point buy - and that's pretty low for a build that needs 4 good stats.And yes the plan would be to get enough channels to smite all day long and perhaps get an extra attack now and then.
How would you distribute/prioritize stats in the case of 15 or 20 points? Yes, it's quite MAD.
For 20 points, I was considering 16str 10dex 10con 10int 16wis 14cha, perhaps start as a paladin 1 then take monk 1... at least then you have armor.To be honest I'd rather drop cleric all together and free up two feats by using a Guided weapon on a Temple Sword/Sansetsukon or Amulet of Mighty Fists.
The issue here is that you're not getting that equipment until level 6-8, if they're even available, as Guided isn't a Core weapon property. What are you doing 'til then? I'm certainly open to the idea of dropping Cleric, though.

Bigtuna |

15 points and assimar ¨
Str 16, Dex 10, Con 12, Int 10, Wis 10 and Cha 16
Str (10 points) dex (0) Con (2 points) wis (-2 point + 2race) Cha (5 points +2 race) = 15 points
Build (something like this)
lvl 1: Pal1/ : Noble Scion (cha to ini) (or Power attack) +1 bab (+4 to hit, greatsword 2d6+4 dam)
saves: fort +2/reflex +0/will +2, trait (+1 unarmed stike dam)
lvl 2: Clr 1/ Pal 1/ weapon focus (unarmred strike), channeling 3+cha (6) (+4 to hit, greatsword 2d6+4 dam) fort +4/reflex +0/will +4
lvl 3: Clr 1/ Pal 1/ Mnk 1: Channel Smite (3th lvl) Dodge (Monk Bonus Feat), Improved Unarmed Strike, Stunning Fist Saves: fort +6/reflex +2/will +6
lvl 4: Clr 1/ Pal 1/ Mnk 2: +2 bab (Monk Bonus Feat:combat reflexes), Evasion
fort +7/reflex +3/will +7
lvl 5: Clr 1/ Pal 1/ Mnk 3 Crane Style (5th lvl) Still mind +3bab (Flurry +6/+6 (1d6+4) (+4 bab +1 weapon focus -2 flurry +3 str) vs +6 (2d6+4)
lvl 6: Clr 1/ Pal 1/ Mnk 3/ CoI 1/ 1 smite chaos/ day (1d8 unarmed strike)
fort +8/reflex +4/will +8
lvl 7: Clr 1/ Pal 1/ Mnk 3/ CoI 2 Crane Wing (7th lvl) +4 bab (full bab from here on) Ki pool (2 stk)
lvl 8: Clr 1/ Pal 2/ Mnk 3/ CoI 2 divine Grace
fort +9/reflex +4/will +9
lvl 9: Clr 1/ Pal 3/ Mnk 3/ CoI 2 Osyluth Guile (9th lvl) , aura of courage, divine health, mercy, Saves +9/+5/+9,
lvl 10: Clr 1/ Pal 4/ Mnk 3/ CoI 2 3+cha channel energy , paladin spells
Saves +10/+5/+10,
Lvl 11: Clr 1/ Pal 4/ Mnk 3/ CoI 3 Sweeping strike (cleave), +1 Ki (3 stk)
Saves +11/+6/+11, (lvl 11 feat)
Lvl 12: Clr 1/ Pal 4/ Mnk 3/ CoI 4 Valiant Stand 2 sacred
Lvl 13: Clr 1/ Pal 4/ Mnk 3/ CoI 5 Shield The Weak +1 Ki (4 stk), +1 Attack Flurry, 1d10 Unarmed
Saves +12/+7/+12, (lvl 13 feat)
Lvl 14: Clr 1/ Pal 4/ Mnk 3/ CoI 6 Skillmastery, sweeping strike multiple targets, Valiant Stand 3 sacred
Lvl 15: Clr 1/ Pal 4/ Mnk 3/ CoI 7 +1 Ki, Perfert opening AoO if foe crits +1 Ki (5 stk)
Saves +13/+8/+13, (lvl 15 feat)
Lvl 16: Clr 1/ Pal 4/ Mnk 3/ CoI 8 One finger (standard make a unarmed strike as touch attack), Valiant Stand 4 sacred, smite chaos 2/day
Lvl 17: Clr 1/ Pal 4/ Mnk 3/ CoI 9 +1 Ki (6 stk) perfect strike, 2d6 unarmed
Saves +14/+9/+14, (lvl 17 feat)
Lvl 18: Clr 1/ Pal 4/ Mnk 3/ CoI 10 whirlwind smite

ArchAnjel |

I have a question about the Allying property. It seems like you're suggesting it can be held in one hand to grant the +3 bonus to your own unarmed strikes, using your other hand, elbows, knees, feet, etc. to do the actual attacking.
But the Allying property specifically states that the bonus is granted to "an ally" (thus the name). Nowhere does it suggest that it can be used to grant yourself the bonus to another wielded weapon. Has that been errata'd somewhere?

ArchAnjel |

oh just reread imp nat attack:
2Choose one of the creature's natural attack forms (not an unarmed strike)."Hmm not sure if the monks ability overrules nat attack...
But most likely not...
Consider this quote from the spell Magic Weapon:
You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.It makes a pointed distinction between an "unarmed strike" and a "monk's unarmed strike." EVERYTHING has an "unarmed strike" natural attack. Even the town drunk can take a swing at something as an "unarmed strike." But a "monk's unarmed strike", well, that's different. That is a natural weapon.
I'm not saying that is the definitive answer, but an argument could be made.
EDIT: On the other hand, from the description of Flurry of Blows: A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

prototype00 |

I have a question about the Allying property. It seems like you're suggesting it can be held in one hand to grant the +3 bonus to your own unarmed strikes, using your other hand, elbows, knees, feet, etc. to do the actual attacking.
But the Allying property specifically states that the bonus is granted to "an ally" (thus the name). Nowhere does it suggest that it can be used to grant yourself the bonus to another wielded weapon. Has that been errata'd somewhere?
JJ seemed okay with the idea (if I'm not misquoting him). Otherwise get an amulet of mighty fists, its cheaper these days (and you don't have to buy the allying property). Its not like you desperately need those plusses to hit and damage (your smiting takes care of that).
prototype00

prototype00 |

So just wanted to pipe in with some updates:
1. Started playing around with a human CoI instead of an Aasimar one (wanted to make a PFS legal build and the no aging rules in PFS made the Aasimar build unworkable).
Obviously you start off with lower stats (less str and cha, really) but the extra feat and the ability to sell down int (extra skill point picks up the slack) are really good actually. It basically makes room for a capstone pick of the Monastic Legacy feat which boosts unarmed damage by 1d8 when enlarged.
2. Good grief, Hospitaler is made for this build. Not for eliminating the cleric level, oh no, but to add yet another pool of channel energy when you are finished with CoI and are hitting the endgame. I ended up with 50 uses of channel energy (and 20 ki points) so that is about 70 potential ki points/day (each of which is a smite evil/chaos, lay on hands, extra attack while flurrying, e.t.c.) Sick.
If people are interested, I'll post the human builds here.
prototype00

I Hate Nickelback |
Harrison wrote:This is very interesting.
Have you thought of writing a guide for the Champion of Irori?
Hmm, no I haven't. I haven't made a guide before, and really, I'm afraid I might not be very good at it. (And its only a PrC, so its a bit more limited in scope than an actual class, a guide might be a bit too much?)
prototype00
Plenty of people have done guides for PrCs (Oterisk comes to mine for his DD guide). As for not being good at it, people will get over a guide being poorly written, it's the facts that matter. As long as you understand what works and what doesn't, which you seem to based on this awesome build, you can write a fair guide.

prototype00 |
1 person marked this as a favorite. |

Female Human (Tian-Shu) Cleric (Crusader) 1
LG Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash -4 (1d4) and
. . gauntlet (from armor) +0 (1d3) and
. . unarmed strike +4 (1d3+1)
Special Attacks channel energy
Spell-Like Abilities
. . 6/day—strength surge
Cleric (Crusader) Spells Prepared (CL 1st; concentration +4):
1st (1/day)—enlarge person (DC 14), comprehend languages
0 (at will)—guidance, light
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 12, Int 8, Wis 17, Cha 16
Base Atk +0; CMB +0; CMD 11
Feats Channel Smite, Guided Hand, Weapon Focus (unarmed strike)
Traits quain martial artist, wisdom in the flesh
Skills Acrobatics +1 (-3 jump), Climb -6, Escape Artist -5, Fly -5, Knowledge (religion) +3, Linguistics +3, Ride -5, Stealth -5, Swim -6
Languages Common, Draconic, Tien
SQ aura, domains (strength), spontaneous casting
Other Gear Scale mail, Heavy steel shield, 80 GP
Lvl 1, not much to say, start off as a cleric, but good news, your unarmed strike hits like a fighter. Bad news, the damage is quite poor.
prototype00

prototype00 |

Female Human (Tian-Shu) Champion of Irori 4/Cleric (Crusader) 1/Monk 3/Paladin (Hospitaler) 2
LG Medium humanoid (human)
Init +2; Senses Perception +13
--------------------
Defense
--------------------
AC 32, touch 28, flat-footed 25 (+4 armor, +2 Dex, +4 deflection, +5 dodge, +6 untyped)
hp 75 (2d10+8d8+20)
Fort +18, Ref +13, Will +21; +2 vs. enchantment spells and effects
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +15/+10 (1d8+13)
Special Attacks channel energy, flurry of blows, smite chaos, smite evil, stunning fist (4/day, DC 20), sweeping smite
Spell-Like Abilities
. . At will—detect chaos, detect evil
. . 8/day—strength surge
Cleric (Crusader) Spells Prepared (CL 1st; concentration +6):
1st (2/day)—protection from evil (x2), enlarge person (DC 16)
0 (at will)—guidance, light
Paladin (Hospitaler) Spells Prepared (CL 0; concentration +4):
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 14, Int 8, Wis 21, Cha 18
Base Atk +8; CMB +10; CMD 34 (36 vs. grapple, 36 vs. reposition, 36 vs. trip)
Feats Channel Smite, Combat Reflexes, Crane Style, Crane Wing, Dodge, Guided Hand, Improved Unarmed Strike, Osyluth Guile, Skill Focus (Survival), Stunning Fist, Weapon Focus (unarmed strike)
Traits dangerously curious, quain martial artist
Skills Acrobatics +15 (+19 jump), Bluff +12, Knowledge (religion) +9, Linguistics +7, Perception +13, Survival +8, Use Magic Device +12
Languages Aklo, Celestial, Common, Draconic, Tien, Undercommon, Vanaran
SQ ac bonus, aura, aura of good, domains (strength), fast movement, ki pool, lay on hands, maneuver training, spontaneous casting, stunning fist (stun), unarmed strike, valiant stand
Combat Gear Jingasa of the fortunate soldier (1/day), Wand of Mage Armor, Bronze gong (1 uses); Other Gear Amulet of mighty fists +1, Belt of physical perfection +2, Bracers of the avenging knight, Cloak of resistance +2, Headband of mental prowess (Wis & Cha +2), Ring of ki mastery (2 at a time), 650 GP
Lvl 10, you rock basically. AC 32 when smiting and fighting defensively. 1d8 + 13, 17/17/12 attack routine.
8 ki points (ki pool) + 7 channel energy attempts + 2 Native Smite Evil uses + 5 native lay on hand uses (healing 3d6 as a swift action) = A whole heck of a lot of combat potential.
prototype00

XMorsX |
XMorsX wrote:Isn't the ferocity subdomain just a little better? +1 damage is not much, but it is still better than nothing.I don't think Irori gets that subdomain.
prototype00
It is associated with the Strenght domain. Perfectly legal.
Other than that, veri nice build. I may like it more than the Aasimar one too.

DM Papa.DRB |

prototype00 wrote:XMorsX wrote:Isn't the ferocity subdomain just a little better? +1 damage is not much, but it is still better than nothing.I don't think Irori gets that subdomain.
prototype00
It is associated with the Strenght domain. Perfectly legal.
Other than that, veri nice build. I may like it more than the Aasimar one too.
No he doesn't. Per the APG,
Irori Healing, Knowledge, Law, Rune, Strength Inevitable, Language, Memory, Restoration, Resolve, Thought-- david

prototype00 |

Actually, small mistake. This character has an AC of 36 versus a single foe due to osyluth guile, not 32. Herolab doesn't take that into account.
Hikari Shining-Fist
Female Human (Tian-Shu) Champion of Irori 9/Cleric (Crusader) 1/Monk 3/Paladin (Hospitaler) 2
LG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +25
--------------------
Defense
--------------------
AC 40 (47 versus one foe), touch 36, flat-footed 32 (+4 armor, +3 Dex, +5 deflection, +5 dodge, +1 insight, +11 untyped, +1 luck)
hp 125 (2d10+13d8+45)
Fort +27, Ref +22, Will +31; +2 vs. enchantment spells and effects, +2 vs. attacks by a specific opponent you have designated
Defensive Abilities evasion
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +30/+30/+25/+25/+20 (2d8+22)
Special Attacks channel energy, flurry of blows, sweeping smite, one finger, perfect strike, smite chaos, smite evil, stunning fist (7/day, DC 24)
Spell-Like Abilities
. . At will—detect chaos, detect evil
. . 10/day—strength surge
Cleric (Crusader) Spells Prepared (CL 1st; concentration +8):
1st (2/day)—protection from evil (x2), enlarge person (DC 18)
0 (at will)—guidance, light
Paladin (Hospitaler) Spells Prepared (CL 0; concentration +5):
--------------------
Statistics
--------------------
Str 19, Dex 16, Con 16, Int 8, Wis 24, Cha 20
Base Atk +13; CMB +20; CMD 50 (52 vs. grapple, 52 vs. reposition, 52 vs. trip)
Feats Channel Smite, Combat Reflexes, Crane Riposte, Crane Style, Crane Wing, Dodge, Eldritch Heritage, Guided Hand, Improved Eldritch Heritage, Improved Unarmed Strike, Osyluth Guile, Skill Focus (Survival), Stunning Fist, Weapon Focus (unarmed strike)
Traits dangerously curious, quain martial artist
Skills Acrobatics +22 (+26 jump), Appraise +0, Bluff +14, Climb +5, Diplomacy +6, Disguise +6, Escape Artist +4, Fly +4, Heal +8, Intimidate +6, Knowledge (religion) +12, Linguistics +8, Perception +25, Ride +4, Sense Motive +8, Stealth +4, Survival +11, Swim +5, Use Magic Device +20
Languages Aklo, Celestial, Common, Draconic, Tien, Undercommon, Vanaran
SQ ac bonus, aura, aura of good, domains (strength), fast movement, ki pool, lay on hands, maneuver training, perfect opening, shield the weak, skill mastery, spontaneous casting, stunning fist (stun), touch of rage, unarmed strike, valiant stand
Combat Gear Jingasa of the fortunate soldier (1/day), Ring of foe focus, Wand of Mage Armor, Bronze gong (1 uses); Other Gear Amulet of mighty fists +2, Belt of physical perfection +4, Bracers of the avenging knight, Cloak of resistance +5, Handy haversack (empty), Headband of mental prowess (Wis & Cha +4), Ioun stone (dusty rose prism), Ioun stone (pale green prism), Monk's robe, Ring of ki mastery (2 at a time), 7650 GP
prototype00

prototype00 |

Mythic is all well and good, but three problems with making builds with it:
1. Completely DM fiat. I mean, the DM could give you 300k starting gold and a magical unicorn as well. I'd rather build around not having that.
2. Its kinda hard to make a bad mythic character isn't it? I mean, two turns in a round, DR piercing anything and I take no damage from your hits is pretty awesome. (CoI can manage it as a non mythic character, but that takes planning)
3. I actually have no experience with the mythic rules, somebody else could probably do a better job than I.
prototype00

prototype00 |
1 person marked this as a favorite. |

Female Human (Tian-Shu) Champion of Irori 10/Cleric (Crusader) 1/Monk 3/Paladin (Hospitaler) 6
LG Large humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +34
--------------------
Defense
--------------------
AC 47, touch 39, flat-footed 42 (+4 armor, +3 Dex, -1 size, +4 natural, +9 deflection, +2 dodge, +1 insight, +14 untyped)
hp 229 (6d10+14d8+120)
Fort +36, Ref +28, Will +40; +2 vs. enchantment spells and effects, +2 vs. attacks by a specific opponent you have designated
Defensive Abilities evasion; Immune disease, fear
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (good)
Melee unarmed strike +31/+26/+21/+16 (4d8+33)
Space 10 ft.; Reach 10 ft.
Special Attacks channel energy, flurry of blows, sweeping smite, one finger, channel energy, perfect strike, smite chaos, smite evil, stunning fist (8/day, DC 30), whirlwind smite
Spell-Like Abilities
. . At will—detect chaos, detect evil
. . 13/day—strength surge
Cleric (Crusader) Spells Prepared (CL 1st; concentration +11):
1st (3/day)—protection from evil (x3), enlarge person (DC 21)
0 (at will)—guidance, light
Paladin (Hospitaler) Spells Prepared (CL 3rd; concentration +12):
1st (4/day)—litany of sloth (x4)
--------------------
Statistics
--------------------
Str 30, Dex 16, Con 22, Int 14, Wis 30, Cha 28
Base Atk +18; CMB +33; CMD 69 (71 vs. grapple, 71 vs. reposition, 71 vs. trip)
Feats Channel Smite, Combat Reflexes, Crane Riposte, Crane Style, Crane Wing, Dodge, Eldritch Heritage, Greater Eldritch Heritage, Guided Hand, Improved Eldritch Heritage, Improved Unarmed Strike, Monastic Legacy, Osyluth Guile, Skill Focus (Survival), Stunning Fist, Weapon Focus (unarmed strike)
Traits dangerously curious, quain martial artist
Skills Acrobatics +27 (+31 jump), Appraise +3, Bluff +18, Climb +11, Diplomacy +33, Disguise +10, Escape Artist +4, Fly +33, Heal +11, Intimidate +10, Knowledge (religion) +16, Linguistics +11, Perception +34, Ride +4, Sense Motive +34, Stealth +0, Survival +14, Swim +11, Use Magic Device +24
Languages Aklo, Celestial, Common, Draconic, Orc, Sylvan, Tien, Undercommon, Vanaran, Vudrani
SQ ac bonus, aura, aura of courage, aura of good, divine bonds (weapon [1/day]), domains (strength), fast movement, ki pool, lay on hands, maneuver training, mercies (mercy [fatigued], mercy [staggered]), perfect opening, power of giants, shield the weak, skill mastery, spontaneous casting, stunning fist (stun), touch of rage, unarmed strike, valiant stand
Combat Gear Jingasa of the fortunate soldier (1/day), Ring of foe focus, Spectral shroud (1/day), Wand of Mage Armor, Bronze gong (1 uses); Other Gear Belt of physical perfection +6, Bracers of the avenging knight, Cloak of resistance +5, Handy haversack (empty), Headband of mental superiority +6 (Sense Motive, F, Ioun stone (dusty rose prism), Ioun stone (pale green prism), Ioun stone (pale green prism), Manual of gainful exercise +1, Monk's robe, Ring of ki mastery (2 at a time), Speed Amulet of mighty fists +2, Tome of leadership and influence +4, Tome of understanding +4, Winged boots (3/day), 60150 GP
prototype00

Edeldhur |

Hello prototype00, I am enjoying a lot reading about your build - I have a couple of questions though:
- From which level on would you say the character provides an adequate addition to the group (I would say mostly in melee potential)?
- Also, is there any chance we could have your suggestion on level progression? I have been entertaining the idea of playing it from lower levels and am pondering how best to approach it.
Thanks in advance.

Edeldhur |

By level progression I meant something along the lines of what you have referred to - an idea regarding when to take this or that class and feats mainly.
From my end, it is useful if, for example, I want to try and play the character at an earlier level - it gives me an idea of what part he can play in a group, even if not yet at its peak.

Tavnazian |

A few things to consider:
Oracle dip isn't really worth it if you only want 1 revelation, as you can get that from a ring of revelation.
If a GM allows 3.5 feats, you can take tranquility to get wisdom in place of charisma to your paladin features.
Crane style + perfect opening will NOT get you 2 attacks of opportunity.
The reason being is the order these abilities go off. Crane wing must be used before an enemy makes his attack roll, and you automatically treat that attack as a miss, and allowing no critical(confirmed or otherwise) to actually happen. This prevents perfect opening to ever come into play.

Tavnazian |

Also just noticed the bronze gong trick wont work.
Bronze Gong: When activated, this small masterwork metal gong remains charged with power for 8 hours. When the gong is struck softly, it emits a clear and pleasing tone that instantly focuses the striker’s thoughts and mental energy. If the creature striking the gong has a ki pool and worships a good god, she regains 1 ki point. This use expends the power within the gong.
Irori is lawful Neutral, Not good.

Tavnazian |

pathfinderOGC, right? They don't have the rights to official Pathfinder god names, so they sub in stuff. Bronze Gong is Irori's specific channel foci, it would be strange if his worshippers couldn't use it.
prototype00
Just checked AoN and you're correct. I didn't think of the legal issue because of the wording they chose. If it said "The Enlightened" I wouldn't have questioned it :/
Regards.

![]() |

So, it's been a while since you've seen a bump, and I'm wondering how your build has changed since Crane Wing was altered. Everything else looks good. For my personal use, I would reduce my AC (because a smart creature would realize that he couldn't hit me and move on to the next character). Any suggestions? I would only reduce AC by 10-20%.

DeathlessOne |

Since someone else bumped the thread ...
I searched and saw no mention of this feat Ki Channel
Prerequisite(s): Channel positive energy class feature, worshiper of a god of self-perfection or inner mastery.
Benefit(s): When you channel positive energy to heal living creatures, any creature that could be healed by the channeled energy can choose to regain ki from it instead. Affected creatures regain a number of ki points equal to the number of dice healed by the channel. A creature regaining ki in such a way must either regain ki or be healed by the channel (it cannot gain both).
I'm sure someone will find this useful, especially in this thread.

Onyxlion |

Actually with unchained about to come full release, does anyone know what VMC the classes Monk, Paladin, and War-priest give?
Paladin with a VMC(Monk) could be all we need now?
Or how about a Sacred Fist VMC(Monk)?
Still mind is the main feature we need to be able to get, though Monk with VMC(Paladin) may work as well.
Edit: Hm depending on restrictions and me looking over the reqs we may be able to go Sacred Fist 3/ Monk 3 with VMC(Paladin).

shroudb |
Actually with unchained about to come full release, does anyone know what VMC the classes Monk, Paladin, and War-priest give?
Paladin with a VMC(Monk) could be all we need now?
Or how about a Sacred Fist VMC(Monk)?
Still mind is the main feature we need to be able to get, though Monk with VMC(Paladin) may work as well.
Edit: Hm depending on restrictions and me looking over the reqs we may be able to go Sacred Fist 3/ Monk 3 with VMC(Paladin).
paladin vmc gets smite at lvl11
monk vmc doesnt get still mind featureso the vmc's don't change entry requirements at all. you still need a way to get smite and still mind from base paladin and base monk

Ed Reppert |

Hm. I was wondering the other day about Paladins of Irori. ISTR reading somewhere that being neutral wrt good and evil, Irori doesn't much care about the good end of that spectrum. I don't remember whether I read it or just inferred it, but I came away from that with the impression that Irori does not support paladins. Also, I see no mention of paladins in Irori's entry in Inner Sea Gods or Faiths of Balance or Champions of Balance. OTOH I seem to remember a thread on the messageboards somewhere which asserted that Irori does support paladins. Besides, it would seem odd, at least, for a character to use "paladin of somebody else" to meet the paladinish requirements to become a champion of Irori. So what's the real skinny? Reference, please. "Of course Irori supports paladins" isn't much help. :-)

Blackpowder Witch |

Hm. I was wondering the other day about Paladins of Irori. ISTR reading somewhere that being neutral wrt good and evil, Irori doesn't much care about the good end of that spectrum. I don't remember whether I read it or just inferred it, but I came away from that with the impression that Irori does not support paladins. Also, I see no mention of paladins in Irori's entry in Inner Sea Gods or Faiths of Balance or Champions of Balance. OTOH I seem to remember a thread on the messageboards somewhere which asserted that Irori does support paladins. Besides, it would seem odd, at least, for a character to use "paladin of somebody else" to meet the paladinish requirements to become a champion of Irori. So what's the real skinny? Reference, please. "Of course Irori supports paladins" isn't much help. :-)
The thing to remember is that, in Golarion at least, only Clerics truly need a divine patron. A Paladin of Irori doesn't really need to get his mojo juice directly from Irori. By becoming the embodiment of Irori's positive teachings it's possible to transcend into being a Paladin who worships Irori. From there you just have to wrap your head around the idea of a Pally's class abilities as mind-over matter monk style tricks.

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Your guide is not worthy. Mainly because of the fact that you wrote it simply for one offside race. That's not even an open race for Pathfinder Society play.
A guide to a class needs to be written for all of the common races, but especially Humans. Writing it solely for one race because of it's munchkin advantages is simply lazy.
If you're not going to do broad racial coverage, then you should at least be writing your guide for Humans, with some notes given to other races.