| Rynjin |
What is a Zen of Pain Monk?
Also, maybe take a look at the Pain Taster PrC if you can find some way to gain the prerequisite or have your GM waive it in favor of something less stupidly unreasonable.
| Tangaroa |
| 1 person marked this as a favorite. |
Yes, I've tinkered with this. Here are some thoughts:
Attributes:
Wis>Con>Dex>Cha>Str>Int
Race: Human
Traits:
Sacred Conduit
Heirloom WP (spiked chain, +2 trip)
1: Cleric, Channel Smite, Guided Hand, Blind Fight (from domain)
Domains: Night, Murder
2: Cleric
3: Cleric, WP Focus (Spiked Chain)
4: Flowing Monk, Imp. Trip,
5: Flowing Monk,Crusader's Flurry
Conductive Weapon APG
deliquescent gloves UE
Goggles of night
Cracked Ioun Stone, pale green AA
Usual belts (dex) and headbands (wis)
Amulet of Nat Armor (won't need mighty fists)
Cloak resistance
Cleric at low level; wear armor for survivability. Guided hand and heirloom weapon should add to trip.
Conductive weapon allows Bleed attack from death domain, combine with gloves and channel smite for damage. Buff early and often!
| Tangaroa |
DARK NIGHTSHADOW THE BLACK CR 3
Male Human (Chelaxian) Cleric 3 / Monk 2
LN Medium humanoid (human)
Init +2; Senses Perception +8,
Aura Aura of Evil, Aura of Law,
DEFENSE
AC 18, touch 16, flat-footed 16 (+1 armor, +2 Dex, +1 natural, +1 deflection, +3 Wis, )
hp 40 (3d8)+(2d8)+12
Fort +9, Ref +7, Will +10
Defensive Abilities Evasion,
OFFENSE
Speed 30 ft.
Melee chain +1 (spiked/cold iron) +8 (2d4+2)
Melee flurry of blows (chain +1 (spiked/cold iron)) +7/7 (1d6+1)
Melee flurry of blows (unarmed) +3/+3 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Bleeding Touch (6/day), Channel Negative Energy (2d6, DC 14, 5/day), Flurry of Blows,
Prepared Spells Prepared Spell List
Cleric (CL 3rd):
2nd - blindness/deafness (blindness only) (DC 15) , cure moderate wounds (DC 15) , owl's wisdom (DC 15)
1st - bless , cure light wounds (DC 14) , shield of faith (DC 14) , *sleep (DC 14)
0th - bleed (DC 13) , detect magic , light , stabilize (DC 13)
*: Domain spell.
Deity Zon-Kuthon; Domains Murder Subdomain, Night Subdomain,
STATISTICS
Str 12, Dex 14, Con 14, Int 8, Wis 17, Cha 14
Base Atk +3; CMB +4 (+8 trip); CMD 20 (22 vs trip)
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Channel Smite, Crusader's Flurry, Guided Hand, Improved Trip, Improved Unarmed Strike, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Chain (Spiked))
Skills Acrobatics +9, Acrobatics (Jump/Underground) +2, Appraise -1, Bluff +2, Climb +5, Craft (Untrained) -1, Diplomacy +6, Disguise +2, Escape Artist +6, Fly +2, Heal +7, Intimidate +6, Linguistics(Shadowtongue) +3, Perception +8, Perform (Untrained) +2, Ride +2, Sense Motive +7, Spellcraft +3, Stealth +2, Survival +3, Swim +1,
Languages Chelaxian, Shadowtongue, Taldane
Archetypes Flowing Monk,
Special Qualities AC Bonus, Aura of Evil, Aura of Law, Bonus Feat, Bonus Feat, Night Hunter, Orisons, Redirection, Skilled, Spontaneous Casting, Unbalancing Counter,
Possessions amulet of natural armor +1; bracers of armor +1; chain +1 (spiked/cold iron); ring of protection +1; cloak of resistance +1; scroll (cure light wounds) (x2); flurry of blows;
SPECIAL ABILITIES
AC Bonus (Ex) When unarmored and unencumbered, you add +3 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Aura of Evil (Ex) You project a moderate evil aura.
Aura of Law (Ex) You project a moderate lawful aura.
Bleeding Touch (Sp) As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for 1 rounds or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability 6 times per day.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Feat A flowing monk replaces the normal monk bonus feats with the following - Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition*, Improved Trip, Nimble Moves, and Weapon Finesse. At 6th level, the following feats are also available - Acrobatic Steps, Bodyguard*, Improved Disarm, Improved Feint, Ki Throw*, Mobility, Second Chance*, and Sidestep*. At 10th level, the following feats are added - In Harm's Way*, Repositioning Strike*, Snatch Arrows, Spring Attack, and Tripping Strike*. (Asterisks denotes feats from the Advanced Player's Guide.)
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 2d6 points of negative energy damage to living creatures or to heal undead creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this abilty 5 times per day.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.
Heirloom Weapon You gain a +2 on trip attacks made with your heirloom weapon.
Night Hunter (Su) As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for 1 rounds. You can use this ability 6 times per day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Redirection (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist.
Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Unbalancing Counter (Ex) At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2nd level.
| Master fumoffu! |
The black terror
Human flowing monk 4 cleric 11
Ac 19
15d8+45
Stats: str 12 dex 16 con 14 int 14 wis 21 cha 18
Saves: fort +13 ref +10 will +16
Base attack: +11/+6/+1, flurry of blows +12/+12/+7/+2
CMB +16(trip +22), CMB 32(trip 36)
Skills: acrobatic 15+3+3 climb 15+3+1, heal 5+5+3 diplomacy 15+4+3 perception 15+5+3+4 sense motive 15+5+3+4 stealth 15+3+3 swim 15+3+1
Feats: improved trip(monk bonus), improved initiative(human bonus), combat reflexes(1st), ), toughness (3rd), weapon focus spiked chain( anti-hero),blind fight(domain), crusader’s flurry(5th), guided hand (7th), greater trip(9th), channel smite (11th), improved critical spiked chain (13th), alertness(15th).
Special powers: flurry of blows, reposition dc 18 4/day, unarmed strike 1d8, Unbalancing Counter dc 18, evasion, Flowing Dodge, Ki pool (magic 7), slow fall 20 ft., +1 ac, Aura, channel energy 6d6 dc 19 7/day, orisons, spontaneous casting, domains night and murder, Night hunter 5rounds 8/day, Eyes of Darkness 5 rounds a day, Bleeding Touch 5 rounds 8/day, Killing Blow 5 bleed 1/day,
Traits: natural leader, broken mind
Casting 11th concentration +16
0th dc 15
Create Water, Detect Poison, Spark, Mending
1st dc 16 domain -sleep
Cure Light Wounds x3, Shield of Faith, Tap Inner Beauty, Divine Favor
2nd dc 17 domain-death knell
Cure Moderate Wounds x2, Restoration, Lesser, Eagle's Splendor, Owl's Wisdom,
3rd dc 18 domain-deeper darkness
Cure Serious Woundsx2, Chain of Perdition, Create Food and Water, Speak with Dead
4th dc 19 domain-deathward
Cure Critical Wounds, Divine Power, Ward Shield, Restoration
5th dc 20 domain-suffocation
Cure Light Wounds Mass, Break Enchantment , Breath of Life
6th dc 21 domain-nightmare
Cure Moderate Wounds Mass, Cold Ice Strike,
Magic swag
Adamantine Spiked chain gray flame, guiding, Unholy, Conductive +2 101,325g
Mask of Cutting Flesh 3,000g
Belt of incredible dexterity +6 36,000g
Headband of inspired wisdom +6 36,000g
Bracers of armor +3 9,000g
Eyes of the eagle 2,500g
Cloak of elven kind 2,500g
Boots of elven kind 2,500g
Gauntlets of the skilled maneuver trip 4,000g
Amulet of natural armor +3 9,000g
Ring of mind shielding 8,000g
Ring of Curing 10,000g
Cassock of the Clergy 4,600g
Tunic of Careful Casting 5,000g
Scabbard of vigor
235,225g
here is the final result:)