frustrated about my character creation: kobold monk


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i want to make my character, and on the very likly chance that a GM who lets me play does not allow me to play my race, im going to have to build a character to fit from the pazio already made races.

so that basically means i need to make a kobold monk. i have no idea where to start and how to make it viable. every single monk guide tells you "STR MOST IMPORTANT!" well im playing a kobold, str better not be most important... so i need a monk that works without str.

i'd like to use unarmed if i can, and i wish i could do some symbolence of damage, despite my dismal str modifyer. but if i cannot then ill have to work with what i got.

if anyone can point me in the right direction i would be most greatful ty

Grand Lodge

Okay.

Is Kobold a must?

Is Monk a must?

What books are available?

What is the point buy?


yes, yes, anything pazio, im just prepareing for when i find a dm that will let me play a kobold, so the point buy is not set, i just need an idea of where my points should go when i get them

Grand Lodge

What do you want from Monk?


Work with what you have, and min-max it like you're trying to survive Rappan Athuk. I'm going to assume 20 point buy.

STR 14-4
DEX 17+2
CON 14-2
INT 7
WIS 14
CHA 7

Combining your small size, your natural armor bonus, +1/3 to monk AC favored class bonus, and a good dex score, you can easily become a massive AC tank. Add in Master of Many Styles archetype for Crane Style for more AC while fighting defensively, and a attack deflected every round, and I'd be amazed if even one hit lands in early levels. Just make sure to take weapon finesse at level 1 to be able to hit things.

You won't deal much damage early, but once you get enough money buy a +1 Agile Amulet of Might Fists (essentially a +2) to allow you to add your Dex mod to damage on your fist.

Grand Lodge

Zen Archer sounds better to me.

Staying far away from enemies is a key to survival.


okay i like where your going joanna, but i have a few questions:

number one: is str absolutly required? if so why?

im not sure what the "+1/3 to monk AC favored class bonus" would be coming from

would it also be possible to use agile brass knukles?

Grand Lodge

Brass Knuckle do not deal Unarmed Strike damage.

See about Kobold options here.


did they change the rueling on brass knuckles? im reading everywhere that you still get unarmed strike damage with them

Grand Lodge

No. They errata'd them.

Amulet of Mighty Fists is cheaper now.

Are you determined to be melee?

Are you willing to multiclass?


Ditch Strength, focus on Wisdom. This will not work if you are starting from level 1. You have a few options:

1. Take level as a Cleric of Iori and take the Guided Hand feat.
2. Take the Ki Diversity feat and be a Drunken Master.
3. Be a Sensei.
4. Ideally combined with one of the above, consider Master of Many Forms. Use Tiger Style + An Elemental Style to stack tons of Wis-Based damage. Nothing like dealing (Unarmed + 3d6 +Wis Mod*3)*2 damage by level 10.

Your chief advantage will be your truly obscene amount of AC, especially if you can snag Mage Armor from an ally.


can certainly go ranged (probably best option) or go with a dodge tank/master of style, or maneuver master. like bloodtroll said, what are you looking for in monk?


Try to get 13 strength eventually for power attack, but even then try to get a pair of guided brass knuckles or get weapon finesse.

Get the feats Crane style, Crane Wing, and Crane Riposte and pump up your AC as high as possible.


So far everyone is trying to not say the obvious, but the kobold + monk combo is not going to be very effective. I'm sure someone will be able to construct one that they say works, but kobolds are so disadvantaged that anything melee, which is what most people try with monks, is going to suck.

Now, if you want to use the monk's abilities to avoid damage, that might work better.

Silver Crusade

VesperDragon wrote:
did they change the rueling on brass knuckles? im reading everywhere that you still get unarmed strike damage with them

That particular item has had a long strange trip. Officially, they no longer do unarmed damge, but you may want to check with your GM to see what their take on it is.

There's also the bodywraps of striking, but they have their own issues and are rather complicated for what they do.

The good news is that the amulet of mighty fists itself and unarmed strike have been errata'd. Amulets are going to be a bit cheaper for you now, and unarmed strikes act as a single abstracted weapon again.

As mentioned earlier, Agile or possibly Guided are probably going to be important to you in terms of keeping up.

Taking a look at the Qinggong archetype is probably going to help you as well. Keep in mind that that specific archetype is an exception to the norm: You don't have to switch a standard monk ability out if you don't want to. This will let you replace a number of powers you may not need for your monk with stuff that'll help him out.

I'd be tempted to suggest Flowing Monk for an indirect approach to battlefield control, but I'd worry about that small size not playing nicely with all the CMB checks that archetype uses. I believe there's a feat somewhere to counterbalance that disadvantage, but IIRC it was race specific. It could be another thing to check on with your GM.

Sczarni

Kobold Gunslinger though.... there's some money there.

Grand Lodge

Piranha Strike will substitute Power Attack.

Going into Brawler Fighter will up damage as well.


okay so i would like to say that i am fully aware of the fact that a kobold monk is not exactly going to be up to snuff with other races of the same class. its not nessisarily about full optomization, its about making the character useful with what i have to work with

and i have to say, before i started this thread i was almost ready to scrap the idea all toggethor, maybe change his class. but now im certain it will work. at least well enough to play with.

i didnt even know they had a power attack for no str characters (piranha strike.

everything is falling into place rather well, i think im definatly going monk of many styles. and for once i actually have a big list of feats im probably going to take. usually feats are the biggest problem. (and granted its going to be a bit of a challenge picking which ones) but im going to pick up crane style along with snaping turtle style most likely for sure, just to make my ac ridiculously high

also, because many styles loses out on flury of blows i was thinking of picking up vital strike. by getting that one (and maybe the improved/greater ones as well) i can massivly increase my damage, granted i'll only be allowed one attack per round but thats fine with me.

my new problem is this, how can i improve my on hit?


Str is only needed if you want +s to damage. You can still hit things with a low str, and you'll still deal the 1d6, 1d8, 2d6, etc that your fists do in dice damage, but you won't have any bonuses to that.

The +1/3 top monk AC is a special favored class bonus that Kobolds get which they can take instead of +1 HP or +1 skill point every time they take a level in monk (so long as it is your favored class).

You can also pick up Piranha Strike, which is power attack but for attacks that you use weapon finesse with. This will help you deal damage to targets with lower AC, but you might want to consider not using this if the enemy is hard to hit.

If you get an Agile Amulet of Mighty Fist (only costs 4k) you can add you dex mod to damage, and your dependence on str is completely gone.

Don't take vital strike, it's not worth it on a monk. Your damage comes from full round attacks, not single attacks. Save the feats and use them on something else.

Grand Lodge

Do you just want a Kobold the fights unarmed?

There are other ways, that are not Monk, if that's what you want.


Blackbloodtroll's comment reminds me of a ninja thread I participated in recently. I spent a long time trying to find all the different ways a Ninja could be really effective. Towards the end I designed a character who was an awesome strike from the shadows type character... based off of the Ranger.

Sad to say, but there are some classes that can do what other classes try to do, and do it better. I'd give blackbloodtroll a chance. You can flavor a character to fill a fill a role or type without ever using the mechanic that was designed to accomplish it in the first place.

Grand Lodge

Indeed.

Never let the name of your class define you.

Find out what your concept is, then accept that there are more than one road to meeting it.


VesperDragon wrote:

i want to make my character, and on the very likly chance that a GM who lets me play does not allow me to play my race, im going to have to build a character to fit from the pazio already made races.

so that basically means i need to make a kobold monk.

What is "your race?" What is your character concept that requires a kobold monk?


my character is a pacifist or more accuratly a coward (to an extent) he does not like physical confrontations in the last and tends to try to avoid them.

HOWEVER and this is where all this class building comes into play, he had a gem that has the soul of a powerful warrior. this warrior is best described to fight like a monk, quick movement and use of no weapons at all. but most importantly both personalities are wise.

"my race" is a race i built in the race creator from pazio. its called a half-kobold, basically their like a cross between kobolds and humans. their taller have hair have shorter snouts but still have scales and a tail (and sometimes wings) im not going to go into great detail but ill leave it at that.

if you have a suggestion on how to meet this basic concept of "he fights like a monk" with a different class, that uses wisdom and does not require str, im all ears... eyes... whatever

"Don't take vital strike, it's not worth it on a monk. Your damage comes from full round attacks, not single attacks. Save the feats and use them on something else."

but im going to be a monk of many styles... i wont have flurry of blows, i most likely wont have more then 3 attacks at maximum and that is at level 15. i will more often be attacking one time then i will multiple why would vital strike be a bad idea?

Grand Lodge

Can you post the details of this custom race?


Your race basically sounds like you want to be a kobold, but don't want the stats to screw you. I can't really blame you for that, but yeah, I doubt anyone would go for it.

If it's a "half-kobold," why not just be a human and take Racial Heritage: Kobold as a feat?

VesperDragon wrote:

this warrior is best described to fight like a monk, quick movement and use of no weapons at all. but most importantly both personalities are wise...

if you have a suggestion on how to meet this basic concept of "he fights like a monk" with a different class, that uses wisdom and does not require str, im all ears... eyes... whatever

Empyreal Sorcerer

You cast with Wisdom and you can focus on touch spells if you want to look like you're punching stuff. Hell, you could do a level of Sohei then take Empyreal Sorcerer until you qualify for Eldritch Knight.

How about a Crusader Cleric of either Irori or a concept (i.e. this spirit thing)? Then you can cast and buff with your Wisdom and end up with the Guided Hand feat to let you attack with Wisdom. With your buffs, you won't need Strength, really.

I guess the message is that you really can't do much in melee as a small creature with a big penalty to Str and Con, so, uh, spellcasting is just about your only hope.


If you're going to do a half-kobold and can't use a custom race your best bet would be a human with the racial heritage feat.

Seriously, kobolds suck. They're the only race with less than 6 RP and if you take away skill bonuses to professions and crafts they have a big fat 0 RP. The RP gap between a kobold and an average CRB race is as great as the gap between an average CRB race and a race that needs a +1 APL adjustment below level 6.

Grand Lodge

Well, you could be a small Aasimar with the Scion of Humanity alternate racial trait, and the Racial Heritage(Kobold) feat.


going for a kobold monk, i would say either MoMM, or maneuver master. dont focus on damage dealing, but battlefield control.


VesperDragon wrote:

i want to make my character, and on the very likly chance that a GM who lets me play does not allow me to play my race, im going to have to build a character to fit from the pazio already made races.

so that basically means i need to make a kobold monk. i have no idea where to start and how to make it viable. every single monk guide tells you "STR MOST IMPORTANT!" well im playing a kobold, str better not be most important... so i need a monk that works without str.

i'd like to use unarmed if i can, and i wish i could do some symbolence of damage, despite my dismal str modifyer. but if i cannot then ill have to work with what i got.

if anyone can point me in the right direction i would be most greatful ty

Max out your dexterity, take Weapon Finesse. At the earliest opportunity you can, get an agile amulet of mighty fists, which will add your dex modifier instead of your strength modifier to damage.

Your damage will not be too shabby, although you will still have issues of, well, being a monk, basically. I would say that going Qinggong monk is the best option. You can have an awesome AC that way, which is something, especially combined with Snake Style or Crane Style. I would also recommend the vagabond child trait, as you can get Disable Device as a class skill, and then act as a party scout. You won't be a brilliant scout, but it will give you something to do if you struggle doing anything else.

Grand Lodge

I suggest the Agile path as well, but with the Brawler Fighter, if you want to do any kind of damage.

For a defensive build, I suggest an Inquisitor of Korada with the Defense Subdomain.

Both of these options allow for an Unarmed build, with a Monk feel, but without the MAD of the Monk class.


Hey OP. Joanna's got it right - I'm going to take their idea and nail it down a bit, feat-wise.

I would go:

14/16/12/10/14/8 -> 10/18/10/10/14/8 afer racial adjustments.

I would go straight monk for a bit, into Quinggong monk, because it's eventually quite nice.

Master of Many Styles isn't wildly worth it. Flurry is nice and not worth giving up.

Monk 1: Weapon Finesse, (Dodge)
Monk 2: (Crane Style)
Monk 3: Piranha Strike
Monk 4: Trade Slow Fall for Bark skin. +1 stat boost goes to dex.
Monk 5: Crane Wing

Buy an amulet of mighty fists. Get it to +1 agile when it's convenient. Buy a ton of AC boosting items.

At level 1, your AC is going to be: 10+1(size)+4(dex)+1(dodge)+2(wis)+1(kobold) = 19. Which is pretty great.

At level 5, if you spend your 10500 gold on:
Ring of Protection +1 (2k)
Amulet of Mighty Fists +1 (4k)
Bracers of Armor +1 (2k)
Belt of Dex +2 (4k) <--ok, slightly over.

Your AC is: 10+1(size)+5(dex) + 1(kobold) + 2(barkskin) + 1(deflection)+1(armor) + 2(wisdom) + 1 (monk) + 4 (fighting defensively) = 29.

Nothing has a chance in hell of hitting you, and if they do, you can Crane Wing the attack.

You do reasonable damage with flurry of blows and piranha strike, though your attack bonus is a bit weak; don't fight defensively unless something has a chance of hitting AC 25.

To continue the build, pick up Crane Riposte and Combat Reflexes when you can. And then pretty much whatever you want.

-Cross


Atarlost wrote:

If you're going to do a half-kobold and can't use a custom race your best bet would be a human with the racial heritage feat.

Seriously, kobolds suck. They're the only race with less than 6 RP and if you take away skill bonuses to professions and crafts they have a big fat 0 RP. The RP gap between a kobold and an average CRB race is as great as the gap between an average CRB race and a race that needs a +1 APL adjustment below level 6.

kobolds do suck, though they do get very decent Armor Class with a natural armor bonus and size bonus to armor class of +1, and a dex bonus, the favored class bonus for monk is also quite good giving you +1 ac per 3 levels. Since you can take piranha strike your strength penalty is not a dealbreaker, you have a dex and a size bonus to compensate.

I would recommend to squeeze toughness in though since you will need the extra hitpoints eventually, converting your favored class bonus to AC and a penalty on con.

Grand Lodge

Goblins beat Kobolds on defense.

That's neither here, nor there though.

You have to ask:

What's more important, the Monk class, or the Monk flavor?

Sczarni

Why not go tiefling and just re-skin it =D

Grand Lodge

Well, I already pointed out a "reskinned" race option.

The small Scion of Humanity Aasimar with the Racial Heritage(Kobold) is a great choice.

Flavor as ancestry from celestial metallic dragons.

Sczarni

I'm not sure your suggestion fits as well as mine though =D

Tiefling

Quote:
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Quote:
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Quote:
Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

Seems to hit all his high points without a) using feats to get there b) missing some of his points and c) doesn't require "custom" racial making.

Grand Lodge

I do love Tieflings.

Now, with the Aasimar path, the Tail Terror and other Kobold feats are available

In the Aasimar options, there is:

Once per day, you can breathe frosty air in a 10-foot cone. This acts as a breath weapon that deals a number of points of cold damage equal to 1d4 + 1/2 your level, to a maximum of 1d4+5.

You have a natural fly speed of 20 feet (poor).

You possess taloned fingers that act as natural weapons and deal 1d4 points of damage.

Sczarni

By raw you can... I'm sure any GM worth his salt would take the scales references as also a Prerequisite...

Quote:
Your scales take on the color and some of the resistances of one of the chromatic dragons

you have no scales as an Aasimar.

I know you have the "technically it only look for "kobold" bit but that's hogwash.

Besides, the point is for balance and what not. If he's going custom race route anyhow it's easier to just reskin Tiefling as this half-kobold abomination and then let him qualify for the feats as a half-kobold.

Furthermore you're not using all 5 of your feats up to lvl 10 to get to the options you've mentioned =D

Grand Lodge

No, "dragon-like scales" are a mentioned possible quality for Aasimar, as is a tail.

Sczarni

only in the d100% table. They aren't flat selectable options.

I'm not sure why you're arguing for your Aasimar so hard lol.

Grand Lodge

Sorry, but the "Aasimar can't look like Kobolds" does sit well with me.

"Idyllkin often possess bestial qualities such as dragon scales, fish scales, fur, manes, or talons."

Sczarni

well here's what you're doing, picking a half angel half human race, picking a racial variant, picking an alternate ability, picking a human feat, then picking feats whose flavor clearly describe scales, but you're able to pass for human without a disguise skill... but you're covered in scales?

You're bending any suspension of disbelief in this aspect. You're going about it ineffeciently as well.

Quote:
Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good.
Quote:
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Quote:

Racial Heritage

The blood of a non-human ancestor flows in your veins.
Prerequisite: Human.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

Why go through all the effort when you can say "bamphf" here's a "half-kobold" and use the tiefling template and then let it only take kobold or human feats like half races do.

Grand Lodge

I still want to know the stats of this "half-kobold" race.


He just gave them to you. ;)

Grand Lodge

No, the OP's "half-kobold" race.


O.o ... I see nothing good coming of this ...


sorry was busy today, ANYHOW

i would like to say that right now im pretty set on the kobold monk of many styles focusing on dex and defense early and getting damage as i go along. IF and ill say this as a big if, IF the GM does not want to allow me to play a kobold (or my created race though im wavering on wether or not i even want to go that route)

sense your curious ill go ahead and post what i made, but mind you i didnt exactly put a huge amount of thought into it and was unable to edit it sense i last created it.

power level: standard

race name: half-kobold

main living area: cities or highly populated areas.

the non servant types live in small villages away from people, tending

to wish to be left alone.

racial qualities: half kobolds basically look like a mix between a

human and a kobold. they are taller then kobolds (by at least a foot)

they have shorter snouts, hair and they show facial expresions. they

also have scales (though much softer then the scales of kobolds,

actually having the ability to feel much similar to humans) similar

color to the cromatic dragon, red and green being the most common. they

also have tails.

history: it all started about a thousand years ago, wizzards loved

playing god. you see one little thing going about was to see if they

could create a new race or species, and they succeeded multiple times.

some races were mearly servents and others bloomed into full fledged

races. as time went by people demanded they stopped, and for the most

part they did. but more recently they started working towards a more

practical race. one such race was the half-kobold, they were created as

a subservient race, made to serve those around them. though the race

isnt exactly common you'll find them scattered about. they sometimes

get feelings of hatred towards the races around them. they get feelings

the world has wronged them in one way or another, but they often pass.

relations: half kobolds in general have no real want to harm other

races though feelings do surfface from time to time against other

races. humans tend to be the majority of the people who watch over

them. any race that has a problem with kobolds tend to have a problem

with them. but they are so uncommon not to many people even know they

exist.

racial qualities:

humanoid (0rp)

subtypes: human, reptilian

size quality

medium (0rp)

base speed quality:

normal speed (0rp)

ability score modifier quality:

standard:

-2 str +2 dex +2 cha

language quality:

standard: common

traits:

prehensile tail (2rp)

jester (1rp) Some kobolds swallow their pride and survive by groveling,

placating, and amusing the powerful. Kobolds with this racial trait

gain a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and

Perform are always class skills for them. This racial trait replaces

crafty.

skilled (4rp)

optional:

(instead of skilled) gliding wings (3rp)

i would probably want to add in a few more options for the class, and maybe some favored class bonuses as well. but again im still leaning more towards going a kobold

as for the other idea, the more i learn about them the more im interested in using one and the more im sure it will work. so yes the monk class is a nessisary

but i have another question. what do i do about the language problem of kobolds? they start play speaking draconic and nothing else...

would it be possible for me to drop a point into linguistics (even if its untrained) to learn common?


You can put a point into linguistics to learn a language, yes. Just because it is not a class skill does not mean you can't train in it. You just won't be as good with a linguistics check.


actually i think you cannot actually use a lingusitics check unless your trained in it

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