
wraithstrike |

I have taken the Flaming Fist monk and changed him up a little bit to be more in line with the goals of the exercise. Before, his usual AC was in the 30's and his DPR in the 70's and 80's. I have changed him with the AC and damage goals as listed below, as well as giving him some good stealth and scout utility. I also changed him to a frosty fist monk.
The goal in building a good unarmed monk is finding a use for your hands. For this build, I have used wands to make use of the character's hands. Since he can always carry a wand with him to start combat with without having to switch it out for a weapon, this gives him an advantage.
Character's need magic at higher levels to keep up, so we make our body a weapon with permanent magic. The Amulet of Mighty Fists is just gravy on top for a monk.
I set the DPR against a Fire Giant, AC 24 and Fort +14.
With Crane Style (This is most of the time, since it adds so much to the monk's defenses:
Flurry of Blows DPR 71.82
Flurry of Blows + Stunning Fist DPR 80.332
Flurry + Medusa + Ki Strike DPR 101.612
Crane Riposte DPR 21.28If he lowers his defenses and doesn't use Crane Style, these increase to:
Flurry of Blows DPR 77.14
Flurry of Blows + Stunning Fist DPR 86.74925
Flurry + Medusa + Ki Strike DPR 109.35925
Crane Riposte DPR 22.61Fire Giants DPR against the monk:
Charge Attack DPR (No Riposte) 22.4
Full Attack DPR 37.8675
Crane Riposte Full Attack DPR 25.245Here is the build:
Monk 10, servant of the Frosty Fist
** spoiler omitted **...
1. There is no guarantee you can find a 20th level caster.Now with the book saying you can only access up to 8th level spells in a metropolis the highest caster level caster outside of GM Fiat is 16th
2. Being permanently large is not a good idea, but that is up to you.
Now with the book saying you can only access up to 8th level spells in a metropolis the highest caster level caster outside of GM Fiat. With that aside I am sure you math for medusa's wrath is off, since it only applies when certain conditions are in play.
In your case you have to stun the fire giant, which means you have to hit, and he has to fail the stun save. That factors into how much you will get out of medusa's wrath.
I have you DPR with medusa's wrath in play as 81.75
Without Medusa's Wrath you are at 71.31, but that is before Crane Risposte.
With an AC of 27, and the giant having an attack bonus of 21 there is a 70 percent chance you would get hit on the first attack and therefore bring Crane Wing into play.
The giant's second attack is a +17 so if the giant misses the first time there is a 50 percent chance it comes into play, and on the last attack there is a 25 percent chance it comes into play.
Now for sake of ease let's assume the fist attack is the one we will use since it also helps the monk the most.
.7(chance to be deflected)*x.8(chance to hit the giant)x
22.85 (average damage from the monk's attack, using his highest attack bonus) = 12.796 or 12.80
The DPR is still not bad however.
*That .7 assumes he is not power attacking. If he is then that number drops, but that also means his he is more likely to miss and you get to deflect the 2nd or 3rd attack.

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being flat-footed you are much likely not to be missed since anything that causes you to lost your dex bonus to AC also takes away the monk's wisdom and class based bonus to AC.
no
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

wraithstrike |

wraithstrike wrote:being flat-footed you are much likely not to be missed since anything that causes you to lost your dex bonus to AC also takes away the monk's wisdom and class based bonus to AC.no
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
That was taken care of a while back. :)

Lemmy |

Bonus Build: Remake of my Ranger 8/MoMS Monk 2:
This guy wants to be a Monk without really being a Monk...
I just want to see how much of a difference those Monk levels make, and also to find out how well this guys fares compared to other unarmed builds.
Half-Elf Monk (Master of Many Styles) 2 Ranger 8
LN Medium Humanoid (elf, human)
Init +3; Senses low-light vision; Perception +17
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Defense
--------------------
AC 25, touch 14, flat-footed 22 (+8 armor, +3 shield, +3 Dex, +1 deflection)
hp 87 (8d10+2d8+30)
Fort +15 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +15, Will +13; +2 vs. enchantments, +2 bonus vs. sleep, paralysis, and stunning
Defensive Abilities evasion; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +16/+11 (1d4+6/x2) and
. . Unarmed strike +19/+14 (1d6+12/x2)
Ranged +1 Composite longbow (Str +6) +14/+9 (1d8+7/x3)
Special Attacks favored enemies (dragons +2, undead +4)
Ranger Spells Prepared (CL 7):
2 (2/day) Barkskin (x2)
1 (2/day) Longstrider, Resist Energy
--------------------
Statistics
--------------------
Str 22, Dex 17, Con 16, Int 10, Wis 14, Cha 7
Base Atk +9; CMB +17 (+19 Grappling); CMD 29
Feats Double Slice, Dragon Ferocity +3, 1d4+6 rds, Dragon Style, Endurance, Furious Focus, Improved Two-weapon Fighting, Improved Unarmed Strike, Power Attack -3/+6, Snake Fang, Snake Style, Stunning Fist (4/day) (DC 17), Two-weapon Fighting
Traits Indomitable Faith, Magical Knack (Ranger)
Skills Acrobatics +7, Bluff -2 (+0 vs. dragons, +2 vs. undead), Climb +10, Escape Artist +1, Fly +1, Knowledge (dungeoneering) +13 (+15 vs. dragons, +17 vs. undead), Knowledge (nature) +13 (+15 vs. dragons, +17 vs. undead), Knowledge (religion) +13 (+15 vs. dragons, +17 vs. undead), Perception +17 (+19 vs. dragons, +21 vs. undead, +19 while in forest terrain, +21 while in underground terrain), Ride +1, Sense Motive +17 (+19 vs. dragons, +21 vs. undead), Stealth +16 (+18 while in forest terrain, +20 while in underground terrain), Survival +6 (+8 to avoid becoming lost, +8 vs. dragons, +10 vs. undead, +8 while in forest terrain, +10 while in underground terrain, +10 to track), Swim +10 (+14 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Common, Elven
SQ brawling, combat styles (two-weapon combat), elf blood, favored terrains (forest +2, underground +4), fuse style (2 styles), hunter's bonds (companions), stunning fist (stun), swift tracker, track, unarmed strike (1d6), wild empathy, woodland stride
Combat Gear Potion of enlarge person (x2), Potion of Fly (x2), Wand of cure light wounds; Other Gear +2 Brawling Mithral Breastplate, +1 Heavy steel shield, +1 Composite longbow (Str +6), Amulet of mighty fists +1, Belt of physical perfection +2, Cloak of resistance +3, Feather step slippers, Headband of inspired wisdom +2, Ioun stone (pale green prism (cracked, Attack), Ring of protection +1, Wayfinder (1 @ 0 lbs), Masterwork tool (Climb), Masterwork tool (Stealth), Masterwork tool (Swim), 630 GP
--------------------
Special Abilities
--------------------
Brawling Unarmed strikes count as magic for bypassing DR.
Dragon Ferocity +3, 1d4+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Dragons +2) (Ex) +2 to rolls vs Favored Enemy (Dragons).
Favored Enemy (Undead +4) (Ex) +4 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Favored Terrain (Underground +4) (Ex) +4 to rolls vs Favored Terrain (Underground).
Feather step slippers Ignore difficult terrain as though affected by feather step.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (4/day) (DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (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
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.
Noteworthy stuff:
AC: 25 (28 with Barkskin) (touch 14 ;flat-footed 22 (25 with Barkskin))
Saves: Fort: 15 Ref 15 Will 13
DPR:
Targeting AC 24: 39,22
...Using Power Attack: 43,75
......Against main Favored Enemy (Undead): 75,74
Spells: He can cast Barkskin 2/day, each casting lasts 70min and increases his Natural Armor by +3.
He can also cast Longstrider, which increases his movement speed by +10ft for 7 hours.
Useful Skills (ACP Already Included): Climb +8, Knowledge(Dungeon) +13, Knowledge(Nature) +13, Knowledge(Religion)+13, Perception +17, Sense Motive +17, Stealth +14, Survival +6, Swim +8.
Gear: Feather Step Slippers allows him to ignore difficult terrain. (This item is really, really cheap!). The rest of his gears is just a bunch of numerical bonuses.
Consumables: He carries 2 potions of Fly, 2 Potions of Enlarge Person and 1 Wand of CLW, just in case... He doesn't need UMD to use any of that (obviously)

LoreKeeper |

@The Big Dog:
Assuming access to a 20th level caster that is willing to permanently enchant some low-level character is already stretching things for all but theoretical situations. But I don't even see protection for the enchantments on your character (like a ring of counterspelling). Facing one knowledgeable caster will see the magic fang and enlarge person dispelled.
I mean, I see the appeal of getting an almost free +5 to attack and damage (that happens to also stack with amulet effects); but in practice I don't see it happening.

Marthkus |

Martial artist with fighter weapon focus feats and dragon style
Wis+lvl check against 10+CR of enemy as swift action to gain a +2 to-hit and ignore DR.
Weapon focus tree nets +2 to-hit and plus 4 to damage
Dragon style feats = flurry of two-handed attacks
Feats needed
Power attack
Dragon style 2-3
WF-tree 4
= 7-8 feats
use monk bonus feats to grab anything else you want.

The_Big_Dog |
1. There is no guarantee you can find a 20th level caster.Now with the book saying you can only access up to 8th level spells in a metropolis the highest caster level caster outside of GM Fiat is 16th2. Being permanently large is not a good idea, but that is up to you.
Now with the book saying you can only access up to 8th level spells in a metropolis the highest caster level caster outside of GM Fiat. With that aside I am sure you math for medusa's wrath is off, since it only applies when certain conditions are in play.
In your case you have to stun the fire giant, which means you have to hit, and he has to fail the stun save. That factors into how much you will get out of medusa's wrath.
I have you DPR with medusa's wrath in play as 81.75
Without Medusa's Wrath you are at 71.31, but that is before Crane Risposte.With an AC of 27, and the giant having an attack bonus of 21 there is a 70 percent chance you would get hit on the first attack and therefore bring Crane Wing into play.
The giant's second attack is a +17 so if the giant misses the first time there is a 50 percent chance it comes into play, and on the last attack there is a 25 percent chance it comes into play.Now for sake of ease let's assume the fist attack is the one we will use since it also helps the monk the most.
.7(chance to be deflected)*x.8(chance to hit the giant)x
22.85 (average damage from the monk's attack, using his highest attack bonus) = 12.796 or 12.80The DPR is still not bad however.
*That .7 assumes he is not power attacking. If he is then that number drops, but that also means his he is more likely to miss and you get to deflect the 2nd or 3rd attack.
1. We already went over this up thread. If a 20th level caster is not available, we simply buy a potion or oil of Greater Magic Fang CL 20 and hire a caster (CL 11) for the permanency, which will likely cause him to remove the Wand of Invisibility and invest in some scrolls instead.
2. Being permanently large is a fine idea at this level, since most creatures you will be fighting in the bestiary will also be large.
3. Crane Wing Riposte works off of any attack that hits, not just the first one. It lowers incoming damage by (number of attacks - 1 / number of attacks), assuming all attacks are the same damage.
4. The DPR for it is simply a normal unarmed strike DPR, since we do not know how many attacks a monk will be taking each round. This is why it was not added directly into the calculations above. The probability gets a little tricky, so if we simply assume the monk gets hit at least once per round, we add an extra strike DPR and we are done. Your math assumes he cannot get hit by the second or third attack, and is incorrect. The probability of not getting hit by any of the three attacks is 10.5%. So multiply the base DPR 21.28*.895 = 19.0456.
5. The stunning fist hit chance is 20%, or the chance to hit with the first strike times the chance the fort save fails. Multiply this by the two unarmed strike DPR attacks nets you = 9.60925 DPR. My Medusa's strike math is correct.
Your numbers look close enough to the ones I'm getting, but you seem to be forgetting about the Ki Strike. With the additional Ki strike his DPR increases to 101.612 while using Crane Style.
6. Using power attack against the monk would likely net in a damage loss for the Giant, since he loses 1/3 of his attacks due to the riposte.
7. The DPR is good and he is useful outside of combat. His AC exceeds with the requested amount (24 or 23, can't remember exactly) as well.
8. I think you might be off slightly on the Monk's average damage. It is 2d8 + 13 + 1d6 Cold = 4.5x2 + 13 + 3.5 = 25.5.

The_Big_Dog |
@The Big Dog:
Assuming access to a 20th level caster that is willing to permanently enchant some low-level character is already stretching things for all but theoretical situations. But I don't even see protection for the enchantments on your character (like a ring of counterspelling). Facing one knowledgeable caster will see the magic fang and enlarge person dispelled.
I mean, I see the appeal of getting an almost free +5 to attack and damage (that happens to also stack with amulet effects); but in practice I don't see it happening.
A 20th level caster that is willing to make 600 gold for less than a minute of work? They seem to be out there making magic items at 1000 gp an hour, so why wouldn't they be willing to cast a spell for you a much greater payoff per time used?
The DC to to remove the spell is 31. You need to be at least a level 11 caster to have a 5% chance of removing the spell. Not worth the effort to try until you are about level 17-20 (when the cost of the enchantment is negligible). Plus, if a caster is casting dispel magic on me, he isn't stopping me from attacking, doing damage, or anything else.
When fighting with weapons the risk is sundering, same effect. When fighting with fists the risk is dispelling. Everyone can sunder, only a few people can dispel, and usually have better things to do anyway.

LoreKeeper |

You cannot get a 20th caster level potion of greater magic fang for the same reason that you cannot get a 20th level caster. They could just not be bothered with something as trivial or mundane. A character that is 20th level has much more important things to do than cater for something like that. 600 gold, minute or otherwise, is pittance to them.
But, that actually misses the point: a theoretical build like yours does not help the average player. Our GMs are not letting us get access to 20th caster level magics - even if they agree to permanenced magic fangs. I think it is fair to stipulate that any build up for serious discussion should be legal for play for the majority of players (preferably also PFS legal). A monk build that is only playable by 1% of monk players is just not meaningful or practical.

The_Big_Dog |
Dude don't be rediculous about getting a +5 weapon. Just assume you paid for a random wizard to cast permanency and had the party druid cast GMF and take your +2 like a man.
(Honestly though. Every campaign I've played in, someone was playing a druid)
There is nothing ridiculous about it. Its in the core equipment rules.

The_Big_Dog |
You cannot get a 20th caster level potion of greater magic fang for the same reason that you cannot get a 20th level caster. They could just not be bothered with something as trivial or mundane. A character that is 20th level has much more important things to do than cater for something like that. 600 gold, minute or otherwise, is pittance to them.
But, that actually misses the point: a theoretical build like yours does not help the average player. Our GMs are not letting us get access to 20th caster level magics - even if they agree to permanenced magic fangs. I think it is fair to stipulate that any build up for serious discussion should be legal for play for the majority of players (preferably also PFS legal). A monk build that is only playable by 1% of monk players is just not meaningful or practical.
Then your DM is not playing by the core Pathfinder rules, and is house ruling that you cannot get this enchantment. I have shown you a simple solution to give a monk enchanted weapons, shown that it works via the math, and makes a monk easily competitive with other characters. I, and every DM I know allows this, because it is i in the core equipment rules and high level characters exist to challenge the high level foes in the world already. This is not a low magic world, super powered creatures and characters exist all over.

The_Big_Dog |
It's not core rules for lvl 20 casters to exist or for magic item markets to exist either.
Take your "core" house-rules some place else.
Actually, it is. I don't particularly like the influx of huge amounts of magic items in the world, but it is there by the rules. Go play a low magic game if you want low magic.

Marthkus |

Marthkus wrote:Actually, it is. I don't particularly like the influx of huge amounts of magic items in the world, but it is there by the rules. Go play a low magic game if you want low magic.It's not core rules for lvl 20 casters to exist or for magic item markets to exist either.
Take your "core" house-rules some place else.
It's not the rules and you have no idea what you are talking about.
The CRB does not define the campaign world setting.

LoreKeeper |

Then your DM is not playing by the core Pathfinder rules, and is house ruling that you cannot get this enchantment. I have shown you a simple solution to give a monk enchanted weapons, shown that it works via the math, and makes a monk easily competitive with other characters. I, and every DM I know allows this, because it is i in the core equipment rules and high level characters exist to challenge the high level foes in the world already. This is not a low magic world, super powered creatures and characters exist all over.
I am willing to hazard that you're actually in an overwhelming minority on this. I know plenty of GMs too, and none would roll with this. It's not like this is news to me, I've came across and tried to do the exact same thing when I was still relatively new to roleplaying years ago. As I said, for the sake of discussion here, a build should really be available for the majority of players - preferably even be PFS legal - and unfortunately a permanenced 20th level greater magic fang is not.
I agree that there are times and campaigns where it can happen. Such as a high-level campaign, or module, or once-off. But most of the time it just won't fly.

wraithstrike |

1. We already went over this up thread. If a 20th level caster is not available, we simply buy a potion or oil of Greater Magic Fang CL 20 and hire a caster (CL 11) for the permanency, which will likely cause him to remove the Wand of Invisibility and invest in some scrolls instead.
1. We did not go over anything, and level of the caster doing the permancy is what determines if it is dispelled for the purpose of being permanent or not. Beating a CL of 11 at around level 10 is not something you can assume will keep that +5 around.
2. Being permanently large is a fine idea at this level, since most creatures you will be fighting in the bestiary will also be large.
We will see how that works out when you have to squeeze in a dungeon, but its your character.
3. Crane Wing Riposte works off of any attack that hits, not just the first one. It lowers incoming damage by (number of attacks - 1 / number of attacks), assuming all attacks are the same damage.
The book says when using Crane Wing. Crane Wing call out deflecting ONE attack. Now if you have verbage showing the Crane Riposte allowing Crane Wing to work for than one I would like to see it.
4. The DPR for it is simply a normal unarmed strike DPR, since we do not know how many attacks a monk will be taking each round. This is why it was not added directly into the calculations above. The probability gets a little tricky, so if we simply assume the monk gets hit at least once per round, we add an extra strike DPR and we are done. Your math assumes he cannot get hit by the second or third attack, and is incorrect. The probability of not getting hit by any of the three attacks is 10.5%. So multiply the base DPR 21.28*.895 = 19.0456.
That looks ok.
5. The stunning fist hit chance is 20%, or the chance to hit with the first strike times the chance the fort save fails. Multiply this by the two unarmed strike DPR attacks nets you = 9.60925 DPR. My Medusa's strike math is correct.Your numbers look close enough to the ones I'm getting, but you seem to be forgetting about the Ki Strike. With the additional Ki strike his DPR increases to 101.612 while using Crane Style.
I did not use ki strike since the ki can be used for offense or defense and it may be switched depending on the situation.
You Medusa's Strike math is wrong. First the giant has to be hit. That is about 70 percent IIRC. Then he has to fail the save. That is about stunned. That gives you a 20 percent change. Then you bring in the DPR for one extra attack. (.7X.2X.20ish points of damage) is the number I gave you.
6. Using power attack against the monk would likely net in a damage loss for the Giant, since he loses 1/3 of his attacks due to the riposte.
I agree.
7. The DPR is good and he is useful outside of combat. His AC exceeds with the requested amount (24 or 23, can't remember exactly) as well.
I agree he is looking good so far.
8. I think you might be off slightly on the Monk's average damage. It is 2d8 + 13 + 1d6 Cold = 4.5x2 + 13 + 3.5 = 25.5.
It is off. I gave the giant double cold damage instead of 1.5(vulnerability to cold), and I also multiplied it by the chance to hit to get the DPR of a single attack.

MrSin |

Marthkus wrote:Actually, it is. I don't particularly like the influx of huge amounts of magic items in the world, but it is there by the rules. Go play a low magic game if you want low magic.It's not core rules for lvl 20 casters to exist or for magic item markets to exist either.
Take your "core" house-rules some place else.
Missed the point I think. Also, I thought you could only go up to 8th level casting without being a magical community? or something like that. I haven't viewed that section in forever.

wraithstrike |

Since all potions are assumed to be made at the minimum caster level, finding one made above caster level 5 would be entirely up to GM discretion.
That is true, and permancy spell is what would need to be dispelled, and an 11th level caster's spell can't be assumed to not have been dispelled from one battle to the next.
It is better if we stick to the items as written to avoid this type of discussion.

Nicos |
LoreKeeper wrote:Then your DM is not playing by the core Pathfinder rules, and is house ruling that you cannot get this enchantment. I have shown you a simple solution to give a monk enchanted weapons, shown that it works via the math, and makes a monk easily competitive with other characters. I, and every DM I know allows this, because it is i in the core equipment rules and high level characters exist to challenge the high level foes in the world already. This is not a low magic world, super powered creatures and characters exist all over.You cannot get a 20th caster level potion of greater magic fang for the same reason that you cannot get a 20th level caster. They could just not be bothered with something as trivial or mundane. A character that is 20th level has much more important things to do than cater for something like that. 600 gold, minute or otherwise, is pittance to them.
But, that actually misses the point: a theoretical build like yours does not help the average player. Our GMs are not letting us get access to 20th caster level magics - even if they agree to permanenced magic fangs. I think it is fair to stipulate that any build up for serious discussion should be legal for play for the majority of players (preferably also PFS legal). A monk build that is only playable by 1% of monk players is just not meaningful or practical.
IMHO, Every argument that is based on how a DM have to run his wold is a bad argument, Particulary the ones that say something like "I should be able to have this item caue the rules allow me to".

Lumiere Dawnbringer |

a link to my 5 minute huntress who preys upon human and animal alike with a longbow. i noted the item bonuses under temporary modifiers.
her first 3 attacks hit on a 6, or 75% of the time and her 4th hits on an 11.
dealing 1d8+19 at +18/18/18/13 Versus AC 24 w/ clustered shots
23.5 x75%
52.875
+11.875
1.7625
66.475 DPR at 10th level with rapid shot, many shot and deadly aim.
AC is 24 104 HP saves Fort +12 Ref +11 Will +10
she can also deal this DPR the whole day and doesn't rely on limited use items to do it (like boots of speed.
an extra attack adds 17.625 DPR such as an ally casting haste.
+1 to hit adds 3.32375 DPR
So haste from an ally adds 20.94875 to her DPR.
CR10 foe hits her on a 6 for 45 damage if all attacks hit
45 x 75% = 33.75 not counting crits.

Dabbler |

Bonus Build: Remake of my Ranger 8/MoMS Monk 2:
This guy wants to be a Monk without really being a Monk...
This is just saying what others have said: that you can be a decent monk, as long as you don't mind not being a monk; and that MoMS is a two-level dip for other classes that want to be a better monk than the monk is.
I mean, I see the appeal of getting an almost free +5 to attack and damage (that happens to also stack with amulet effects); but in practice I don't see it happening.
That's why I've tied it into my own suggestions for improving the monk: In effect change ki-strike to a magic fang-type bonus. It certainly doesn't leave the monk brokenly good...but it does help him compete.
1. We already went over this up thread. If a 20th level caster is not available, we simply buy a potion or oil of Greater Magic Fang CL 20 and hire a caster (CL 11) for the permanency, which will likely cause him to remove the Wand of Invisibility and invest in some scrolls instead
If they are not available to cast the spell, they are not available to make the potion. The core rules on this subject are guidelines only.
Secondly you dependent on a buff that is easily dispelled.
Third this is not an item, so the item rules don't cover it. It's a service, and services depend on what is available. No 20th level caster, no spell and no potion.
I'm not saying it's broken or wrong that the monk get an enhancement bonus to his unarmed strike, I'd love for it to be so, but this means of doing it is 100% dependent on DM fiat and isn't something another player can rely in a 'standard' game. Hell, the agile property isn't available in some games!

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MoMS still loses flurry, and unless you dip 4 deep you aren't getting ki.
I think MoMS is a good dip for an unarmed fighter or ranger "Kung Fu" concept, and I'm fine with that.
I am still annoyed how Brawling was designed. I am fine with it existing, but it is ridiculous it was made to specifically exclude the monk.

Lumiere Dawnbringer |

anybody want to correct my math for Bleeding Rain against a CR10 foe?
or give advice on how i could make her better?
she has 100 quivers inside her handy haversack, taking out 3-5 per fight.
i'd say she is one nasty huntress, even before buffs.
but then, she is a fighter focused on ranged DPR to the exclusion of nearly all else with only a single dump stat on a 20 point buy.
on a 25 point allotment, she would have had a 14 in both Int and Wis

LoreKeeper |

LoreKeeper wrote:A note, the second: At level 11 consider Step Up, just to handle those pesky reach monsters.Aren't you busy using your swift actions to spend ki? If you burn your immediate action on step up, then the next round you won't have a swift action to use your ki with.
Characters aren't automatons that only do 1 thing. If Step Up is the wiser move for a monk, then the wise monk will Step it Up. The odds still favor the monk by a good long margin even if he doesn't spend ki to up his great 33 AC to insane 37 AC.
The default combat methodology vs a reach enemy would (if possible) be to trip him and then finish the flurry. If successful, the enemy cannot 5ft step, and might not even be able to full-attack. If he chooses to full attack, then he does so at -4. If he can't be tripped, cest la vie, just Step Up unless an even better tactical option presents itself.
When Stepping Up, there's the encounter area to consider too - especially in dungeons or buildings in general, it is usually possible to 5ft in such a way that in the long-run the enemy cannot keep 5ft stepping away to a position where he can consistently leverage his reach.

LoreKeeper |

ciretose wrote:I am still annoyed how Brawling was designed. I am fine with it existing, but it is ridiculous it was made to specifically exclude the monk.Yeah... That's kinda like adding insult to the injury, isn't it? If it could at least be added to Bracers of Armor, it'd be okay.
Don't get ahead of yourselves - some of my monks use brawling armor: any archetype that gives up flurries (except possibly the sensei) should thoroughly consider whether they want to use a brawling mithril chainshirt or not. It's a trade-off, of course, but perfectly reasonable for certain monk concepts, and allows those concepts to reduce their MAD by a lot (a dex-based maneuver master in brawling armor makes a lot sense - and requires only good dex and some constitution, no more MAD!

MrSin |

Unarmed fighter gets full BAB, loads of feats, and then can wear a mithral breastplate with brawling on it at no penalty because he took a trait to reduce the ACP, or burn a feat on medium armor proficiency. He then gets weapon training to all the monk skills, and with his feats and full BAB he has access to a wider variety of unarmed enhancements the monk won't. He won't be as mobile, but he'll be durable and he's likely to have more damage with two weapon fighting. Depending on how you see ki strike and burning ki points for extra attack vs the static bonuses from weapon training.
Did anyone build an unarmed fighter by chance? They look pretty cool at the moment. I'm not a fan of fighter myself, but that does look pretty nice when you look at the benefits.

The_Big_Dog |
Lemmy wrote:Bonus Build: Remake of my Ranger 8/MoMS Monk 2:
This guy wants to be a Monk without really being a Monk...
This is just saying what others have said: that you can be a decent monk, as long as you don't mind not being a monk; and that MoMS is a two-level dip for other classes that want to be a better monk than the monk is.
LoreKeeper wrote:I mean, I see the appeal of getting an almost free +5 to attack and damage (that happens to also stack with amulet effects); but in practice I don't see it happening.That's why I've tied it into my own suggestions for improving the monk: In effect change ki-strike to a magic fang-type bonus. It certainly doesn't leave the monk brokenly good...but it does help him compete.
The_Big_Dog wrote:1. We already went over this up thread. If a 20th level caster is not available, we simply buy a potion or oil of Greater Magic Fang CL 20 and hire a caster (CL 11) for the permanency, which will likely cause him to remove the Wand of Invisibility and invest in some scrolls insteadIf they are not available to cast the spell, they are not available to make the potion. The core rules on this subject are guidelines only.
Secondly you dependent on a buff that is easily dispelled.
Third this is not an item, so the item rules don't cover it. It's a service, and services depend on what is available. No 20th level caster, no spell and no potion.
I'm not saying it's broken or wrong that the monk get an enhancement bonus to his unarmed strike, I'd love for it to be so, but this means of doing it is 100% dependent on DM fiat and isn't something another player can rely in a 'standard' game. Hell, the agile property isn't available in some games!
The spellcasting services rules cover it. All the rules are guidelines. We debate based on the rules presented. Every item availability discussion is based on DM fiat. Some like lots of items, some don't. In these discussions we go by the book, and the permanent magic fang is perfectly valid by the book. Maybe they made the potion while they were wandering through town, and are no longer available. The 3,000 GP potion of Greater Magic Fang +5 is available on the table of potions, this is an item discussion.

Rynjin |

Ninja in the Rye wrote:Since all potions are assumed to be made at the minimum caster level, finding one made above caster level 5 would be entirely up to GM discretion.A potion of Greater Magic Fang +5 is listed on the table of potions. Try again.
Note that A.) The table was taken from the 3.5 SRD and was not "created or provided by Paizo" and B.) Is in the table as a "Major Potion" that is randomly generated only on a roll of 98 on the d100.

Marthkus |

The_Big_Dog wrote:Note that A.) The table was taken from the 3.5 SRD and was not "created or provided by Paizo" and B.) Is in the table as a "Major Potion" that is randomly generated only on a roll of 98 on the d100.Ninja in the Rye wrote:Since all potions are assumed to be made at the minimum caster level, finding one made above caster level 5 would be entirely up to GM discretion.A potion of Greater Magic Fang +5 is listed on the table of potions. Try again.
Shhhh facts will not reach this one.

The_Big_Dog |
1. We did not go over anything, and level of the caster doing the permancy is what determines if it is dispelled for the purpose of being permanent or not. Beating a CL of 11 at around level 10 is not something you can assume will keep that +5 around.
It will keep around well enough. Look at the monsters in the bestiary at this level, few have dispel magic, and most would likely cast it to stop the hindering effects of the spellcasters rather than the monk, since it does not shut the monk down.
The CL would be likely be 16, I paid for 20 on the sheet, I believe. 16 is enough to make it difficult for a level 10 encounter to take care of it. Sometimes weapons have to get replaced, and sometimes permanent enchantments have to get replaced. Its just part of the game. No worse than a +2 weapon getting destroyed at this level.
I did not use ki strike since the ki can be used for offense or defense and it may be switched depending on the situation.
You Medusa's Strike math is wrong. First the giant has to be hit. That is about 70 percent IIRC. Then he has to fail the save. That is about stunned. That gives you a 20 percent change. Then you bring in the DPR for one extra attack. (.7X.2X.20ish points of damage) is the number I gave you.
Medusa's Wrath is two attacks, not one.
The book says when using Crane Wing. Crane Wing call out deflecting ONE attack. Now if you have verbage showing the Crane Riposte allowing Crane Wing to work for than one I would like to see it.
(Number of attacks - 1) / (Number of attacks) Multiplied by the DPR gets you the effective DPR against the character using crane wing. Only 2 out of 3 possible attacks will do damage, so the average DPR is multiplied by 2/3.
I agree he is looking good so far.
I'm glad we have common ground somewhere. If we can come to an agreement on the fist enchantment I think we will be doing very well for the monk.
Also, are you including critical hits into your DPR calculations?

The_Big_Dog |
The_Big_Dog wrote:Note that A.) The table was taken from the 3.5 SRD and was not "created or provided by Paizo" and B.) Is in the table as a "Major Potion" that is randomly generated only on a roll of 98 on the d100.Ninja in the Rye wrote:Since all potions are assumed to be made at the minimum caster level, finding one made above caster level 5 would be entirely up to GM discretion.A potion of Greater Magic Fang +5 is listed on the table of potions. Try again.
But it exists! So if I can order the creation of something else that exists, like a specific weapon with specific enhancements, I can do the same for a potion.

MrSin |

Inversely, since those are just guidelines, why not just not include magic items. Those are variables that interfere with discussing the class. Or... we can accept what people have already stated and live with that. My GMs wouldn't let me use magic fang +5 and permanency together on my monks, personally.

The_Big_Dog |
Inversely, since those are just guidelines, why not just not include magic items. Those are variables that interfere with discussing the class. Or... we can accept what people have already stated and live with that. My GMs wouldn't let me use magic fang +5 and permanency together on my monks, personally.
Because magic items are of varying usefulness depending on class abilities. Have they done the math on the combination? Why would they not?

The_Big_Dog |
Rynjin wrote:Shhhh facts will not reach this one.The_Big_Dog wrote:Note that A.) The table was taken from the 3.5 SRD and was not "created or provided by Paizo" and B.) Is in the table as a "Major Potion" that is randomly generated only on a roll of 98 on the d100.Ninja in the Rye wrote:Since all potions are assumed to be made at the minimum caster level, finding one made above caster level 5 would be entirely up to GM discretion.A potion of Greater Magic Fang +5 is listed on the table of potions. Try again.
Facts reach me just fine Marthkus. There is no need for the hostility.

Marthkus |

Marthkus wrote:Facts reach me just fine Marthkus. There is no need for the hostility.Rynjin wrote:Shhhh facts will not reach this one.The_Big_Dog wrote:Note that A.) The table was taken from the 3.5 SRD and was not "created or provided by Paizo" and B.) Is in the table as a "Major Potion" that is randomly generated only on a roll of 98 on the d100.Ninja in the Rye wrote:Since all potions are assumed to be made at the minimum caster level, finding one made above caster level 5 would be entirely up to GM discretion.A potion of Greater Magic Fang +5 is listed on the table of potions. Try again.
<insert more personal snipping>
Sorry I'm feeling lazy today. Can you just pretend to be offended by this?

The_Big_Dog |
The_Big_Dog wrote:Marthkus wrote:Facts reach me just fine Marthkus. There is no need for the hostility.Rynjin wrote:Shhhh facts will not reach this one.The_Big_Dog wrote:Note that A.) The table was taken from the 3.5 SRD and was not "created or provided by Paizo" and B.) Is in the table as a "Major Potion" that is randomly generated only on a roll of 98 on the d100.Ninja in the Rye wrote:Since all potions are assumed to be made at the minimum caster level, finding one made above caster level 5 would be entirely up to GM discretion.A potion of Greater Magic Fang +5 is listed on the table of potions. Try again.<insert more personal snipping>
Sorry I'm feeling lazy today. Can you just pretend to be offended by this?
Sure, buddy. Sure.