Firebending monk build help.


Advice


I posted a while ago about a fire cleric build with two levels of monk. I solidified the concept to try to see how it would look and wanted advice on feat selection as well as general help on ways to improve it and keep it relevant and surviving.

Here is the gist of it.

I'm hoping that despite the heavy fire them that the Cleric spell list and some unarmed combat could work around situations where fire is useless.


Monk gets an additional bonus feat at lvl 2 which you don't seem to have listed. If you're going for just 2 levels of Monk, might I suggest the Hungry Ghost archetype which trades Stunning Fist out for Punishing Kick since Stunning Fist upgrades with further Monk levels (which you're not taking) while Punishing Kick is pretty much "good-to-go" right when you get it. Alternatively, go for Monk of the Four Winds to pick up Elemental Fist which allows you to charge your Unarmed Strike with elemental damage to cover weaknesses "other than fire".


Kazaan wrote:
Monk gets an additional bonus feat at lvl 2 which you don't seem to have listed. If you're going for just 2 levels of Monk, might I suggest the Hungry Ghost archetype which trades Stunning Fist out for Punishing Kick since Stunning Fist upgrades with further Monk levels (which you're not taking) while Punishing Kick is pretty much "good-to-go" right when you get it. Alternatively, go for Monk of the Four Winds to pick up Elemental Fist which allows you to charge your Unarmed Strike with elemental damage to cover weaknesses "other than fire".

Sensei Monk does replace the 2nd level bonus feat.

Part of the reason I have levels in monk is that Sensei Monk 2 allows me to use wisdom for attacks and replace my strength for CMB.

I am a little worried that going to Hungry Ghost Monk makes me lose the wisdom benefits making me more MAD.

Scarab Sages

Who is your Deity? If they have a decent weapon, you may want to look into getting the Guided feat to use wisdom to hit instead of sensei.


Imbicatus wrote:
Who is your Deity? If they have a decent weapon, you may want to look into getting the Guided feat to use wisdom to hit instead of sensei.

This is one of those non-deity clerics. I could use Azmodeus or Serenrae but they don't quite fit flavorfully wih the character and I really wanted to use Domain Strike.


Hey I looked at your build and I didn't see the spell "Blood Crow Strike" from the Ultimate Magic.

The short of it is that it's a spell with an instantaneous duration that lets you make unarmed strikes that do fire and negative energy damage (half of each). The way it's stated also implies that you can make range attacks using the spells range as there isn't one listed. It's a 4th level cleric spell. Definitely worth checking out.


Will Pratt wrote:

Hey I looked at your build and I didn't see the spell "Blood Crow Strike" from the Ultimate Magic.

The short of it is that it's a spell with an instantaneous duration that lets you make unarmed strikes that do fire and negative energy damage (half of each). The way it's stated also implies that you can make range attacks using the spells range as there isn't one listed. It's a 4th level cleric spell. Definitely worth checking out.

I'm a little confused about what this actually does. Is it a spell that lets you do your full flurry of blows damage from a distance, and also as a standard action, or is it a spell that "marks" a target so that your unarmed strikes can hit it from a distance?


Malwing wrote:
Will Pratt wrote:

Hey I looked at your build and I didn't see the spell "Blood Crow Strike" from the Ultimate Magic.

The short of it is that it's a spell with an instantaneous duration that lets you make unarmed strikes that do fire and negative energy damage (half of each). The way it's stated also implies that you can make range attacks using the spells range as there isn't one listed. It's a 4th level cleric spell. Definitely worth checking out.

I'm a little confused about what this actually does. Is it a spell that lets you do your full flurry of blows damage from a distance, and also as a standard action, or is it a spell that "marks" a target so that your unarmed strikes can hit it from a distance?

Once the spell is cast on you you are permanently affected by the spell since the duration is instantaneous. Once affected by the spell you can make any and all unarmed strike attacks at a range (or up close) doing half fire and half negative energy damage. This includes doing a flurry of blows attack as well. You yourself are affected by it so you'll have to cast it on yourself once (or have someone cast it on you) and then you are always affected by the spell.


Oh, ok. I didn't see the second page. I guess it works. Throw in 1 more level of Monk and pick up Monastic Legacy to count half your Cleric levels towards your Monk Unarmed damage progression. If you take it at lvl 15 (cleric 12), you'll have an effective Monk 9 which hits at 1d10 rather than just 1d6 at the cost of having 1d6+9 firebolt rather than 1d6+10. In fact, you could probably go for 4 levels of Monk and net +1 AC bonus. So try the following:

Spoiler:

Lvl 1: Sensei 1, Bab 0, Mobility, Dodge, Crane Style, Unarmed Strike, Advice (Ex)
Lvl 2: Sensei 2, Bab 1, Insightful Strike (Ex)
Lvl 3: Theo 1, Bab 1, Domain Strike, Firebolt 1d6+1
Lvl 4: Theo 2, Bab 2, Firebolt 1d6+2
Lvl 5: Sensei 3, Bab 3, Still Mind, Maneuver Training, Point Blank Shot
Lvl 6: Sensei 4, Bab 4, 1d8 Unarmed Damage, Fatigued Stunning Fist, Ki Pool, +1 Monk AC
Lvl 7: Theo 3, Bab 5, Rapid Shot
Lvl 8: Theo 4, Bab 6, 1d6+3 Firebolt, Produce Flame
Lvl 9: Theo 5, Bab 6, Crane Wing
Lvl 10: Theo 6, Bab 7, 1d6+4 Firebolt, ^Extend Spell
Lvl 11: Theo 7, Bab 8, Sidestep
Lvl 12: Theo 8, Bab 9, 1d6+5 Firebolt
Lvl 13: Theo 9, Bab 9, Crane Riposte
Lvl 14: Theo 10, Bab 10, 1d6+6 Firebolt, Fireball
Lvl 15: Theo 11, Bab 11, Monastic Legacy (1d10 Unarmed Strike), ^Intensify
Lvl 16: Theo 12, Bab 12, 1d6+7 Firebolt
Lvl 17: Theo 13, Bab 12, <feat>
Lvl 18: Theo 14, Bab 13, 1d6+8 Firebolt
Lvl 19: Theo 15, Bab 14, <feat> Incendiary Cloud
Lvl 20: Theo 16, Bab 15, 1d6+9 Firebolt, ^Extend Spell, 2d6 Unarmed Strike
You can burn Ki on movement or AC at your discretion, as mentioned above, you can use Blood Crow Strike to get ranged unarmed strikes. All you need now is a thematic way to deal Electric damage... and then, the Fire Nation attacked. Also, take Qinggong archetype and trade your Slow Fall at lvl 4 for something better and maybe more fitting (ie. Scorching Ray).

Scarab Sages

Will Pratt wrote:
Malwing wrote:
Will Pratt wrote:

Hey I looked at your build and I didn't see the spell "Blood Crow Strike" from the Ultimate Magic.

The short of it is that it's a spell with an instantaneous duration that lets you make unarmed strikes that do fire and negative energy damage (half of each). The way it's stated also implies that you can make range attacks using the spells range as there isn't one listed. It's a 4th level cleric spell. Definitely worth checking out.

I'm a little confused about what this actually does. Is it a spell that lets you do your full flurry of blows damage from a distance, and also as a standard action, or is it a spell that "marks" a target so that your unarmed strikes can hit it from a distance?
Once the spell is cast on you you are permanently affected by the spell since the duration is instantaneous. Once affected by the spell you can make any and all unarmed strike attacks at a range (or up close) doing half fire and half negative energy damage. This includes doing a flurry of blows attack as well. You yourself are affected by it so you'll have to cast it on yourself once (or have someone cast it on you) and then you are always affected by the spell.

Um... no, it doesn't work that way.

PDSRD wrote:


Blood Crow Strike

School evocation [fire]; Level cleric/oracle 4
CASTING

Casting Time 1 round
Components V, S
EFFECT

Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw none; Spell resistance yes

DESCRIPTION

Your unarmed strikes release blasts of energy in the form of bolts of fire or glowing red crows, which fly instantaneously to strike your target. You can make unarmed strike or flurry of blows attacks against the target as if it were in your threatened area; each successful attack deals damage as if you had hit it with your unarmed strike, except half the damage is fire and half is negative energy (this negative energy does not heal undead). For example, if you are a 14th-level monk, you can use a flurry of blows to attack five times, creating one energy crow for each successful attack against the target, and dealing 2d6 points of damage (plus appropriate unarmed strike modifiers) with each crow.

I've bolded the key words, but you don't cast it on yourself and you can make ranged unarmed strikes forever. You cast it on an enemy, and then you can make ranged unarmed strikes against them only. It's one creature per spell. If you cast it on yourself, you can attack your self with the spell. That's it.


That seems like a weird spell. You just permamently target it. So if it gets away and the next day, if I see it, I can keep doing this. I haven't seen an effect like this.


Well, the spell gives the example of a 14th lvl monk attacking 5 times with FoB so I think it's limited so I think it's limited to a single round of attacks, up to however many you can make in the round. So you can Flurry for 5 attacks, make a non-flurry Full-Attack (since Sensei loses FoB) for 2 attacks, or a standard Attack action for 1 attack and then that's it. So basically, it gives you 1 round's worth of attacks on the target. The duration is "instantaneous" so I'm pretty sure that means the effect must be exploited during your turn. It's a 1 round casting time so you start the casting, it "goes off" immediately before your next turn begins, and then you can take advantage during that turn but if you miss the opportunity, you've lost it.

Scarab Sages

It's a really poorly written spell, but raw, once you cast the spell it lasts forever. I agree that one round was probably what was intended per the example, but it doesn't actually say that anywhere.


If that were the case, the duration would be permanent. It's instantaneous which means "bam" effect during your turn aaaaaaaaand it's gone.

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