Critque my Build (Magus / Monk / Witch)


Advice


I want to get some honest opinions of this build before it sees play. I created it and posted it on another board just for the lulz and have since seriously considered playing it in an actual game. Fractional BAB is houserule we are using. Also, Hair attack from White-haired witch uses INT for everything (just like Prehensile Hair)

Point buy 25
Starting level 6

Str: 7, Dex: 16, Con: 14, Int: 18, Wis: 16, Cha: 5

Dwarf
Slow and Steady
Darkvision 60ft
Defensive Training
Dwarven Weapon Familiarity
Hatred
Stability
-Lorekeeper (replaces greed) +2 Knowledge history regarding dwarves
-Magic Resistance (replaces hardy) SR 11
-Rock Stepper (replaces stonecunning) Ignore difficult terrain when making 5ft step

Magus (Hexcrafter, Kapenia Dancer) 4
Monk (Maneuver Master) 1
Witch (White Haired Witch) 1
-King Crab as familiar

Feats/Abilities:
Level 1 - Magus
-Weapon Finesse [Level 1 feat]
-Bonus: Weapon Focus (Bladed Scarf)
Level 2 - Magus
Level 3 - Magus
-Hex Arcana: Prehensile Hair
-Feat: Extra Arcana - Hex Arcana: Evil Eye [Level 3 feat]
Level 4 - Witch
Level 5 - Monk
-Bonus: Improved Grapple
-Feat: Hex Strike (Evil Eye) [Level 5 feat]
Level 6 - Magus
-Arcana - Hex Arcana: Slumber

Next two feats I am considering is Weapon Focus (Hair attack) and Feral Combat Training (Hair attack). Lets me deliver my Evil Eye hex while performing a combat manuever instead of just with unarmed strikes. Great way to debuff the enemy and then slam them with slumber. While helpless, coup de grace with a spellstrike shocking grasp (on average, Fort DC 55 saving throw or death, at a -2 due to evil eye)

Quick Rundown of abilities:
Hair Attacks, +10 (1D3+3 or 1d4+5)
Bladed Scarf +9 (1d6-2)
Unarmed +9 (1d6-1)
CMB +10 (+14 grapple), CMD 21 (24 vs grapple)

AC 20 [Regular and Touch], Buffed is 28 (20 Touch) (10 + 3 Dex + 3 Wis + 4 Int + 4 Mage armor + 4 Shield Spell)

Full statblock:

Spoiler:
Grappler
Male Dwarf Magus (Hexcrafter, Kapenia Dancer) 4/Monk (Maneuver Master) 1/Witch (White Haired Witch) 1
LN Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 28, touch 20, flat-footed 21 (+4 armor, +4 shield, +3 Dex, +3 Wis, +4 Int)
hp 43 (5d8+1d6+12) Average HP assumed
Fort +8, Ref +6, Will +11
Defensive Abilities canny defense +4, defensive training; SR 11
--------------------
Offense
--------------------
Speed 20 ft.
Melee:
Hair (Prehensile Hair) +10 (1d3+3/x2) or
Hair (White Haired Witch) +10 (1d4+5/x2) or
Scarf, bladed +9 (1d6-2/x2) or
Unarmed strike +9 (1d6-1/x2)
Full Attack:
Hair (Prehensile Hair) +5 (1d3+3/x2) and
Hair (White Haired Witch) +5 (1d4+5/x2) and
Scarf, bladed +9 (1d6-2/x2)
OR
Hair (Prehensile Hair) +5 (1d3+3/x2) and
Hair (White Haired Witch) +54 (1d4+5/x2) and
Unarmed strike +98 (1d6-1/x2)
Special Attacks hatred, hex arcana (evil eye [dc 16], prehensile hair), hexes (slumber [dc 16]), spellstrike, white hair (grab)
Magus (Hexcrafter, Kapenia Dancer) Spells Prepared (CL 4/CL 5 on Solid ground):
2 (1/day) Invisibility
1 (3/day) Shocking Grasp, Shield, True Strike
0 (at will) Detect Magic, Prestidigitation (DC 14), Brand (DC 14)
Witch (White Haired Witch) Spells Prepared (CL 1/CL 2 on solid ground):
1 (2/day) Mage Armor, Forced Quiet (DC 15)
0 (at will) Stabilize, Arcane Mark, Read Magic
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 14, Int 18, Wis 16, Cha 5
Base Atk +4; CMB +10 (+14 Grappling); CMD 21 (21 vs. Bull Rush, 23 vs. Grapple, 21 vs. Trip)
Feats Extra Arcana, Hex Strike (Evil Eye), Improved Grapple, Improved Unarmed Strike, Stunning Fist (2/day) (DC 16), Weapon Finesse, Weapon Focus (Scarf, bladed)
Traits Bullied, Strength of the Land
Skills Acrobatics +12 (+8 jump), Climb +2, Fly +10, Heal +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (history) +8 (+10 on checks that pertain to dwarves or their enemies), Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +14, Sense Motive +9, Spellcraft +12, Stealth +11, Survival +3 (+5 to avoid becoming lost), Use Magic Device +5; Racial Modifiers lorekeeper
Languages Common, Dwarven, Giant, Goblin, Orc, Undercommon
SQ +2 bonus on cmb checks to start and maintain a gra, ac bonus +3, arcane pool (+1) (6/day), empathic link with familiar, flurry of maneuvers (1 maneuver, -2), hex arcana, hex magus, patron spells (elements), rock stepper, share spells with familiar, slow and steady, spell combat, stability, stunning fist (stun), unarmed strike (1d6)
Other Gear Scarf, bladed, Amulet of mighty fists +1, Ioun stone (pale green prism (cracked, Attack), Wayfinder (1 @ 0 lbs), Reinforced scarf, You have no money!
--------------------
Special Abilities
--------------------
+2 bonus on CMB checks to start and maintain a grapple You gain the Alertness feat while your familiar is within arm's reach.
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Arcane Pool (+1) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bullied +1 to hit with unarmed AoEs.
Canny Defense +4 (Ex) +INT bonus to AC (max Magus level).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s)) (DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Hex Strike (Evil Eye) Upon successful unarmed strike, you may use a hex
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slow and Steady Your base speed is never modified by encumbrance.
Slumber (4 rds) (DC 16) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Resistance (11) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Strength of the Land You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance.
Stunning Fist (2/day) (DC 16) 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
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wayfinder (1 @ 0 lbs) 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. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Ioun Stone (Wayfinder) - Pale Green Prism, Cracked: +1 competence bonus on attack rolls or saving throws


**bump**

Any thoughts?

Thank you


You need ius for feral combat training and hex strike.


Blackstorm wrote:
You need ius for feral combat training and hex strike.

Indeed. That is what the level on Monk is for :P

Dark Archive

Technically what you are trying to do doesn't work. Spellstrike only works with the prehensile hair hex, it DOESN'T work with the hair attack from the white haired with archetype.
Also you have a horrible action economy problem, Hex strike eats your swift action. So any round you want to use it you can't use any of your swift action arcana or spells and with your horrible bab and no enchantments to increase your to hit ability you are going to miss. ALOT.

Also your attack bonus isn't as high as you think it is. If you are wielding the bladed scarf then your natural attacks are going to drop down to secondary attacks so -5 to hit and only half your int bonus to damage.

Not really a good design, you've given up most of your spellcasting ability, most of your attack bonus, almost all of your hexes and a standard action just to save a standard action evil eyeing your target with a melee attack instead.

edit: Oh and you gave up a bunch of feats to do this too.


I have to disagree with you on a few points. I do appreciate your input, really. I don't think you are looking at the numbers just right. (You are correct about the secondary attacks being lower, I will correct that. I don't plan on using the bladed scarf as my primary weapon.)

The trick to this build is to hit them ONCE with the WHW Hair attack. Once I can get a hold of them, I can start stacking penalties and debuffs until they are mewling kittens. But, that's just flavor text. Examples!

I have two ways to get a hold of them. Surprise attack from invisibilty and True Strike. My CMB is high enough with grapple to almost guarantee getting a hold. Its only going to get HIGHER as I level up.

Grapple imposes: -4 Dex (-2 AC) and they can't make attacks of opportunity*. Lucky for me, the character is not considered grappled when the hair does it.

No attacks of Opportunity means that we can perfrom any particular Combat Maneuver that we wish without retaliation. So, Dirty Trick. Two things that immediately come to mind is making the grappled creature entangled (-2 attack rolls and -4 dex) and sickened (-2 attack, damage, saves, ability checks and skill checks). We do have a secondary hair attack and have no compunctions about wrapping the creature up in it (entangled) or forcing it down their throat (sickened).

Also, a little tidbit: Disarm / Steal is a combat maneuver that we can attempt without reprisal, because they can't AoO in a grappled state. Steal their unweilded ligth weapons before they draw them and disarm them of those already wielded. You will limit them to non-lethal damage, in most cases.

While grappling, we get a free unarmed strike against them (as long aswe maintain the grapple). That allows a 'free' delivery of Evil Eye with a swift action. This further reduces AC, attack, Saves, etc. Our choice.

If we are going for non-lethal take down, once we get them pinned (should be easy once they are disarmed, sicken and evil eyed), we can tie them up without any penalty, since we aren't considered grappled.

Within three rounds of initiating a grapple, we can have given them -2 AC (or more, less dex = less AC), -6 to attack rolls, and -4 to saves. And we'll be making grapple checks at a +5 for controlling the grapple.

Dark Archive

DeathlessOne wrote:

I have to disagree with you on a few points. I do appreciate your input, really. I don't think you are looking at the numbers just right. (You are correct about the secondary attacks being lower, I will correct that. I don't plan on using the bladed scarf as my primary weapon.)

The trick to this build is to hit them ONCE with the WHW Hair attack. Once I can get a hold of them, I can start stacking penalties and debuffs until they are mewling kittens. But, that's just flavor text. Examples!

I have two ways to get a hold of them. Surprise attack from invisibilty and True Strike. My CMB is high enough with grapple to almost guarantee getting a hold. Its only going to get HIGHER as I level up.

Grapple imposes: -4 Dex (-2 AC) and they can't make attacks of opportunity*. Lucky for me, the character is not considered grappled when the hair does it.

No attacks of Opportunity means that we can perfrom any particular Combat Maneuver that we wish without retaliation. So, Dirty Trick. Two things that immediately come to mind is making the grappled creature entangled (-2 attack rolls and -4 dex) and sickened (-2 attack, damage, saves, ability checks and skill checks). We do have a secondary hair attack and have no compunctions about wrapping the creature up in it (entangled) or forcing it down their throat (sickened).

Also, a little tidbit: Disarm / Steal is a combat maneuver that we can attempt without reprisal, because they can't AoO in a grappled state. Steal their unweilded ligth weapons before they draw them and disarm them of those already wielded. You will limit them to non-lethal damage, in most cases.

While grappling, we get a free unarmed strike against them (as long aswe maintain the grapple). That allows a 'free' delivery of Evil Eye with a swift action. This further reduces AC, attack, Saves, etc. Our choice.

If we are going for non-lethal take down, once we get them pinned (should be easy once they are disarmed, sicken and evil eyed), we can tie them up without any...

Yeah, you might want to re-read the grapple combat maneuver rules you've missed a very important part of it.

Remember you have to maintain the grapple each round which costs a standard action. So while you are grappling a target you can't make any other combat maneuvers or attacks or cast spells or pretty much anything except do damage, move the target or work on a pin.

Second, you aren't considered grappled when you use the white haired witch hair strike to grapple the target NOT when you use the prehensile hair hex which is a different attack and most likely your GM will not let you get the free grapple from it.

Also, grapple doesn't give you a free unarmed strike, it simply lets you do damage to the target if you maintain the grapple.

You might want to look over THIS to better understand how the grapple rules currently work.


Pretty much all the things Mathwei said.


Not to mention while you're doing your thing, other monsters will shred you.


Critque my Build (Magus / Monk / Witch)

fine here goes.

I can't see any plausible reason for any dwarf to pick this combination of classes while retaining any form of sincerity when it comes to character backstory and development. If it was at least thematically, you could get away with it. but its not.

In short. This would not fly with me.


A couple things a good rule of thumb is the K.I.S.S. principle. If people have to look things up to understsnd the build (wether legit or not) it may be to complex.

First many of your bonuses are off.

Bab +3 cmb +2 (-2 str +4bab due to mm) (+3 with the ioun stone) grapple is ...+5.

Cmd should be 22 (-2 str +7 dex +3 wis +4 bab)

Scarf is. +8 to hit.

Prehensile hair (hex) is +3 (+3 bab +4 int +1 enhancement -5 secondary)it is always a secondary attack.

White haited witch hair (+3 bab. +3 dex +1 enhancement) +7. Grapple with the hair is +11 (+4 int +4 bab +2 imp gtapple +1 ioun stone)

So to grapple someone you have to hit them with your +7 with the white haired witch hair then the +11 grapple. Grappling in any other way is at +5.


Mathwei ap Niall wrote:
Remember you have to maintain the grapple each round which costs a standard action. So while you are grappling a target you can't make any other combat maneuvers or attacks or cast spells or pretty much anything except do damage, move the target or work on a pin.

Flurry of Manuevers. I can make TWO manuevers per round as a full attack, using the first to maintain the grapple with WHW hair. The character is not considered grappled and it only takes a 'standard action' to maintain the grapple.

Quote:
Second, you aren't considered grappled when you use the white haired witch hair strike to grapple the target NOT when you use the prehensile hair hex which is a different attack and most likely your GM will not let you get the free grapple from it.

I won't be using the prehensile hair attack to grapple. You seem to be assuming that I am treating the two hairs as the same attack or will use them interchangably. Please stop that as it is not helping the matter. The prehensile hair while be used to perform dirty track manuevers granted to me by the flurry of manuevers class ability.

Quote:
Also, grapple doesn't give you a free unarmed strike, it simply lets you do damage to the target if you maintain the grapple.

"You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal."

Inflict damage equal to or an attack made ... Seems to me that you are hitting the opponent. My DM agrees. Either way, I am doing damage to them with either an unarmed strike or natural attack. Que hexstrike.

Quote:

You might want to look over THIS to better understand how the grapple rules currently work.

Is that an offical flowchart from pathfinder? I'll pass on downloading it.

I Hate Nickleback wrote:
Not to mention while you're doing your thing, other monsters will shred you.

We are working with assumptions here. The first, that I would resort to grappling one monster when there are others nearby. The second, I am attacking the monster(s) solo. The third, the character is an idiot and has a death wish.

None of them are accurate. However, as a counter. The character has an AC 28 when buffed for battle and is extremely hard to hit as a 6th level character.

Diekssus wrote:

fine here goes.

I can't see any plausible reason for any dwarf to pick this combination of classes while retaining any form of sincerity when it comes to character backstory and development. If it was at least thematically, you could get away with it. but its not.

In short. This would not fly with me.

I appreciate your input, truly. However, as I have not had a chance to supply a backstory and humans are pretty bad at reading minds or being omniscient, judging the merits of his roleplay viability seems a little shortsighted. You are judging a book by its cover.


Mojorat wrote:

A couple things a good rule of thumb is the K.I.S.S. principle. If people have to look things up to understsnd the build (wether legit or not) it may be to complex.

First many of your bonuses are off.

It probably is a bit complex... I'm fine with that.

Some of the bonuses appear to be off. House rule i mentioned in the first paragraph gives me a BAB of +4 (3 magus, +1/2 witch, +3/4 monk = 4 1/4, rounded down to 4)

Quote:

Bab +3 cmb +2 (-2 str +4bab due to mm) (+3 with the ioun stone) grapple is ...+5.

Cmd should be 22 (-2 str +7 dex +3 wis +4 bab)

We are forgetting the familiar (king grab +2 grapple).

Quote:
Scarf is. +8 to hit.

+9, due to BAB house rule

Quote:
Prehensile hair (hex) is +3 (+3 bab +4 int +1 enhancement -5 secondary)it is always a secondary attack.

Secondary, yes. +4 (BAB houserule)

Quote:
White haited witch hair (+3 bab. +3 dex +1 enhancement) +7. Grapple with the hair is +11 (+4 int +4 bab +2 imp gtapple +1 ioun stone)

Another house rule missed (WHW uses INT like prehensile hair). Hair at +10, 4 BAB + 4 Int +1 enhancement +1 ioune stone. Grapple is +14, +4 Int, +4 BAB, +2 imp grapple, +1 ioun stone, +1 enhancement, +2 familiar)

Quote:
So to grapple someone you have to hit them with your +7 with the white haired witch hair then the +11 grapple. Grappling in any other way is at +5.

The numbers aside (they need correcting), the character has opportunities with magic to get a bonus to hit (invisibility, true strike) to help out. Should grappling be a bad idea, the character is a magus after all. I've still got spell combat with bladed scarf and can dish out damage.


DeathlessOne wrote:
I appreciate your input, truly. However, as I have not had a chance to supply a backstory and humans are pretty bad at reading minds or being omniscient, judging the merits of his roleplay viability seems a little shortsighted. You are judging a book by its cover.

What do you expect when the cover looks like THIS?

Dark Archive

DeathlessOne wrote:
Mathwei ap Niall wrote:
Remember you have to maintain the grapple each round which costs a standard action. So while you are grappling a target you can't make any other combat maneuvers or attacks or cast spells or pretty much anything except do damage, move the target or work on a pin.

Flurry of Manuevers. I can make TWO manuevers per round as a full attack, using the first to maintain the grapple with WHW hair. The character is not considered grappled and it only takes a 'standard action' to maintain the grapple.

Yeah, you read it wrong.

As part of a full attack action means you have to take the full round action to get both of those maneuvers. Maintaining a grapple is NOT a combat maneuver, it's a standard action that lets you do 1 of 3 other actions along with it. So you can either maintain the grapple or you can take the full attack action, never both.
That's error number 1.
Oh and flurry of maneuvers doesn't let you make 2 CM's per round it simply lets you take another CM as part of a full attack, there is a significant difference.

Quote:
Quote:
Second, you aren't considered grappled when you use the white haired witch hair strike to grapple the target NOT when you use the prehensile hair hex which is a different attack and most likely your GM will not let you get the free grapple from it.
I won't be using the prehensile hair attack to grapple. You seem to be assuming that I am treating the two hairs as the same attack or will use them interchangably. Please stop that as it is not helping the matter. The prehensile hair while be used to perform dirty track manuevers granted to me by the flurry of manuevers class ability.

And that doesn't change my statement in the slightest. You are still burning a standard action every fight to activate it, can only do it 4 times a day, requires a fistful of house rules to even begin to be conceivable and you CAN'T use it during your flurry.

Flurry of Maneuvers allows you to make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. GRAB doesn't replace a melee attack or require a standard action so doesn't fit the criteria for your flurry of Maneuvers to work.
The best you can get is a regular hair attack that if it hits allows you to make your free grapple attempt and then you can make a different combat maneuver from your FoM which would give you a -5 to hit on your natural attack AND grab attempt (secondary natural attack penalties) AND provoke an AoO if the grab didn't work.
If, IF your GM allows you to forgo this built-in limitation then your CMB bonus drops through the floor. Remember, the maneuver master uses his monk level in place of his Bab to determine his CMB and takes a -2 on top of that. In your case that means your CMB to do this trick becomes a +0 (1 (monk level) +2 (Familiar bonus) +4 (Int bonus) -2 (Flurry penalty) -5 (secondary natural attack penalty) and doesn't get better until you raise your Intelligence or level as a monk only.
Only the Flurry of Blows ability is allowed to add the BaB bonus from other classes to your CMB, Flurry of Maneuvers doesn't have this statement so you don't get it.
That's error #2.

Quote:
Quote:
Also, grapple doesn't give you a free unarmed strike, it simply lets you do damage to the target if you maintain the grapple.

"You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal."

Inflict damage equal to or an attack made ... Seems to me that you are hitting the opponent. My DM agrees. Either way, I am doing damage to them with either an unarmed strike or natural attack. Que hexstrike.

And Hex strike specifically calls out
Quote:
If you make a successful unarmed strike against an opponent

not that you do damage, or succeed on a combat maneuver check. You must specifically make an unarmed strike (or natural attack if you have feral combat training, which you don't) to be able to activate this feat.

As the game is written this routine doesn't qualify as legal for hex strike, if you want to add ANOTHER house rule to make it work that's fine, just remember it won't work in any other game.
That's error #3.

Quote:
Quote:

You might want to look over THIS to better understand how the grapple rules currently work.

Is that an offical flowchart from pathfinder? I'll pass on downloading it.

If you don't want an easier, graphical explanation of the most complicated rules in the game that's fine, but expect to be called on it when you make a mistake that the chart would prevent you from making.

Now, from what you have described this build is a mess. It requires an absurdly high point buy, half a dozen house rules, willful ignorance of the rules on the grapple combat maneuver, cherry picking class features and a GM willing to deal with the mess this is.
All so you can do 1D3+1 damage a round and inflict a minor penalty the target can negate with a move action. Remember, while you are using this flurry to get and keep a grapple going you can't cast a spell or use any magus ability since spell combat is a completely different full round action and they aren't compatible with your Flurry.
Best case scenario, you force one opponent your size or smaller to spend his actions trying to kill you with a -2 on his attack roll. Seems wasteful and ineffective to me.

Now if your GM want's to bend all these rules to let you do all this then you are still a worse grappler then a regular Tetori monk who can do everything you are trying to do here at a lower level with a higher bonus and does more damage every round with more survivability while attempting this.


you just need greater grapple and rapid grapple to get the maintain checks to be reduced to move actions.


This build is 2 years old. It either worked or it didn't but I doubt they needs advice now.

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Oh wow. Forums really ought to have some kind of protection against necromancy.

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