Monk of the four winds Dragon disciple


Advice


Hey everyone, I am looking for help on a build for a level 14 monk of the four winds, dwarf, dragon disciple. I plan on going into melee and meeting things head on, but I need help thinking of ways to build this. I plan on taking one of the elemental feat chains, and only going in 1 level of the wildblooded/crossblooded sorceror draconic/empyrael. I know about the feat that allows you to allow unarmed stuff to count for natural weapons, but I have no idea how DD's claws get so high up in damage. I'm lost and need a bit of help. Thanks.
Current stats are as follows in order:
16
16
16
13
16
10
This is accounting for the 3 stat changes i get and dwarven bonuses and negatives, the original stats are, in no particular order:
13
13
15
12
14
16


bump, i need this answered quick.


Sorry no too familiar with the monk, but I think your stats are a little spread out, I'd recommend lowering dexterity a little for something else (is the first listed stat array in any order?


ya, the first stat array is in the order of stats listed
Str
Dex
Con
Int
Wis
Cha
The second one however is just the way i rolled them up.


Bump


Bump one last time


Ok first off since you're not playing monk all the way you can get everything that you want from elemental fist from taking dragon style. Sample build IMO 4 levels master of many styles hungry ghost monk/1 level sor/9 levels DD pick a dragon type with acid breath
1st regular feat weapon focus claw bonus feat dragon style
2nd bonus feat dragon ferocity
3rd elemental fist
5th feral combat training
7th monastic leagacy
9th rending claws
11th noxious bite(monster feat, but you technically qualify)
13th dealer's choice might want to go craft wond items simply for the extra cash you need expensive gear.
dragon discple bonus feats: toughness, improved init, power attack
Needed magic items
+6 str belt
best amulet of natural fists you can buy
robes of arcane heritage
book +1 str
push str as hard as you can you should have around a 30(unbuffed with belt)
Attack should look like +9 base +10 str say +4 amulet -3 PA
Unarmed strike +20 d10 +29(double str from dragon style + amulet and PA0
unarmed strike +15 d10 +24(1.5x str bonus from dragon ferocity) +4 amulet + PA)BIte +16 D6+d6 acid forces naseau save from nox bite + 29 damage claws +15 d6+d6 acid +24 +1d6+24(rend) if both hit. Add 3d6 elemental damage to taste while using punishing kick to reposition up to 7 times/day. Note there is a thread currently in FAQ that supposes that Feral combat training would actually replace the die of the natural attack with the monk's unarmed strike damge, but its kind of a grey area. It only gets worse when you nova using form of dragon giving you more natural attacks at a higher STR.


Like the idea of it and it seems rather effective.


Jimmy of the Sad Panda wrote:
Like the idea of it and it seems rather effective.

To make it really sick lose 1 monk level and take a level in vivesectionist alchemist you give up +1BAB in return for the mutagen 1/hour day that pushes your str even further plus you can wear light armor with the brawling enchant giving you a +2 to hit and damage with every attack from the enchant and another +2 to hit and damage from the str buff and d6 of backstab.

Grand Lodge

I might be wrong, but gongeveer the feral combat and weapon focus: claws way seems... mediocre. Mostly, You are looking at low uptime on the claws. Then, you also face the fact that claws do not scale half as well as fists. I asked a similar question a while back, there are some decent discusions about DD/monk (though most advise against it, or suggest 2 unarmed fighter/2 monk)


Its actually great because you get both your unarmed strike then claws and a bite. Its more of a Nova build that's why I suggested beast/viv alchemist to add to it.

Grand Lodge

well, to my understanding you'd at least have given up flurry. So you are assuming at level 10 you'd have your two normal attacks, plus a bite and two claw attacks. That does imply that you'll be taking a -2 for the primary natural attack and -5 on the claws, even if a GM allows it.


Flurry was a non issue since he wanted only a few level of monk. Actually he takes a -5 to all natural attacks taken after regular attacks even ones considered normally primary. With the brawling armor and alchemy boost he hits on a 5/10 against CR14 and an 8/13 against CR 18 unbuffed. The build is completely legal if a little bit cheesy but hardly overpowered compared to a optimized melee build. Its hardly alchemy Amy but it is kinda neat and it fits the OP criteria.


proftobe wrote:
Jimmy of the Sad Panda wrote:
Like the idea of it and it seems rather effective.
To make it really sick lose 1 monk level and take a level in vivesectionist alchemist you give up +1BAB in return for the mutagen 1/hour day that pushes your str even further plus you can wear light armor with the brawling enchant giving you a +2 to hit and damage with every attack from the enchant and another +2 to hit and damage from the str buff and d6 of backstab.

I think just taking a dip In barbarian would be more useful than alchemist.


Djinni style/ blue dragon seems like it would give you some gnarly electric damage. (Djinni is the only elemental style that gives wis to all electric damage, not just elemental fist).

I'd aim for that to start, be a blaster who can claw/claw/bite when needed, as long as you're being allowed to mix crossblooded and wildblooded. If the words of power are allowed, experimental spellcaster would give some blast versatility as well as giving back the known spells that crossblooded gives up.

In that case you could go MoMS 2 for elemental fist and djinni style, 1 fighter for a needed feat and because i don't believe FCT actually increases claw damage, sorc 1.. with 8 feats, i think you have room for wpn focus claws, FCT (for stunning shocking claws when needed), power attack, dragon style, dragon ferocity, combat style master, experimental spellcaster, and craft rod for dazings and quickens..

Edit: forgot the bloodline feats.. bonus.. instead of the fighter, you could skip the claws and bite altogether, replace FCT with monastic legacy, and just do one big punch when you need it..


All these are very interesting ideas, but honestly, following this logic I could be better playing a sorc going DD or a full monk, so is there anyway to really mix the two without spreading to thin.


Check this thread. It is about a Monk2/Sorcerer 10/Dragon Disciple 8.


I looked at it, yet for me it takes a bit to many levels in sorcerer.


What kind of mix are you really wanting
Like...
charge in claw the crap out of one guy, turn left and leave a wake of doomy magic? that kind of mix?
I mean full sorc will be better magic, and the monk will be better punchy almost always.

Though if possible i think tht was that weird bloodstyle that lets you use wisdom instead of Cha. that'd get a nice buff via the monk stuff


Jimmy of the Sad Panda wrote:

I looked at it, yet for me it takes a bit to many levels in sorcerer.

It certainly does, it would not work so well with the other way around. You need the Sorcerer lvls for the metamagic'd Shocking Grasps and the various Transmutation spells that buff your Str and increase your size, like the Beast Shape and the Form of the Dragon spells.

Don't get fooled by the many sorcerer lvls, it is still a very damaging unarmed build. However you are mainly a caster, if you want a more martial approach I don't see why you should get in the trouble of going Sorcerer and Dragon Disciple. If you really want to do that, 1 lvl Crossblooded (Dragonic/Empyreal) and 4lvls of DD next is probably all you should aim for. With Monk's Robe you can make up for 5 lvls of unarmed strike dice loss. And of course multiclass only after 12 lvl so that you have at least slow time from your archetype.


A possible build:

Dwarf Qinggong Monk of the Four Winds Monk 12 / Crossblooded (Dragonic/Empyreal) Sorcerer 4 / Dragon Disciple 4

Your stats are fine.

Alternative racial traits: Giant Hunter, maybe Sky Sentinel

Traits: Heavy Hitter, Magical Lineage (Shocking Grasp)

1 Monk Elemental Fist, Dodge, Improved Unarmed Style, Steel Soul
2 Monk Combat Reflexes
3 Monk Power Attack
4 Monk Qinggong: Barkskin
5 Monk Efreeti Style / Djinni Style, Qinggong: True Strike
6 Monk Mobility
7 Monk Extra Ki, Qinggong: Gaseous Form
8 Monk
9 Monk Efreeti Stance / Djinni Spirit
10 Monk Improved Critical
11 Monk Efreeti Touch / Djinni Spin, Qinggong: Ki Leech
12 Monk
13 Sorcerer Vital Strike
14 Dragon Disciple
15 Dragon Disciple Intensify Spell, Improved Initiative
16 Dragon Disciple
17 Dragon Disciple Improved Vital Strike
18 Sorcerer
19 Sorcerer Spontaneous Metafocus (Shocking Grasp)
20 Sorcerer

Efreeti style is more damaging, djinni is more thematic because you will want to go for an electricity dragon for the shocking grasp damage. Anyway this is a build that tries to take advantage of the slow time, vital strike and style feat trees for maximum standard action damage. You will also eventually be able to cast lvl 3 spells. Here there are some good spells to take:

3rd lvl: Heroism, Haste, Fly
2nd lvl: Resist Energy, Mirror Image, Invisibility, Alter Self, Blur
1st lvl: Magic Missile, Shocking Grasp, Protection from Evil, Shield, Mage Armor, Enlarge Person


Snow_Tiger wrote:
proftobe wrote:
Jimmy of the Sad Panda wrote:
Like the idea of it and it seems rather effective.
To make it really sick lose 1 monk level and take a level in vivesectionist alchemist you give up +1BAB in return for the mutagen 1/hour day that pushes your str even further plus you can wear light armor with the brawling enchant giving you a +2 to hit and damage with every attack from the enchant and another +2 to hit and damage from the str buff and d6 of backstab.
I think just taking a dip In barbarian would be more useful than alchemist.

RAge only last a few rounds vs an hour plus SA is good for a melee beast like this. Also another good guide for you to read

https://docs.google.com/document/d/1cmswe4jHDb1Vcm3oQME3mxUelX_WzKbQ8r9_1mw QS6M/edit?hl=en_US&pli=1

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