Monks vs. the World


Pathfinder First Edition General Discussion

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ArmouredMonk13 wrote:

@Justin Rocket:Stop insulting everyone who posts in these threads intelligence by claiming every test is rigged and determines nothing, and that we need to make more "intelligent" tests. You show no evidence that you are correct and refuse to post anything. Its just annoying.

@Rest of Thread:Would my pseudo-monk (Champion of Irori) build be helpful for comparison?

Sure... what we are looking at here has not really been Monk vs. other martials so much as Monk vs. other builds that do Monk-like things. With the caveat that the Monk is ALSO doing Monk-like things... you know, not just shooting a Bow.


Old Monk "Proving Grounds" Thread, if anyone is interested.


Dippie - Master of Dipping:

Dippie:
Dippie Master of Dipping
Male Half-Elf Fighter (Brawler) 3/Monk (Master of Many Styles, Monk of the Sacred Mountain) 1/Ranger 6
LN Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +20
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Defense
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AC 22, touch 14, flat-footed 19 (+8 armor, +3 Dex, +1 deflection)
hp 88 (9d10+1d8+30)
Fort +16 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +14, Will +13 (+1 vs. fear); +2 vs. enchantments, +2 bonus vs. sleep, paralysis, and stunning
Defensive Abilities bravery +1; Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft. (40ft with Longstrider)
Melee Unarmed strike +20/+15 (1d6+16/x2) or +18/+18/+13/+13 (1d6+16/x2) (with TWF)
Ranged +1 Adaptive Composite longbow (Str +4) +14/+9 (1d8+7/19-20/x3)
Special Attacks close combatant +1/+3, favored enemies (aberrations +2, undead +4)
Ranger Spells Prepared (CL 5):
1 (2/day) Longstrider, Resist Energy
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Statistics
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Str 22, Dex 16, Con 16, Int 12, Wis 14, Cha 7
Base Atk +9; CMB +15 (+16 Bull Rushing, +16 Dragging, +17 Grappling, +16 Repositioning); CMD 29 (30 vs. Bull Rush, 30 vs. Drag, 30 vs. Reposition)
Feats Additional Traits, Combat Reflexes (4 AoO/round), Dragon Ferocity +3, 1d4+6 rds, Dragon Style, Endurance, Improved Two-weapon Fighting, Improved Unarmed Strike, Power Attack -3/+6, Snake Fang, Snake Style, Stunning Fist (3/day) (DC 17), Two-weapon Fighting, Weapon Focus (Unarmed strike)
Traits Elven Reflexes, Indomitable Faith, Magical Knack (Ranger), Quain Martial Artist
Skills Acrobatics +16, Bluff -2 (+0 vs. aberrations, +2 vs. undead), Climb +10, Knowledge (nature) +14 (+16 vs. aberrations, +18 vs. undead), Knowledge (religion) +14 (+16 vs. aberrations, +18 vs. undead), Perception +20 (+22 vs. aberrations, +24 vs. undead, +22 while in forest terrain), Sense Motive +17 (+19 vs. aberrations, +21 vs. undead), Stealth +16 (+18 while in forest terrain), Survival +8 (+10 vs. aberrations, +12 vs. undead, +10 while in forest terrain, +11 to track), Swim +10 (+14 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Common, Elven, Sylvan
SQ brawling, combat styles (two-weapon combat), elf blood, favored terrain (forest +2), fuse style (2 styles), hunter's bonds (companions), stunning fist (stun), track, unarmed strike (1d6), wild empathy
Other Gear +2 Brawling Mithral Breastplate, +1 Adaptive Composite longbow (Str +4), Amulet of mighty fists +1, Belt of physical perfection +2, Bracers of falcon's aim, Cloak of resistance +3, Feather step slippers, Headband of inspired wisdom +2, Ioun stone (clear spindle), Ring of protection +1, You have no money!
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Special Abilities
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Bravery +1 (Ex) +1 to Will save vs. Fear
Brawling Unarmed strikes count as magic for bypassing DR.
Close Combatant +1/+3 (Ex) +1 to hit and +3 damage with close weapons.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
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 fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs Favored Enemy (Aberrations).
Favored Enemy (Undead +4) (Ex) +4 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
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.
Ioun stone (clear spindle) Sustains bearer without food or water.
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 (3/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
Track +3 Add the listed bonus to survival checks made to track.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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