White haired Witch / MoMs Monk Build


Advice

Grand Lodge

Ok so my latest PFS character is now 4th level and wondering what you all think i should do next. Favored class is Witch. plan to at least get to 4th level witch for the 10' reach hair attack (combined with enlarge person = 20' reach)

concept Real White haired witch from movies the type that can seriously Kung Foo.

so with

Currently

Human

Traits Adopted (by Halflings) Helpful, Gifted adept (Mage Armour)

STR 18
Dex 16
Con 10
Int 14
Wis 18
Cha 7

1st Monk MoMs = Panther style, Combat reflexes , Panther Claw
2nd White Haired witch (Primary Natural Hair attack)
3rd White haired witch (Constrict as free action) Weapon Focus Hair attack
4th Lore Warden fighter Feral combat training Hair attack.

5th ? Fighter Dodge + Mobility + combat expertise
6th ? etc.

in play i get a hair attack on every opponent that attacks of ops me as i walk past them if i hit i then get a free grapple and a free constrict if the grapple is successful.

so with 4 opponents i get possibly 8 free damaging attacks plus my normal standard action attack. and 3 attacks of op (plan to get body guard feat at some stage)

Grand Lodge

I am thinking these feats are important

Spring attack
Whirlwind attack
Dragon Style

Dark Archive

You might run into a GM that limits your free actions.

Grand Lodge

I feel it is not over powered due to the damage being 1d4+2 but with dragon style i get to add my strength too it aswell


How do you handle your cmb jumping around ie switching to int and back to str depending on what action you take? Its one reason I've avoided the archetype.

Grand Lodge

I just write it down on a piece of paper for each type of attack. I built the character using Hero lab but it dose not calculate the attacks properly


Only one swift action a round using the panther style aoo takes a swift action

Grand Lodge

supar wrote:
Only one swift action a round using the panther style aoo takes a swift action

Supar -- fortunately panther claw specifically states that it becomes a free action and you can perform your wisdom modifier times a round.

Panther Style (Combat, Style):

You can strike back at enemies who attack you when you move.

Prerequisites: Wis 13, Combat Reflexes, Improved Unarmed Strike.

Benefit: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.

Panther Claw (Combat):

You unleash a rapid series of blows on foes that attempt to attack you when you move.

Prerequisites: Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Style.

Benefit: While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.

Feral Combat Training (Combat):

You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.

Prerequisites: Improved Unarmed Strike, Weapon Focus with selected natural weapon.

Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.

Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.

White Hair (Su):

At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.

The hair cannot be sundered or attacked as a separate creature.

In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities:

Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action*, dealing damage equal to that of its attack.

Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action*.

Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action*.

Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.

This ability replaces hex.

Official Errata:

The White Hair ability in the book shows that constrict, trip, and pull are free actions, why does it say that they are swift actions here?

The constrict, trip, and pull actions have been errata'd to be swift actions by developer Patrick Renie.

looks like there has been errata meaning my free constricts are now swift actions so i only get to have one of those in a round.

so now it is 1 x Attack 4 x retaliatory unarmed strikes 3 x Attack of Opportunities "Hit or Max 8" x free action grapples 1 x Swift action Constrict per round.

Liberty's Edge

StrongHeart

Grand Lodge

this is an interesting build i might use it for myself

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