Salarain
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Howdy Gamers,
Please review what i have so far. What changes do I need to make?
Nico Yori
Female Oni-Spawn Tiefling Monk 1
LN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 untyped)
hp 8 (1d8)
Fort +3, Ref +4, Will +6
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee 2 claws +2 (1d4+2) and
unarmed strike +2 (1d6+3)
Special Attacks flurry of blows, stunning fist (1/day, DC 14)
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Statistics
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Str 14, Dex 14, Con 10, Int 13, Wis 18, Cha 8
Base Atk +0; CMB +2; CMD 19
Feats Additional Traits, Dodge, Improved Unarmed Strike, Stunning Fist
Traits mana wastes survivalist, quain martial artist, reactionary, wisdom in the flesh
Skills Acrobatics +6, Disguise +1, Escape Artist +6, Intimidate +6, Linguistics +2, Perception +8, Swim +6, Use Magic Device +0
Languages Abyssal, Aklo, Common, Draconic
SQ ac bonus, prehensile tail, stunning fist (stun), unarmed strike
Other Gear 150 gp
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Special Abilities
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mana Wastes Survivalist +1 trait bonus on Fortitude saves.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Stunning Fist (1/day, DC 14) 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.
Wisdom in the Flesh (Intimidate) Intimidate becomes a Wisdom-based, class skill.
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| Justin Sane |
What are you trying to go for? Average punch-you-in-the-face guy?
A few issues: 10 Con and d8 hp is a death sentence; Wisdom in the Flesh can only be taken for Str/Dex/Con based skills; bear in mind you can't use your claws and still use Flurry of Blows (but Claw/Claw/Punch is legit).
Some advice: go 16 Str, 14 Dex, 14 Con, 10 Int, 16 Wis, 8 Cha; trade Additional Traits (you don't need mana wastes survivalist or wisdom in the flesh) for Armor of the Pit.
Dark Immortal
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I feel this is very, no- extremely lacking as a Tiefling.
When I saw the title/race I assumed that while it might not be optimized or min/maxed it could be pretty thematic. But nowhere did I see that theme step up to the plate.
First, a generic Tiefling monk seems pretty bland. Why not look at Hungry Ghost Monk?
Second, your stat array is sort of all over the place but I definitely respect what I believe to be your rationale behind the choices: not lowering the charisma to abysmal levels but just getting the points you need, having the intelligence to be useful from an rp standpoint and to have skills, taking linguistics because the character has a worthwhile int score and it fits the vision you have for the characters personality as well as having a positive int modifier gives a bonus to the skill.
I get it and figure you can mostly keep the stats. But why the 18 wisdom? You get ac, will saves stunning fist DC and key skills modified by it. Later it impacts the size of what will be your pitifully small ki pool (all monks have pitifully small ki pools). If you were a sensei then it would apply to attack rolls at level 2, if you were a maneuver master it would apply to maneuver checks eventually, if you were a stunning fist specialist with feats for it, it would apply to the dc, etc.
I see none of that. Wisdom is just a high stat and that seems to be it. You'd be better off with higher Str and Dex or better yet higher con and Dex. Dex let's you go first and still fuels your armor class. It still impacts useful skills and with weapon finesse allows you less need for Str except for pure damage. Dex increases the likelihood that you'll make a reflex save and that is usually for damage dealing spells. You have no useful con so a single ref spell can take you from full to 0 on a failed save and hurt you pretty bad if you make it/ evasion fixed some of this but more Dex covers your butt. Monks have great saves as is, more will won't do much since you get still mind already at level 2 or 3. Ref/dex is more important with what I see from your build.
Where is weapon focus: claws? I know you took additional traits and a fort save boosting trait to make up for the average con score. But your claws do 1d4+Str. An unarmed strike does 1d6+Str right out of the gate. Furthermore, that number will increase whereas the claws won't. Yeah, you begin with more attacks right away but in the short term weapon focus followed by feral combat training allows you the ability to flurry while using the claws. I'll have to read through to see how many attacks you would actually get (I am assuming 4 but could be very wrong if my understanding is off).
There is a trait that allows you to reroll a failed save once a day, Lessons of Chaldira/Second Chance. With naturally high monk saves that is better than a +1 since monks are likely to make most of their saves anyway.
So the real question is: what are you trying to do with a Tiefling monk? Oh, and is this for pfs or no? That makes a huge difference as well.