PFS Monk - Help with Buying Gear! 23k Gold to Spend!


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Liberty's Edge

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My monk, Kyoko, in PFS is level 9 and currently has 23,000gold to spend.

She's a level 7 Drunken Master Monk and level 2 Ninja.

Stats:
22str, 14dex, 16con, 8int, 14wis, 7cha

Current Gear:
Jingasa of Fortunate Soldier, Swarmbane Clasp, +3 Cloak of Resistance, +2str Belt of Giant's Strength, Boots of the Cat, Eyes of the Eagle, Bracers of Armor +1 (bought this before I realized it didn't stack with Mage Armor...)

She also carries: 1 CLW wand, 1 Mage Armor wand, and shurikens. (wands for party members to use on her)

Feats:
Dodge, Toughness, Improved Grapple, Dragon Style, Dragon Ferocity, Improved Trip, Weapon Focus: Unarmed Strike, Ninja Trick: Shadow Clone, and Extra Ninja Trick: Pressure Points.

Typical Full Attack Flurry Dmg:

First attack: 1d8+12 + 1d6 SA + 1dex damage.
2 additional attacks: 1d8+9 + 1d6 SA + 1dex damage each.
1 more additional attack of 1d8+9 + 1d6 SA + 1dex damage if I spend 1 ki.

Backstory:
She had a rough run for a while between levels 4-8, dying 3 times due to various circumstances (Quick Channel negative channeling Cleric, 2x Vampiric touch Witch creature, and Empowered Holy Word dealing 100dmg to my Neutral aligned Monk (trait: Adopted - Aasimar, Enlightened Warrior to be a Neutral Monk). So after losing about 12k gold and a ton of Prestige I had been saving up gold in case things went bad again and I've now reached 23k gold.

Since hitting Ninja 2 at 9th level my defenses have quadrupled with Shadow Clone, so I'm not super worried about my low AC. I have 91hp atm and Shadow Clone's mirror image does a decent job keeping me up now. I'd really like some suggestions on what gear or items I should take to cover my bases.

Liberty's Edge

*bump*

Grand Lodge

Your character is kind of scattered at the moment. Before I advise you on what to buy I want to know, what do you envision the character doing in combat? You have two combat maneuver feats, Dodge with no other feats that require it, Dragon Style+Ferocity, and Pressure Points.

Are you a striker, dealing lots of melee damage with mediocre defenses, who relies on the support of others to allow you to do so safely? Are you a primary front liner, if so I'd advise even more armor class. Are you a maneuver master, using your front line control to set up others? If you're some sort of melee support class, you probably need more at your fingers than what you have currently. I also can't tell what weapon you are using from your post. I assumed fists, but your neck slot is taken up by a Swarmbane Clasp, meaning you have no room for an Amulet of Mighty Fists.

Assuming you are meant to be a striker/damage dealer:

Sell the Bracers for 1k
24k Remaining

Honestly I would suggest retraining out of ninja, but if you really want to stay in that's your decision.
Investing in Monk's Robes isn't a horrible idea, with a potion of enlarge person your damage dice goes up to 3d6. That's 9.5 average damage from dice, as opposed to your current 4.5. 13k+a bit in consumables for a damage increase of 5 when you hit is pretty good, especially if you walk around with the potion in hand or a way to quickly get it out, as you can move into full attack range the same round you quaff the potion.

11k Remaining

You could buy a Sipping Jacket for 5k so that you buff as a swift action, and you're automatically at your sweet 3d6 threshold. If that's not your thing, you could go for Deliquescent Gloves, to add the corrosive weapon property to your unarmed strikes without taking your neck slot, or invest in an AOMF and only pull out the Clasp for when you run in to swarms.

Let's say 6k remaining

From here you could invest in a Battle Knight's Pennon and a few consumables for those tougher fights to shore up your weaknesses. The pennon is great because Heroism has a long duration for when you know you're going into some fights, and it shores up two of your more vulnerable points, your saves and your to hit bonuses.

Hopefully this will be at least a little helpful, but it'd be best if we knew where you wanted to take this character and how attached you are to the current concept. Also what books your currently own, as you are required to own the sources you use in PFS.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

No amulet of mighty fists? That's 4000 for +1 to attack and damage, and you can keep the swarmbane clasp to switch out if you run into swarms.

A +2 Wis headband would also be good for the extra ki, and a cheaper AC bonus for you than most things at this level. Also, a cracked pale green prism ioun stone can give you +1 to all attack rolls (but it's competence, so it doesn't stack with Inspire Courage) for 4000. You can get another of the same stone that gives a +1 competence bonus to all saves, which is cheaper than what you spent upgrading your cloak the last time.

Liberty's Edge

Character concept wise: Drunken girl version of Rock Lee from Naruto. She doesn't have magical powers so she uses martial arts and ninjitsu to defeat her opponents. A fast, maneuverable, striker. Concept is pretty much This green shirt guy with a little bit of DBZ Tien or Naruto shadow cloning.

Shadow Clone and her HP allows her to stand in the frontline and half the time I'm in random PFS groups they expect me to be the 1st person frontline of the party.

Necklace & What I use as weapons:
The necklace means nothing. It takes a standard action to swap a necklace. I just have a Swarmbane clasp because I was getting tired of not being able to kill swarms and I had some gold to spare over what's needed to rez in case I bit the dust again. I'm thinking of getting a Golembane scarab and maybe a Holy Amulet of Mighty Fists? It's easy to swap them when necessary, they aren't glued on.

She uses fist, knees, feet, elbows. It's all about physical training and perfecting herself as a weapon. Having another type of weapon on hand is fine but it'll never be her focus.

I believe I'd only get 1/2 price back if I sold an item. So the Bracers would get me 500gold back, but sometimes there's not a caster that can use my Mage Armor wand. Unless we can replace it with something better I don't think it's worth selling at the moment.

The 2 levels of Ninja:
Honestly Ninja IMO has been a HUGE improvement. Due to my low Int I've pretty much doubled my Skill points just with the 2 levels of Ninja. If I can get Sneak Attack in on my flurries I'm essentially debuffing my opponents AC if I choose Dex damage which makes my other attacks hit more often and same for my entire party. I've played 1 scenario since being 9th level with Shadow Clone and it saved me from getting hit about 4 times from 2 Ghoul Worms that were dishing out about 30-40dmg a hit. I honestly think the mirror images are a game changer and who doesn't love an extra 1d6 SA dice to throw in. It also gave me a few extra class skills and bumped my Reflex save up a bit more which makes it easier for that Evasion and/or Improved Evasion to do its work and keep me alive when the breath weapons and fireballs are flying.

Shadow Clone is infinite as I can power it with my Drunken Ki, same with Wholeness of Body to self heal, and with Ninja I now have an option to use 1 ki to add an extra attack when I would only get a standard (Monk's is 1 extra attack only when flurrying). I'm kind of considering taking Wall Climber also, just for a 40ft climb speed, climb checks would be pretty much auto success. But that's just a thought...

I will check out the item suggestions in a bit, but I wanted to respond to give you (and others) kind of how I'm building and structuring this character around. PFS allows retraining and I have extra Prestige to retrain some Monk feats or regular feats if there's some really good suggestions.

Sovereign Court

Yeah - spend -

4k on a Amulet of Mighty Fists with flaming or some such,

8.3k on a +1 Allying weapon. (As a free action it can give +1 enchantment to your fist/foot.)

2k on a ring of protection +1

4k on a headband of wisdom +2

It gives a significant boost to both offense and defense and it leaves you with 4.7k left. Next either buff the ring to +2, or start saving for the Monk's Robe.

But - as others have said - the build is kind of all over the place. It's not horrible or anything - I'm just not sure where you're going with it. And frankly - the best monks are Dex based with Agile amulets. They don't need mirror image because their AC is out the wazoo.

Liberty's Edge

RainyDayNinja wrote:

No amulet of mighty fists? That's 4000 for +1 to attack and damage, and you can keep the swarmbane clasp to switch out if you run into swarms.

A +2 Wis headband would also be good for the extra ki, and a cheaper AC bonus for you than most things at this level. Also, a cracked pale green prism ioun stone can give you +1 to all attack rolls (but it's competence, so it doesn't stack with Inspire Courage) for 4000. You can get another of the same stone that gives a +1 competence bonus to all saves, which is cheaper than what you spent upgrading your cloak the last time.

Remember, I died and lost about 12k or so in rez and restoration fees due to my already depleted Prestige so an Amulet of Mighty Fist hasn't financially been an option until just recently.

Ki Pool not too much of a concern:
My Ki pool isn't much of a problem. I have a 5 ki pool and a 3 drunken ki pool, which I only ever go through ki fast in really tough fights. The 2 Ghoul Worms I burnt through a lot of ki but most fights I go through the 3 drunken ki and maybe dip 1 or 2 into my regular pool and then after the fight I've got my 3 drunken ki back.

Times I dip hard into my regular ki pool is when I need extra attacks, need an extra 5ft move to Flurry, or when I need to Shadow Clone + double 5ft away. In those instances my Ki can drop pretty fast if the enemy is particularly strong or if I feel that many weaker goons could really mess me up.

Low AC issue:
My main concern is my AC is pretty low and I'm I'm a bit late/behind in the AC game already, especially as a 14dex & 14wis Monk.

Thanks for the Ioun Stone suggestions. I'll look into those. I personally think my "to hit" score is pretty important and I'm currently sitting at a +13/+13/+8 flurry.

EDIT: Also, feel free to give suggestions on how I can make my character less scattered as I can retrain some feats. (Dodge, Improved Trip, and Improved Grapple are all Monk bonus feats I took.)

EDIT2: Flask of Endless Saki:
I'm really considering getting this for 4k gold. Endless saki and 1/day roll 1d6 -
On 1) Heroism
On 2) Cure Moderate Wounds
On 3) Enlarge Person
On 4) Reduce Person
On 5) Lesser Restoration
On 6) Rage

It's CL 5th so I guess all spells function as if a 5th level caster cast the spell?

Shadow Lodge

The Sipping Jacket would not work with an Enlarge Potion.

A Holy AOMF should be on your shopping list as well as well as any +hit boosters.


Yeah, that AC issue is going to be a continued problem. You've currently got what...an 18 AC? 21 when you get mage armor cast on yourself? Even if you went out and bought 5 more +1 AC items (about 17k), you're still low for a 9th level character. Consider buying scrolls of Blur (750 gp or 2 Prestige for a scroll with 5 copies). Alternatively, you could save up another 4k and buy a Ring of Blinking (which is just fantastic!)
Another option would be to focus almost exclusively on attack prowess. Get those Deliquescent Gloves and a Vicious Amulet of Mighty Fists. That's 12k spent, and you damage yourself for up to 4d6 per round, but your damage is 1d8+3d6+9 (+ sneak when applicable) per hit. Sure, you just took 10-15 points of damage, but the other guy took 80+.

Sovereign Court

galahad2112 wrote:
Yeah, that AC issue is going to be a continued problem. You've currently got what...an 18 AC? 21 when you get mage armor cast on yourself?

Yeah - with Quigong - a 9th level monk should have an AC in the mid 30's.

Silver Crusade

A vicious amulet of mighty fists is a good idea given that you can heal up with drunken ki and wholeness of body.

For drunken masters I like these feats: drunken brawler (requires that you worship Cayden Cailean), Fast Drinker (requires 18 CON) and Deep Drinker (needs Monk 11, CON 13 and Drunken Ki).

Other fun magic items:
Tankard of Cayden Cailean is 5.3k gp (remove fear 1/day, heroism 1/day, +1 resistance bonus to will and fort, unlock bindings 1/day)
Drinking Horn of Bottomless Valour, 24k gp (infinite mead whilst charged, 1 charge = 1d8 temp hp, as potion of aid, strictly inferior to using drunken brawler feat though by the time you can afford the item; 2 charges = 1d8+5 temp hp plus enlarged for 5 mins, full round action; 3 charges = 1d8+10 temp hp, enlarged and heroism for 10 minutes, takes 2 full round actions)

Grand Lodge

what about deliquescent gloves? 1d6 acid per unarmed strike can add up if you flurry a lot...

Sovereign Court

supervillan wrote:
For drunken masters I like these feats: drunken brawler (requires that you worship Cayden Cailean), Fast Drinker (requires 18 CON) and Deep Drinker (needs Monk 11, CON 13 and Drunken Ki).

Drunken Brawler is cooler at first glance than at third. With as much as a Drunken Master with Swift Drinker drinks - his reflex save will end up being at a negative fast since the feat says what happens whenever he drinks, not what he can have happen.


I disagree with the others. Don't retrain the ninja levels and don't worry about having a variety of abilities. At higher levels the stuff I would worry about are:

How do you handle flying enemies? You have enough to buy a means to fly all the time or at least spend 750gp or 2pa on a potion of fly

A way finder and a clear spindle ioun stone can be very helpful. And there are number of cheap ioun stones worth looking at (400gp for a +1 to init for example)

You can I believe add armor enhancements to bracers of armor - might be worth looking at those as the powers would stack with Mage armor

Monks have among the best saves in the game and at higher levels miss chances are far far better than higher AC as many monsters basically only miss on very bad rolls. I would focus on boosting your Wisdom (which for a monk almost can't be high enough - gives you AC, Ki, will saves etc) you can afford a +4 headband and I would consider that.

Or look at ki specific maviv items. There are a few ki or monk specific items which might help you.

And I do think additional ninja levels are probably how you should proceed.

Sovereign Court

Rycaut wrote:
at higher levels miss chances are far far better than higher AC as many monsters basically only miss on very bad rolls.

I'm sorry - but especially for a monk - that's simply not true. A well built monk's AC should be high enough that's he's missed a decent chunk of the time against virtually any enemy.

As for retraining - the main thing would be to change over to Quiggong if you can. It was the stealth patch for monks - it makes them WAY better. If nothing else - it'll jack up your AC with barkskin. (Which - as a drunken master - costs you nothing.) And give you ranged options with scorching ray.

Grand Lodge

Charon's Little Helper wrote:


I'm sorry - but especially for a monk - that's simply not true. A well built monk's AC should be high enough that's he's missed a decent chunk of the time against virtually any enemy.

As for retraining - the main thing would be to change over to Quiggong if you can. It was the stealth patch for monks - it makes them WAY better. If nothing else - it'll jack up your AC with barkskin. (Which - as a drunken master - costs you nothing.) And give you ranged options with scorching ray.

For STR based monks achieving the necessary level of AC is quite difficult in my opinion, particularly without access to Qinggong for Barkskin. At this point they'd have to pour feats into something like Crane Style and fight defensively, with mage armor and barkskin, and maybe 6k spent on AC items just to get their AC up to respectable level.

As suggested here, I would train into Qinggong if you can.

So currently you have 21 AC with Mage Armor. If you can get into Qinggong, AC goes to 24 from Barkskin. Fighting defensively with 3 ranks in Acrobatics gives you a -4 to attacks for a +3 dodge to AC, going to 27. Grabbing a Ring of Protection bumps you to 28. Grab a Dusty Rose Prism Ioun Stone and you get to 29. Retrain Toughness into Crane Style, and the penalty on your attacks goes to -2, while bumping your AC to 30. And you still have the option to burn a Ki point on AC, bumping it to 34. I like Crane Style better than toughness, particularly for evasive characters, as it gives you more options, but all of these of course are at your discretion.

I like Deflect Arrows a bit better than Improved Grapple, because everyone you want to grapple as a non-specialized grappler(I.E. casty types) shouldn't have AoO's that give you much trouble.

Improved Disarm & Mobility are all right alternatives to trip for your 3rd bonus feat, but at this point it really doesn't matter much.

The Sipping Jacket would not work with an Enlarge Potion.

Quote:
A Holy AOMF should be on your shopping list as well as well as any +hit boosters.

For some reason I thought that Enlarge was rds/level. If someone can cast it on you, that makes it last a decent amount of time at high levels at least.

I'd really recommend 1 more level in monk, as it gets you so much. Increase in damage dice, +1 to ac, +1 to saves, +1 to hit, and another attack on your flurry.

I would still suggest the Battle Knight's Pennon. Heroism is just a great spell to have when you need it, particularly for 3/4 BAB classes. And you're dipping into a 2nd one. If you're that worried about +hit, you can just grab a +1 AOMF, but I would really recommend stuff that gives you more dice. Maybe trip the guy if he's got a lot of armor or NA or something.

Mistmail is cheap and seems to stop functioning as armor once you use the command word. Consider that, and consult your local VO if you're unsure of the rules space.

The Blood Reservoir of Physical Prowess is cheap and technically a way to increase to hit and damage for an important turn, but it's not usually worth it for that effect.

Bane Baldric RAW applies to UAS, but it's a little weird logically. Still, if you're okay with that, it's a great boon to your hit and damage.

Boots of Speed is great and boosts your to hit. Wis headband is great for monks obviously.

If you want to spring the 15k, the Ring of Adpet Maneuvers from Inner Sea Combat gives you a pseudo+1, by reducing the penalty to attacks from Flurry of Blows by 1. It also makes you even better at tripping.

The Torc of Bloody Rage will give you a +1 hit/damage, and +1 will, for a -2 ac and 8000 gp.

That's about all I can come up with right now. Good luck to you.

Sovereign Court

Kurthnaga wrote:
For STR based monks achieving the necessary level of AC is quite difficult in my opinion, particularly without access to Qinggong for Barkskin.

True - that's why I don't like STR monks. I'd rather dump STR & get an Agile amulet ASAP, relying upon an allying weapon for straight enhancement bonus. Especially with Pummeling Style being better than, and therefore displacing Dragon Style as the standard option even for STR monks.

And all monks ever should be Qinggong. It was a stealth buff for the monk. :P Without it - monks are pretty weak.

Liberty's Edge

The great thing about Monks is that you can build them a lot of different ways.

So many stances but only 1 at a time:
I'm only capable of being in 1 stance at a time as far as I'm aware so going Crane would really hurt my damage output. Dragon Style + Ferocity gives me 2x Str on 1st hit and 1.5x Str on all additional hits. Crane would put me at 1d8+6dmg which would hardly punch through DR. I know Pummeling Style is out and I recently got the ACG so that's an option, though I'm losing a flat 6dmg on my 1st attack and 3dmg on every additional if the enemy doesn't have DR. I figured it would be easier to grab a Golembane Scarab and a Holy AoMF which would cover most all DR (Correct me if I'm wrong though.)
---

I made my Monk before I owned Ultimate Magic so Qinggong wasn't an option for me then. That being said, maybe there's a way that I can retrain my 1st level to include Qinggong but I'll have to check with my Venture Captain.

Imp Trip & Grapple:

I have a 28 CMD vs Trip and Grapple and a +15 CMB to Trip and Grapple (+20 to mantain grapple). Improved Grapple gives me options at times as it's not too easy to break out once I have them. Improved Trip gave some options but honestly Trip is going to get weaker and weaker as time goes by. I don't really want to focus on either of these maneuvers but they give options at least.
---

More levels of Monk or Ninja?:

I definitely plan on at least 1 more level of Monk. I just had to cut it at 7th level to get access to Ninja Talents at 9th level to pickup both Talents I wanted (Pressure Points and Shadow Clone). After I hit 8th level Monk I'm not sure if I'll advance more Ninja or more Monk. The extra skill points, +1 Fort/Wis, and extra 1d6 SA at Ninja3 is tempting.
---

She already worships Cayden Cailean and has the Fortified Drinker trait. Drunken Brawler requires Endurance and it's not that interesting to me. I'm interested in Deep Drinker and Fast Drinker though as those were originally on my plan but other feats along the way distracted me.

Items:

* Torc of Bloody Rage - seems a bit weak for the price.

* Boots of the Cat - I'd really hate to give these up as I sometimes jump, grapple large creatures, or jump down areas and they all reduce my damage taken when I fall and more importantly keep me from being prone. I have a +49 when I spend a Ki to jump and I've sometimes used it to reach and grapple opponents or reach and sucker punch someone with a Stunning Fist (succeeding once with jumping off a pillar and stunning a flying Harpy.) I know Jumping is weak, but I feel more safe to jump around with those boots on.

* Sipping Jacket - Eats swift actions, my swift actions are better used with Ki.

* Tankard of the Drunken Hero - IMO not as good as the Flask of Endless Saki. I don't see anywhere it saying that it always has alcohol in it and my Monk drinks ALOT. She carries a barrel with her presently. I also don't own Inner Sea Gods currently as I've not found a whole lot to entice me to buy it.

* Monks Robe - Would bump me up 1AC and up my strikes from 1d8's to 2d6's but not sure 13k is worth it. Just an example but, I could get an extra 2d6 damage with an Electric AoMF and Deliquescent Gloves for 1k cheaper.

Item's that are looking like really good choices -

1) Swordmaster's Flair: Red Sash - Seems like a definite must buy since it's slotless.

2) Battle Knight's Pennon: Battle & Honor - Seems like both might be a good option here. I love Heroism and this was a good suggestion.

3) Deliquescent Gloves - Oozes are my weakness and I would be pretty screwed against them at the moment. The 1d6 acid damage seems solid and being able to deal with oozes is a major plus.

4) Ring of Blinking - So I'd have a 20% miss chance and +2atk bonus, but enemies would typically have a 50% miss chance? This doesn't seem too bad, maybe worth it? Especially since I have my own Mirror Image ability?

5) Mistmail - Should work, I'll check with my Venture Captain but seems like a great buy if it does.
---

Books I own:

Sorry, I didn't see your question earlier. Here's the books I own.
CRB
ACG
ACOrigins
APG
Animal Archive
Blood of Angels
Cheliax Empire of Devils
Familiar Folio
Gnomes of Golarion
ISWG
Jade Regent 4of6
Ranged Tactics Toolbox
Saragava the Lost Colony
Ultimate Campaign
Ultimate Combat
Ultimate Equipment
Ultimate Magic
Varisia Birthplace of Legends

I'm thinking some form of Blur or Displacement (Blink) + my Shadow Clone's mirror images would really skyrocket my defenses. As far as I'm aware, the images appear the same so each image should be blurred or displaced, meaning the enemy has to roll the Blur/Displacement miss chance first then roll to see if they hit me or one of the images. Is that correct?

Liberty's Edge

Anyone else think I should save up a tad and go for the Ring of Blinking?

Grand Lodge

Looking at your books the only other thing that stood out was you can take the Belier's Bite feat for 1d4 damage on all your UAS. I don't have much else to offer, besides that saving up for humongous items is generally suboptimal but super fun. My level 11 has Juggernaut's Pauldrons, a hefty 40k, but being large all the time and having Deadly Juggernaut as an immediate action 5 times a day is pretty sweet.


Hookers and blow


Abraham spalding wrote:
Hookers and blow

And here I was just going to advocate for 4 diamonds worth 5k each.


Man, that Ring of Blinking is super hot. It is seriously my favorite item in the CRB.

50% miss chance on every attack ever.
All of your weapons effectively have the Ghost Touch quality.
You effectively have Improved Evasion, and when you get actual IE, you only take 1/4 damage on AOE spells.
Oh, and you effectively have SR 10+your enemies caster level, since single target spells have a 50% miss chance, unless they're force effects.
Have fun NEVER being grappled, unless you want to be.
Also, feel free to walk through walls. Worst case scenario, you take a d6 or two of damage. No biggie.
Almost forgot, you get a +2 on attack rolls vs almost every enemy.

All this, and the only drawback is that your attacks have a 20% miss chance. It's really not bad.

Liberty's Edge

Just completed The Cultist's Kiss on high tier (we're doing the whole 5 scenario arc) and got an extra 6k gold. I'm at 29k now and enough prestige to get a Ring of Blinking. I'm thinking that's what I should buy and then to hang onto the rest to help pay for a rez fee if things turn for the worse next scenario.

Any suggestions or thoughts before I spend 27k? From my understanding with a Ring of Blinking and Shadow Clone (Mirror Image) enemies have to roll the 50% miss chance first and then if they succeed have to roll the % chance to hit me or one of my images.


That sounds right to me.

Sitting on a small pile of Prestige and GP for rez purposes is extremely prudent. Even if you do die, you should still get your share of the GP at the end of the scenario, which *should* cover the cost of a Raise Dead spell (along with your savings, I mean).


I suggest getting the Best Big 6 you Can get. It is a little boring but it is the Way to go.


Jingasa of the Fortunate Soldier.


What do you consider the "Big 6"?

Personally I think that especially at high level play - but even at lower levels having a flavorful (and effective) unusual item is more fun than having the absolutely "optimal" item. Yes, you should try to boost your key stat(s), have reasonable saves etc - but for many many characters a unique or unusual item will have a bigger impact on how your character plays than a slightly bigger stat boost.

For example my Paladin / Bard / Dragon Disciple while a very solid character became something much more effective when I bought him Bracers of the Merciful Knight (which was a big chunk of his wealth when I bought it) - having more uses per day at more die per use of his lay on hands means he went from an ok tank to a far far above average tank (he can self heal for well over 250hp+ a day. On top of having a massive STR, smites + bardic spells he can cast in heavy armor (no somatic components) and all the Dragon Disciple stuff like natural armor, resistances, bite, breath weapon etc. But without the Bracers while he would still be effective he couldn't singlehandedly hold off enemies for round after round.

For the OP's monk - getting a ring of blinking on top of shadow clone defines his character - he's all about miss chances instead of pure AC. That means he'll be able to move and provoke AoO without much fear (likely also has a very good Acrobatics skill) and thus he should be able to pull off sneaks more reliably - meaning he contributes more to his party's successes.

Sovereign Court

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galahad2112 wrote:
All this, and the only drawback is that your attacks have a 20% miss chance. It's really not bad.

If you are going with the Ring of Blinking, you should take the Blind-Fight feat to drop it to 4% miss chance. In addition - Moonlight Stalker is great since you always have concealment - +2 hit/damage all the time is pretty sweet.


@ Charon's Little Helper

Word up. That's good stuff right there.


But Blindfight doesn't work with blink because the 20% miss chance represents you going Ethereal. Should also keep in mind that your allies will have a miss chance with their spells on you unless they can both see invisible and effect Ethereal beings. And your own spells if any have a chance of effecting only Ethereal creatures if you blink as you are casting.

But also note that blinking gives you a +2 to attack creatures that can't see invisible but it does not make them flat footed as you aren't invisible. (So no automatic sneak attacks for blinking)

Sovereign Court

Rycaut wrote:
(So no automatic sneak attacks for blinking)

No - but it does allow you to use Moonlight Stalker Feint.


The wording in the Blink spell is a bit unclear, as the reference to YOUR miss chance is in a separate paragraph from that of your opponents. However, I would think that the sentence about Blind Fight not applying due to ethereal vs. material would apply to everyone involved....There is room for interpretation, so expect table variance. Still, worst case scenario, it's 20%. Plus, as he doesn't yet have Blind-Fight, this is largely irrelevant to the OP.

Moonlight Stalker should be just fine though.

I wouldn't worry too much about my allies spells, as the vast majority of spells will be pre-combat buffs, abjurations, or force effects. Since activating the ring is a standard action (command word), and the effect lasts for 7 rounds (CL7 ring), you should be good to go for most combats.


indeed - just something to keep in mind as if you need your allies to cast a spell on you in combat it frequently is something you really really need. Though not sure, I think channels would still work as I think they effect ethereal foes? (not actually sure) but just something to keep in mind.

Also good to remember that activating the ring is a standard action - it is still really good but that does make it a tradeoff in a surprise round or the first round of combat (especially for a rogue as catching a foe flatfooted is a pretty reliable means of sneak attacks landing)

Grand Lodge

Quote:
Character concept wise: Drunken girl version of Rock Lee from Naruto. She doesn't have magical powers so she uses martial arts and ninjitsu to defeat her opponents. A fast, maneuverable, striker. Concept is pretty much This green shirt guy with a little bit of DBZ Tien or Naruto shadow cloning.

Ninjitsu is Bullsh*t And please Stop Ninjitsu

On a more serious note I see you like Tripping. I recommend a Dusty Rose Prism+wayfinder= +1 insight bonus to AC, +2 to CMB and CMD. cost 5,500gp if you buy a cracked DRP ioun stone you get +1 to initiative as well. This will really help your tripping and is a layered Defense item upping all your CMDs.

You should Aspire to be GREAT!!!!!


Rycaut wrote:

What do you consider the "Big 6"?

Personally I think that especially at high level play - but even at lower levels having a flavorful (and effective) unusual item is more fun than having the absolutely "optimal" item. Yes, you should try to boost your key stat(s), have reasonable saves etc - but for many many characters a unique or unusual item will have a bigger impact on how your character plays than a slightly bigger stat boost.

For example my Paladin / Bard / Dragon Disciple while a very solid character became something much more effective when I bought him Bracers of the Merciful Knight (which was a big chunk of his wealth when I bought it) - having more uses per day at more die per use of his lay on hands means he went from an ok tank to a far far above average tank (he can self heal for well over 250hp+ a day. On top of having a massive STR, smites + bardic spells he can cast in heavy armor (no somatic components) and all the Dragon Disciple stuff like natural armor, resistances, bite, breath weapon etc. But without the Bracers while he would still be effective he couldn't singlehandedly hold off enemies for round after round.

For the OP's monk - getting a ring of blinking on top of shadow clone defines his character - he's all about miss chances instead of pure AC. That means he'll be able to move and provoke AoO without much fear (likely also has a very good Acrobatics skill) and thus he should be able to pull off sneaks more reliably - meaning he contributes more to his party's successes.

The Big 6 is a Established term. Stat booster, magic weapon, magic armor, save boost, natural armor, deflection bonus.

I Think a item, that gives you 20% chance of wasting your actions, is out. Almost no matter what bonusses it provides. Some GMs are bound to see the 20% as a form of conncealment so from time to time you Will lose sneek attack as well.
Edit: and you Will have to waste the first round on activating the ring.
27000 Will give +4 to wisdom and a +2 ring of protection And leave 3000 in the bank. Or a +2 AMF, +2to wisdom, ring of protection+1 and 6000 in the bank.

Liberty's Edge

Cap. Darling wrote:
Rycaut wrote:

What do you consider the "Big 6"?

Personally I think that especially at high level play - but even at lower levels having a flavorful (and effective) unusual item is more fun than having the absolutely "optimal" item. Yes, you should try to boost your key stat(s), have reasonable saves etc - but for many many characters a unique or unusual item will have a bigger impact on how your character plays than a slightly bigger stat boost.

For example my Paladin / Bard / Dragon Disciple while a very solid character became something much more effective when I bought him Bracers of the Merciful Knight (which was a big chunk of his wealth when I bought it) - having more uses per day at more die per use of his lay on hands means he went from an ok tank to a far far above average tank (he can self heal for well over 250hp+ a day. On top of having a massive STR, smites + bardic spells he can cast in heavy armor (no somatic components) and all the Dragon Disciple stuff like natural armor, resistances, bite, breath weapon etc. But without the Bracers while he would still be effective he couldn't singlehandedly hold off enemies for round after round.

For the OP's monk - getting a ring of blinking on top of shadow clone defines his character - he's all about miss chances instead of pure AC. That means he'll be able to move and provoke AoO without much fear (likely also has a very good Acrobatics skill) and thus he should be able to pull off sneaks more reliably - meaning he contributes more to his party's successes.

The Big 6 is a Established term. Stat booster, magic weapon, magic armor, save boost, natural armor, deflection bonus.

I Think a item, that gives you 20% chance of wasting your actions, is out. Almost no matter what bonusses it provides. Some GMs are bound to see the 20% as a form of conncealment so from time to time you Will lose sneek attack as well.
Edit: and you Will have to waste the first round on activating the ring.
27000 Will give +4 to wisdom and a +2 ring of...

So if I spend my 27k on a +4 wis headband an a +2 ring of protection I can improve my 18 AC to a 22 AC which should prevent me from getting hit by.... level 1 fighters most of the time? I mean honestly, I think spending a bunch of money to up my AC is gonna do jack.... at this point.

I have flurry and at 10th level that's 4 chances to bypass a 20% miss chance. Enemies have to bypass a 50% miss chance to be able to try and hit me or my mirror images which makes mirror image stay active a lot longer since enemies aren't blowing throw my images as fast. It also would probably allow me to dodge most damage from 2-3 people full attacking me whereas 1 full attack would probably eat through all my mirror images.

Idk, the standard action cost is something I didn't consider but I think I'd be a fool if I spent 27k to raise my AC to 22, most creatures would probably still hit me on a 7 or better....at the cost of spending pretty much all my wealth.


Just make sure that you speak the command word before you go through the door! Other than that, just speak it every 3 rounds or so, that should get you through almost every combat in PFS. Anytime that you can't full attack, do it again.

On a surprise round, you've only got a standard action anyway.


Kyoko Hitomu wrote:

...So if I spend my 27k on a +4 wis headband an a +2 ring of protection I can improve my 18 AC to a 22 AC which should prevent me from getting hit by.... level 1 fighters most of the time? I mean honestly, I think spending a bunch of money to up my AC is gonna do jack.... at this point.

I have flurry and at 10th level that's 4 chances to bypass a 20% miss chance. Enemies have to bypass a 50% miss chance to be able to try and hit me or my mirror images which makes mirror image stay active a lot longer since enemies aren't blowing throw my images as fast. It also would probably allow me to dodge most damage from 2-3 people full attacking me whereas 1 full attack would probably eat through all my mirror images.

Idk, the standard action cost is something I didn't consider but I think I'd be a fool if I spent 27k to raise my AC to 22, most creatures would probably still hit me on a 7 or better....at the cost of spending pretty much all my wealth...

AC 22 is still low but it will be the difference of bring hit on everything but 1 to having 15% chance of not being hit by a standart level 10 encounter and you get +2 To will save and stunning fist and more ki. And it will give more ki and CDB. You did Pick up the Dodge feat at some point so you have somthing invested in AC. AC 22 is unimpressive but with mage armor and a KI point you dont need to be ashamed.

I would put a +2 AoMF(16000gp) a Quick runners shirt, head band of wis +2 and a ring +1 but this is more about me liking offense more than defense, and a magic weapon being important at level 9.
I find miss chance to be super annoying and giving up a standart action and taking 20%miss chance would kill my fun even if my character became a defensive powerhouse as a result and by level 9+ I dont think you will be a powerhouse.


Quick runners shirt isn't allowed in pfs.

High level pfs play (which ends at 11 for normal scenarios) is about working well with your team and about survivability. I think the miss chance is worth it for the benefits for the OP's character.

Remember as well that the ring of blinking offers a lot of nifty options outside of combat (walk through a door for example)


Rycaut wrote:

Quick runners shirt isn't allowed in pfs.

High level pfs play (which ends at 11 for normal scenarios) is about working well with your team and about survivability. I think the miss chance is worth it for the benefits for the OP's character.

Remember as well that the ring of blinking offers a lot of nifty options outside of combat (walk through a door for example)

ok no Quick runners shirt then.

I think part of working well with a team is about knowing your role, and filling it well, and even with the option og doing -1 on dex with sneek attacks the OP is a Melee damage dealer or nothing at all.
I dont know the retraining rules for PFS but getting pummeling style and pummeling charge( when monk hit 8) seems like a prudent choice. I would also Exchange improved grapple for combat reflexes or mobility and improved trip for power attack. Power attack will make up for the loss of dragon style and the amulet will patch the hole in to hit. The feat this will leave open could be on weapon focus(unarmed attack).

Liberty's Edge

Cap. Darling wrote:
Kyoko Hitomu wrote:

...So if I spend my 27k on a +4 wis headband an a +2 ring of protection I can improve my 18 AC to a 22 AC which should prevent me from getting hit by.... level 1 fighters most of the time? I mean honestly, I think spending a bunch of money to up my AC is gonna do jack.... at this point.

I have flurry and at 10th level that's 4 chances to bypass a 20% miss chance. Enemies have to bypass a 50% miss chance to be able to try and hit me or my mirror images which makes mirror image stay active a lot longer since enemies aren't blowing throw my images as fast. It also would probably allow me to dodge most damage from 2-3 people full attacking me whereas 1 full attack would probably eat through all my mirror images.

Idk, the standard action cost is something I didn't consider but I think I'd be a fool if I spent 27k to raise my AC to 22, most creatures would probably still hit me on a 7 or better....at the cost of spending pretty much all my wealth...

AC 22 is still low but it will be the difference of bring hit on everything but 1 to having 15% chance of not being hit by a standart level 10 encounter and you get +2 To will save and stunning fist and more ki. And it will give more ki and CDB. You did Pick up the Dodge feat at some point so you have somthing invested in AC. AC 22 is unimpressive but with mage armor and a KI point you dont need to be ashamed.

I would put a +2 AoMF(16000gp) a Quick runners shirt, head band of wis +2 and a ring +1 but this is more about me liking offense more than defense, and a magic weapon being important at level 9.
I find miss chance to be super annoying and giving up a standart action and taking 20%miss chance would kill my fun even if my character became a defensive powerhouse as a result and by level 9+ I dont think you will be a powerhouse.

21AC is WITH Mage Armor (18AC without Mage Armor, I'm wearing a +1 Bracer of Armor atm). If I spend a ki point I can bump that up to 25AC but really I should not be spending my ki to bump my AC up 4 when I have better options available. With +4 wis headband and +1AC ring that's a 28AC with Mage Armor and IF I spend 1 ki point every round to up AC by 4.

I really don't need extra Ki, I have a 3 Drunken Ki pool that refills 1 ki point per time I drink alcohol, which means it's refilled after every fight. I use ki all the time and last scenario I ended with 4/5 Regular Ki left in pool.

Why would I use a magic weapon when I'm Dragon Style / Dragon Ferocity. This is not making much sense when I get x2 and x1.5 Str dmg when Unarmed Strikes and any Monk weapon I'd be limited to x1. Golembane Scarab would deal with most adamantine issues and if I got a Holy AoMF that'd deal with DR Good, other than those I already have magic/cold iron/silver for Unarmed Strikes.

I'm not sure why I took Dodge to begin with, I probably should have taken Deflect Arrows instead to be honest.

Power Attack would be a -3atk for +6dmg. Dragon Style/Ferocity gives me an extra +6dmg on 1st hit and +3dmg on every hit after with no attack penalty. There's not a ton of DR's that I couldn't just buy to bypass already so I'm not seeing Pummeling Style being that great.

Level 11 I'm looking at doing 4d10 + 39 + 8d6 SA if all attacks hit. If I picked up Deliquescent Gloves & a Holy AoMF that would be an extra 4d6 acid dmg and 8d6 holy dmg against anything Evil. This is if I get Sneak Attack (easy to flank) and if the creature is Evil (most are in PFS) then I'm doing 4d10 + 39 + 20d6 and -4str/dex/or con if all attacks hit. I think that's average of about 131dmg (+ more if doing Con dmg). Not sure if that's anywhere close to a "Powerhouse" but I think that's reasonable damage.

Improved Trip and Grapple are Monk Feats, I can't trade them out for non-Monk Combat Feats. Mobility isn't very help IMO and Combat Reflexes isn't very useful since I don't use a reach weapon.

I have 91hp at 9th level but staying alive is a greater benefit than forcing the Cleric to constantly heal me in fights and a 50% miss chance is a lot better than a 15% miss chance. I also think you wasn't counting Mage Armor already in my AC, my AC without Mage Armor is 18.

I'm lvl 9 with 2 credits and I'm doing 4 more scenarios with the same players in the Cultist Kiss scenario chain. The party consists of 1 Gunslinger, 1 Alchemist, 1 Arcane Archer, and myself. (Person playing the Arcane Archer perma died with his Cleric in Cultist Kiss..if you've played the scenario then you know what happened.) So really, healing is limited and I'm a forced to tank enemies and keep them off the ranged units.

Liberty's Edge

Anyone else think I should be focusing on AC or that I should be focusing on Ring of Blinking and more damage? Just trying to see if I'm crazy here or have the right idea.


You gotta have one of these.

Liberty's Edge

Just an update. I bought the Ring of Blinking and my ability to evade damage has improved greatly. I'd go as far as saying it's served me better than if I had high AC. I was cornered by 1 monk with greater trip and 2 rogues and with Blink and Shadow Clone I ate up a ton of attacks and was able to 5ft crawl, which provoked, through a wall (Wall was less than 5ft think) to get away once they finally dropped me past 30hp. The miss chance has hurt me at times by losing some damage but I've enjoyed the miss chance from attacks, spells, and reduced aoe dmg.

So I survived that fight, solo'd an evil Cleric that casted Blasphemy on my entire team and I was the only one that saved. Survived with about 30hp left. The scenario after we fought against a Wizard that critted me with disintegrate, but I negated that with my Jingasa of the Fortunate Soldier, and then saved vs the spell after so I took about 15dmg. Gunslinger did 130+dmg to the wizard, and killed him, before he could cast Caustic Eruption on everyone.

So now I have 20,850gold and 1 scenario from level 11. Two more scenarios till we fight the Runelord. Feat wise I'm thinking that Improved Critical: Unarmed Strike and Elemental Fist would be good options. Belier's Bite might not be too bad either. Anyone think Dragon's Roar is worthwhile?

So I'm debating on getting a Knight's Pennon of Battle and Honor. Not sure what else would be good. I honestly just want more damage and higher saves.


Kyoko Hitomu wrote:

The 2 levels of Ninja:

Ninja I now have an option to use 1 ki to add an extra attack when I would only get a standard (Monk's is 1 extra attack only when flurrying)

Wrong. Here is the text:

Ki Pool wrote:
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.

Only have a standard? No extra ki attack.

Kyoko Hitomu wrote:
Since hitting Ninja 2 at 9th level my defenses have quadrupled with Shadow Clone, so I'm not super worried about my low AC.

I have been using this also, and it is not that good for me. Getting only 1d4 clones and not the 1d4+1/3Levels of the spell hurts. So does an average roll of 1. [My d4 hates me.] And it eats a standard.

/cevah

Liberty's Edge

Cevah wrote:
Kyoko Hitomu wrote:

The 2 levels of Ninja:

Ninja I now have an option to use 1 ki to add an extra attack when I would only get a standard (Monk's is 1 extra attack only when flurrying)

Wrong. Here is the text:

Good catch, for some reason I never caught that. Concerning Shadow Clone, if you have drunken ki you can just keep using the ability to till you get 3 or 4 mirror images if you're at a point where you aren't in combat but know you'll be entering a fight real soon.

---

I finished the 2nd to the last scenario today and just hit level 11. I'm thinking I really need to boost my saves if I want to survive versus this guy. Maybe a potion of Flying, potion of Greater Heroism, and some items that boost saves? My saves are at 14fort, 14ref, 11will (13will vs mind effect). But I think I'll be needing some higher saves if I want to survive against a Runelord. I've got 29k gold atm.

Sczarni

You can only put spell up to lvl 3 into a potion. So sadly, no greater heroism in potion form.

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