Monk Build-Maxing him out for Cheesgrinder Contest


Advice


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I'm trying to build the most "broken character" you can get, especially with a high AC & saves.

There is info about this contest below for those that want more info.

11th level character 10 monk/1 shadowdancer
40 point buy
I've chosen an Undine race for swim & +2 Wis & Dex, -2 STR, darkvision and doesn't cost a level (see below).
100,000 GP, no more than 49,000 on 1 item.

AC 22 (before potions), Saves all 19, HP 142, Skills :Acro 18, Perception 19, Stealth 23, swim 13, CMB 13/CMB30, Initiative 6. STR 13, DEX 18, CON 18, INT 10, WIS 20, CHA 7.

AC 22 + 4 (mobility), Mage Armor potion +4, Shield of Faith potion +5, Bearskin potion +5, = 36+4 Mobility + blur (potion) NOTE" this is great if I get time to drink them, and have enough replacement potions.

FEATS:
Agile Manuvers, Blind-Fight, Combat Reflexes, Dodge, Mobility, Great Fortitude/Will/Reflexes (3 saves), Spring Attack, Weapon Finesses, 3 Traits allowed Birthmark, Reactionary, Resilient.

Note I don't need to be the damage dealer because there is always 6 gamers at the table and one of them will be able to have their PC doing way more damage.

You have to have amazingly high saves, AC, and HP (every level you max your HP).

Magic items chosen:

Cloak of Resistance +5
Belt of tumbling
Decoy Ring
Flask of the Reaper
Long of Feather Falling
Stalker's mask
Wasp Nest of Swarming X5

POTIONS (I've got many of each of these):
Elixir of Hiding
Invisibility
Barkskin
Blur
Cure Serious
Haste
Mage Armor
Shield of Faith
Neutralize Poison

Create the biggest, baddest 11th level PC; using the following rules.
Only Books Allowed:
Core Series:
Pathfinder Role Playing Game Core Rulebook (*)
Advanced Player’s Guide (*)
Advanced Race Guide (*)
Ultimate Magic (*)
Ultimate Combat
Ultimate Equipment
Bestiary
Bestiary 2
Bestiary 3
Bestiary 4
Gamemastery Guide

Pathfinder Adventure Paths (all volumes):
Carrion Crown
Council of Thieves
Giantslayer
Iron Gods
Jade Regent
Kingmaker
Mummy’s Mask
Reign of Winter
Rise of the Runelords Anniversary Edition
Serpent's Skull
Shattered Star
Skull & Shackles
Wrath of the Righteous

Pathfinder Campaign Setting:
Andoran, Birthplace of Freedom
Artifacts and Legends
Belkzen, Hold of Orc Lords
Book of the Dammed 1: Princes of Darkness
Book of the Dammed 2: Lords of Chaos
Book of the Damned 3: Horsemen of the Apocalypse
Castles of the Inner Sea
Chronicle of the Righteous
Cites of Golarion
City of Strangers
Dark Markets: A Guide to Katapesh
Distant Worlds
Dragon Empires Gazetteer
Dungeons of Golarion
Faction Guide (*)
Gods & Magic
Guide to Darkmoon Vale
Guide to the River Kingdoms
Heart of the Jungle
Inner Sea Bestiary
Inner Sea Combat
Inner Sea Gods
Inner Sea Magic
Inner Sea World Guide (*)
Into the Darklands
Irrisen - Land of Eternal Winter
Isles of the Shackles
Land of the Linnorn Kings
Lost Cities of Golarion
Lost Kingdoms
Lost Treasures
Magnimar, City of Monuments
Mystery Monsters Revisited
Numeria, Land of the Fallen Stars
Occult Mysteries
Osirion, Legacy of Pharaohs
Pathfinder Society Field Guide
Paths of Prestige
Rival Guide
Seekers of Secrets (*)
Ships of the Inner Sea
The Great Beyond
The Worldwound
Tombs of Golarion

Pathfinder Player's Companion:
Advanced Class Origins
Adventurer's Armory (2nd edition)
Alchemical Manual
Andoran, Spirit of Liberty
Animal Archive
Bastards of Golarion
Blood of Angels
Blood of Fiends
Blood of the Elements
Blood of the Moon
Blood of the Night
Champions of Balance
Champions of Corruption
Champions of Purity
Cheliax, Empire of Devils (*)
Cohorts of Champions
Demon Hunter’s Handbook
Dragon Empires Primer
Dragonslayer’s Handbook
Dungeoneer's Handbook
Dwarves of Golarion
Elves of Golarion
Faiths and Philosophies
Faiths of Balance
Faiths of Corruption
Faiths of Purity
Familiar Folio
Giant Hunter’s Handbook
Gnomes of Golarion
Goblins of Golarion
Halflings of Golarion
Harrow Handbook
Heroes of the Wild
Humans of Golarion
Inner Sea Primer
Knights of the Inner Sea
Kobolds of Golarion
Magical Marketplace
Melee Tactics Toolbox
Orcs of Golarion
Osirion, Land of Pharaohs
Pathfinder Society Primer
People of the North
People of the River
People of the Sands
People of the Stars
Pirates of the Inner Sea
Qadria, Gateway of the East
Ranged Tactics Toolbox
Sargava, the Lost Colony
Taldor, Echoes of Glory
Undead Slayers Handbook
Varisia, Birthplace of Legends

(*) = this at the end indicates books with special rules at the bottom of the page

If you use anything that is not in the core books (Not in the Paizo PRD website) you MUST have a copy of the book with you at the table. See Important Rule 2 below for details.
Core rules online at: http://paizo.com/pathfinderRPG/prd/

Suggested Software Character Generation Tools:
Use Hero Labs character generation tool. Click here for instructions on how to Setup Herolabs for The Cheese Grinder. Then bring your character (.por and hld20Pro file) on CD or thumb drive and we can quickly store them in our database and import them to the game table you are assigned. Will save lots of time, and reduces the risk of getting disqualified because you messed up on your math.
If you have access to d20Pro feel free to import your herolab creature into d20Pro or enter by hand then export the d20Pro creature. This will allow you to ensure all values are correct, layout your attacks, add abilities that have effects, etc. Though we still need the .por file or your hand written character sheet for validation reasons.

Picking your Class(es):
You can be single classed or multi classed. Select one class as your favored class.
Picking your Race:
Using a standard race your character has 11 class levels.
Playing a Non-standard Race

Age, Height, Weight:
Age: You age must be between the minimum for your class (Adulthood + class requirements) and the maximum age of adulthood. You cannot advance your age past adulthood to get stat decreases or increases, or to gain or lose anything else.
Height & Weight: Must be normal height and weight for your race, no 6' tall halflings, 500lbs elves, 3' tall ogres, etc.
Choose Alignment:
Make sure your alignment fits your class(es). No lawful barbarians, or evil Paladins. If you had an alignment change in your characters career make sure you note this somewhere on the sheet. For instance a paladin who falls from grace. Or a rogue who redeems himself and is now a paladin.
Generating Stats:
Use the point buy system listed below; a 40 point buy (Cheesy Stats).
Stat
Points
7
-4
8
-2
9
-1
10
0
11
1
12
2
13
3
14
5
15
7
16
10
17
13
18
17
Apply Racial Modifiers
Add stat increase points for 4th and 8th. Add Racial Hit Dice and class level to see if you get the 4th and 8th level bumps. If your racial hit dice and class level only add up to 7th you will only get one stat increase at 4th level.
Calculating Hit Points:
Max hitpoints for PC.

Traits: Pathfinder Traits
Pick 3 traits for your PC. (Two can be from the same area. Example(s): 1 social, 2 combat; 1 social, 1 combat, 1 racial; Cannot do 3 social)

Assigning Skill Points and Feats:
Select your feats for your character. Cannot take achievement feats.
Monster Feats: Only monsters can take monster feats. For TCG to be qualified as a monster your PC must selecte his base race from the Playable Monsters Table.
Calculate skill points, spend skill points.
Item Creation Feats:
No magic item creation feats will be used this year. Below is a rule for crafting poisons.
Poison Creation using craft Alchemy: 50% of base price (must have skill modifier of 10+ in craft Alchemy)
If second roll required (eq Alchemist making Sticky Poison): 70% of base price (must have skill modifier of 15+ in craft Alchemy)
Can only make poisons that have a specific price listed (cannot make Green Prismatic Poison for instance)

Use our Wand Sheet to keep up with charges.
Equipping your Character:
You have 100,000 gp to equip your character. (more than normal 11th level guys, because you are just that cheesy)
No more than 49,000 gp can be spent on any one item. Also the gp value of an item cannot exceed 49,000gp.
Expandable items (scrolls, potions, wands) have a level cap of 13th lvl.
No item, spell, ability, etc. can cause an 8th level or higher spell or spell like effect to occur (example: cannot use candle of invocation to case a Gate spell or planar bind a creature and have it cast a wish for you). This rule can only be broken by items, creatures, rooms, etc. inside the tournament provided by the tournament.
Use our Item Worksheet to keep track of costs and locations.

Feats, Traits, etc. that reduce cost or give more gold
You cannot take any feat, trait, etc. that reduces the purchase cost of item(s) or gives you any more gold. Examples: Noble Scion: Henderthane or Jeggare.

Equipment: You need to buy magical gear and mundane. If you do not have rope written on your character sheet you do not have any rope.
You CANNOT buy cursed items or artifacts.

No non-standard magic items(except for weapons and armor).
All Items bought must be bought fully charged, you may NOT buy partially charged items.

On your character sheet list the Gold Piece value of each item and which book it is from. Use abbreviations PFRG, PFBE, etc.
It is better to have 3,000gp left over then to spend 100,001gp and get DQ'd.
Spell Book Additions:
You get the normal allotment for free, but if you want more than the normal allotment follow these simple rules. (For instance the normal allotment for a wizard is 3+int mod + 2/level beyond 1st = 23+ int mod spells for an 11th level caster)
You can purchase scrolls and scribe them into your spell book. It is assumed your PC made its spell craft rolls
Example: A wizard wants to learn 5 first, 3 third, and 2 fourth level spells for his spell book. It would cost him the following:

5*(1*1*25) + 3*(5*3*25) + 2*(7*4*25))= 125 + 1,125 + 1,400 = 2,650 gp to add the spells to his spell book

Spell Components: You do not have to buy the specific spell component for your spells, just have a gold piece total for bought spell components listed in your gear. Whenever you cast a spell that has a cost to the spell component just subtract that cost from the Spell Component total. For instance if you had 600 gp in spell components you could cast stoneskin twice (250 each casting) and you will have 100 gp left of components. So you cannot cast stone skin again. For Spell Focuses, buy them and list them on your list of equipment, since they are not used up. The spell component gold pile is for components that are used up.

Permanent Spells: If your PC is able to cast permanency (must have it in his spell list and be able to cast it) he may have two permanent spells cast on himself and himself only. List gold spent for the permanencies in equipment.

Summon Spells: It is the player’s responsibility to have all the stats ready when casting any summoning spell. The DM will ask you for the stats so that they can create the creature. If you do not have the stats ready the summoning spell fails.
Spell Memorization: For casters that have to memorize spells you must use one of our Spell Mem Sheet to keep track of what spells your character has memorized.

Animals, hirelings, mounts, cohorts, etc.:
A PC can bring with them any animal companion/eidolon/familiar/special mount their class allows. Use stats listed in Bestiary or other book for the average stats, this is for ability score, hitpoints, etc. (This include hitpoints for the creatures, use average)
All PCs can bring one mount with them: riding horse, war horse, or riding dog. The mounts will use the basic stats from the BE, and the costs listed in the PFRG.

Hirelings, cohorts, undead under PCs control, golem under PC control, dominated creatures, awakened creatures, liveoak, spawn, etc. CANNOT be brought into the tournament with you. They can be created in a room but they cannot be taken to any subsequent rooms.

Hiring someone:
You may not hire somebody to do anything for your PC. This means no having a high level mage put an effect on you with permanency.

IMPORTANT RULES
1. Only books allowed are a selection Paizo Pathfinder books listed above. You cannot use any book, supplement, website coolness, etc. that is NOT listed above.

2. If you use anything that is not in the core books (Not in the Paizo PRD website) you MUST have a copy of the book with you at the table. You can have a photo copy of the pages. A typed up copy will not cut it. Having a thumb drive with the pdf is ok as well, though be ready to let us read your pdf.

At any time the DM at the table may request to see your book(s), or a photo copy of the pages from the book that contains the class, feat, spell, or item that you are using. To Cover Our Butts: if you have a photo copy of the pages we will assume that you OWN the book and just photo copied it so you do not have to carry the book. We do not approve of breaking copy right(s) of any kind. If you do not have the proof with you, your character is instantly DQ’d

3. Read the Retired/Banned section below! We retire and ban things that go past cheesy and are down right broken for their level/cost/etc.
4. The DM will have final say on anything, right or wrong. Arguing with any staff members get you instantly DQ’d. You can question and discuss rulings in a respectful manner. We make mistakes too we are only human. We ALL just need to live with it. We cannot back up and do something over. Feel free to point out the error, our DMs will do our best to be fair, but the DMs have the final say on how something works. If you wish to “pitch a b#%+*” come see Wesley Lee (aka Oge’Xam, Gouda, Draziw, etc.) I will listen to your complaint and solve the problem.

5. Do NOT take our books. We will have a Pathfinders Guide and Bestiary for use at the Con, please do not take them away from the creation area.

6. Items, feats, classes, races, anything can be banned during the tournament if we determine it is beyond cheesy and right into broken. If you get something banned that is actually good for you, we are tipping our hat saying good job!

7. If you make it to the finals, the character you used to get your nomination is the character you will use in the finals. So keep track of all the characters you use by using a different name for each character. You can use the same name then number them. Bob, Bob II, Bob III, ... Bob XLVI (46).

8. No variant rules are used.

9. There are several different Cheese Points at the tournaments for purchase. They types of Cheese Points are not released until the day of the event, so people do not build their characters around the cheese points but have access to them to cheese out their fellow contestants.

10. Have Fun!!!
Pregenerated characters will be available. (They are solid, but not real cheesy).

Retired, Banned, Cheese Grinder Specific Section:
The following section lists all retired and or banned classes, races, items, skills, ect. that are not already listed above. This section will change as we determine it to change. It is a living document and can change up to and including the running of the tournament. Any changes that occur at the tournament will be posted; as well will there be a list of retired banned items.
Applies to all books:
Items, feats, skills, spells, classes, etc. that require Fame - not used
Items, feats, skills, spells, classes, etc. that require Prestige Points (PP)- not used
All firearms - Banned
Pathfinder Roleplaying Guide:
Ring of Blinking - Banned
Leadership - Not used
Advanced Player's Guide:
Hero Points - Not Used
Advanced Race Guide:
Chapter 1: Core Races: Can Use
Chapter 2: Featured Races: Can Use, use Level Adjustments under Playing a Monster
Chapter 3: Uncommond Races: Can Use, use Level Adjustments under Playing a Monster
Chapter 4: Race Builder: Not Used
Spells, Equipment & Magic Items: Any race can use a them, unless it states in the description it can only be used by a certain race.
Archtypes, Feats, Traits, Subtypes & Class Options : Can only be taken by that race
Ultimate Magic:
Arcane Discoveries: True Name - banned
Arcane Discoveries: Staff-like wand – banned
Words of Power - Not Used
Synthesis Summoner archetype - Banned
Inner Sea World Guide:
Pureblooded Azlanti - Banned
Faction Guide:
May be a member of only one faction
Faction Resources: Not Used
Feats: Must be member of faction (assume you have plenty of Current and Total Prestige Points to qualify)
Magic Items: do NOT need to be member of faction
Spells: do NOT need to be member of faction
Traits: If faction named you MUST be member of the faction
Seeker of Secrets:
Resonant Powers - Banned
Cheliax, Empire of Devils
Emergency Force Sphere - Banned

http://thecheesegrinder.com

The Cheese Grinder - Survival RPG

Players create their biggest cheesiest 11th level Pathfinder character, using our rule set and are thrown into a dungeon of death to see how long they can survive.

This is a round robin style play tournament. Six players sit down and play begins. When one character is killed, the next player takes that person's seat at the table and play continues. The party will change often. One minute a balanced party, the next all bards (but who takes a bard to The Cheese Grinder?). You may last 10 hours you may only last 10 seconds. The Cheese Grinder usually starts the first day of the con and keeps on cranking out for 48 hours. That’s right 48 hours non-stop.

Six (or more) players will be chosen for the finals after a short break after the 48 hour run (a couple hours) to fight it out in an arena of death to see who will be crowned the King of Cheese. It could be you!

Prepare yourself to fight creatures of legend. 80%+ of room will be combat this year. Stumble through traps of true brutality. Wrack your brain on puzzles, riddles and questions that would try any hero young and old. So brush up on your tactics, ready your reflexes and prepare for insanity.


Why Agile Maneuvers? With no other feats related to combat maneuvers this is a wasted feat. Even in a game where your apparent tactic is to be ignored by the big bads I'm not wholly impressed by spring attack, either.

Your character depends on mobility. To avoid being shut down by difficult terrain consider getting feather step slippers. Also consider getting a potion of spider climb or fly in case you need to get above ground level at some point.


avr

Some really good suggestions, especially Spider Climb. I chose Agile Maneuvers due to needing to have a high CMD to avoid being grappled, tripped, bull rushed, etc.

There will be plenty of times when I do have to defend myself due to not being allowed by the rules to ignore all "baddies". I will have to face combat, so spring attack will allow me the slim chance that a stun attempt might work, but then I can move and hide in plain sight.

The fly potion I forgot, and lets see about the boots.

I have a Pathfinder Greatcoat I think I forgot to mention. I'm guessing there isn't a problem with wearing this (torso slot) with my Cloak of Resistance right?

Scarab Sages

Agile maneuvers is not needed for CMD. CMD is already Str+Dex, agile maneuvers simply enhances your ability to perform manuevers, not defend against them.


There is a feat to use your level for cmd rather than you bab though. Combat maneuver defense it something.

Scarab Sages

Frosty Ace wrote:
There is a feat to use your level for cmd rather than you bab though. Combat maneuver defense it something.

Not needed for Monks thanks to Maneuver Training. It would give a +1 to CMD to offset the Shadowdancer level, but it's really a waste of a feat.


Monkplayer wrote:

avr

There will be plenty of times when I do have to defend myself due to not being allowed by the rules to ignore all "baddies". I will have to face combat, so spring attack will allow me the slim chance that a stun attempt might work, but then I can move and hide in plain sight.

You misunderstood the question and missed the point. Your ability to do anything to a baddie is terrible, and it appears that what you think will happen is that you're going to tank a lot of attacks, but it's far more likely that you will be mostly ignored while the dangerous characters are taken out.


Clearly the solution here is just optimize stealth and just hide the entire event.


@Casual Viking: I think he's saying that following Heretek's suggestion is against the rules, he has to pretend to try something, and spring attacking in/out then hiding is the minimum you can do. It's apparently an endurance test where you win the prize by staying alive and letting your party members do the dying is good tactics.

@Monkplayer: Anyway, if Agile Maneuvers was only in there because you thought it benefited CMD, time to choose another feat instead. You could just get Snapping Turtle Style for another +1 AC, or if you're willing to worship an evil deity then Potion Glutton would be useful to you.


AVR
I need to replace Agile Manuver like you mentioned b fore anyone els

IMBICATUS
Yes I see that now I only get the b merit of Dex on my CMB with Agile Manuevers.

I need to bump up my AC though in case I lose my potions.

This tournament has CR 16 or above, so my chance hitting something will be tough.
Remember every PC has a 40 point by and max HP every level.

The Exchange

The Grinder's Back!?

Sigh. If only Pensacola wasn't such a long haul I'd truck in some of the oldies (now with updated tricks!) and - of course - get utterly destroyed. I'd love to see the return of Beavis, Gordon Sumner, and the dancing frog cleric of Calaberas county.


It's actually a Cheese Wedge pre-tournament to introduce it to our area, in order to build excitement for Pensacon in February. The Cheeagrinder crew will the going VIP special guests!

Here are so,e recent changes;
Removed feats: Agile Manuevers, Blind Fight,Iron Will, .??
Added: Acrobatics, Monkey Style, Moves, Shine.; +5 Acrobatics, stand up prone as swift, fight &iMovie will prone without AOO, climb 1/2 speed and keep DEX to AC., move into opponents square after stun &+4 to my AC and attack opponent.
Added magic; Wayfinder and Incadescent Blue Sphere +2 WIS &Blind Fight

New Acrobatics Skill: 29:(with belt of tumbling) 11 ranks, 4 DEX, 4 belt, 6 WIS (monkey), 4 Acrobatics.

The Exchange

Monkplayer wrote:
Added magic; Wayfinder and Incadescent Blue Sphere +2 WIS &Blind Fight.

No resonant powers in the Grinder!

The Exchange

Why doesn't anyone suggest the use of an eversmoking bottle and a goz mask. You can't hit what you can't see, afterall.


Belafon wrote:
Monkplayer wrote:
Added magic; Wayfinder and Incadescent Blue Sphere +2 WIS &Blind Fight.
No resonant powers in the Grinder!

Thanks for catching this! Argghh! It's listed at the vey bottom of the banned list.

The Exchange

Just a Mort wrote:
Why doesn't anyone suggest the use of an eversmoking bottle and a goz mask. You can't hit what you can't see, afterall.

Because someone actually did that one year. It was zero fun for the other 5 random people at the table. Also there are plenty of baddies with blindsight, lifesense, or other ways to negate the advantage.

The problem with a "totally defensive" build is that if more than one person at the table is totally defensive the table will fail most rooms. Which results in many character deaths.

Sovereign Court

3 suggestions (can only take one of the #2)

1. Since your focus is defense - go Dwarf with Steel Soul to boost all your saves by +5 vs spells/spell-like. Plus CHA doesn't matter.

2a. Go Drunken Master. Infinite Ki? Yes please. With a 40pt buy an 18 Con isn't hard for Fast Drinker. Infinite Scorching Ray etc. makes you a decent switch-hitter.

2b. Go Sensei. You still help out the group even when being defensive. Plus the Wis focus makes it so that you don't need to bother with Agile.

3. Use the Allying cestus trick.

The Exchange

If I were submitting an entry for this, I'd do a sneak attack class with 2 world magic(acid splash), a gozmask, and an eversmoking bottle. Reach acid splash(magical lineaged) with sniper goggles to snipe from 110 ft ftw. Blindsense and lifesight was only to 60 ft the last time I looked,

Not sure how it'd work out in practice, though.

How do these things work, no rest between encounters, so no use playing a caster?

Point is if the monsters are CR 16 to your 11, there's no point trying to hit them using normal AC anyway?

Sovereign Court

Just a Mort wrote:
If I were submitting an entry for this, I'd do a sneak attack class with 2 world magic(acid splash), a gozmask, and an eversmoking bottle.

Unless you bring along an extra 5 gozmasks - all of the other players will hate you.

Just a Mort wrote:
Point is if the monsters are CR 16 to your 11, there's no point trying to hit them using normal AC anyway?

Monsters tend to be pretty easy to hit if they don't use their treasure on gear. Sure - you wouldn't want to use PA and won't hit all of your iteratives, but likely not that hard if decently buffed.

Dark Archive

They are bringing back the Cheesegrinder? I never played, but I read about it.

Bit off your original point, OP, but what else would be good?

It's all about stamina, isn't it. That's why the Hex-crazy Witch was such a winner. Pinging that nonsense all day long. You need something which won't run out of things to do. Would a Shaman work? Lots of odd powers and spells, and you can keep out of combat and buff if you want. A Bard? You have an excuse to miss the first round of combat starting your performance, and with Lingering Performance you need only use one round per encounter.


1 person marked this as a favorite.

Referencing the Hex spam, what about a Hexcrafter Magus? Debuffing is certainly one way to help increase survivability for all involved.

The Exchange

1 person marked this as a favorite.
Captain K. wrote:
It's all about stamina, isn't it. That's why the Hex-crazy Witch was such a winner. Pinging that nonsense all day long. You need something which won't run out of things to do. Would a Shaman work? Lots of odd powers and spells, and you can keep out of combat and buff if you want. A Bard? You have an excuse to miss the first round of combat starting your performance, and with Lingering Performance you need only use one round per encounter.

The witch won before the time limit was put in place. The time limit is why a really defensive build is only a good idea if no one else has one.

Advanced Class Guide is not a legal source so Shaman is out.

And I quote "but who brings a hard to the Cheese Grinder?" Bards are actually good if you have enough good builds around them.

The Exchange

Back then, before improved dirge of doom from ACG came out, I used a fear spell to give shaken, then move action dirge of doom to give frightened. I know with ACG you need improved dirge of doom to do it, but with ACG not on the list, would it have worked?

Almost wish I could see the cheese grinder, maybe even participate, but its a continent away. Besides, by most standards, I detect as a faint cheese aura only ^^

Now this is all strictly academic, nothing to see, nothing to see.

Id prefer a witch over hexcrafter because of access to split hex and major hexes(hexcrafters don't get it till 12). Also, more spells, and overland flight. Hexcrafters you need to be a tad MAD, and the hexes (you really only want slumber), will fight for your feat slots.


What are the rules for cheese grinder? From the little bit I can see an aether/air kineticist would have huge mobility and endurance without a lot of weaknesses.

P.S. a 40 point buy on a kineticist would be extremely potent.


Boo just noticed no ACG or OA allowed. Oddly advanced class origins is allowed so dex based rapier combat is in.


The wait between encounters is 1 round. The rules for Cheesgrinder are in my first post and the website. LOT's of good ideas so keep them coming...

NOTE: I've played in 5 of these and some essentials for any class are

CL is 11
ALL saves at least 19+
AC at least 35
STEALTH is a huge plus 25+
Acrobatics to avoid AOO a huge plus +25
HP at least 150 (some no save traps are 150
When your at -1 and unconscious your dead

thecheesgrinder.com

COME ON Down to Pensacola, FL (top western tip of Florida/45 minutes from Mobile, AL) on Saturday, November 14

The Exchange

Out of curiosity, are there full arcane casters in cheese grinder, and how do those arcane casters keep their AC and saves high. Surely they can't be walking around in that magic jarred body, at least not past the first room?


I think he means for a front liner.

+19 to all saves seems a little too much for level 11s as well.

Sovereign Court

Finlanderboy wrote:

I think he means for a front liner.

+19 to all saves seems a little too much for level 11s as well.

Not hard for a dwarf dex monk with a 40 pt buy.

+7 base

+5 dwarf w/steel soul vs magic / +3 vs poison

+5 to +7 from stats - 18dex/18con/20wis at 1 with 40pts (at least - though theoretically at 11 they could have done the Efreeti wish trick b4 the fight started if they have a wizard :P)

+3 cloak of resis

So - vs magic you're at +20 to +22 before any buffing, though admittedly only in the middling teens for non-magic sans poison. Though you'd likely have Heroism up the whole time at the minimum for an extra +2.

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