
Larkspire |

Hello everyone! I'm currently running a kung-Fu styled campaign, set in a home brew Asian martial kingdom. The kingdom is run by triads of style masters...there are 5.
Scorpion-Boar-Mantis (The Fates)
Monkey-Janni-Panther (The Winds)
Crane-Snake-Snapping Turtle (The Pillars)
Dragon-Djinni-Tiger (The Furies)
Marid-Efreet-Shaitan (The Elements)
I find myself in need of many NPCs...mainly unchained monk, but other templated monk builds would be useful.
Would anyone care to submit some monk builds who specialize in these animal styles? I need a wide variety ranging from levels 5-10.
I'll be making some myself ofcourse, but if i use your build i'll provide a full battle report of how they did.
The kingdom has alot of official dueling so the build may be matched against a PC of equal level....and I promise to fight to win ;).
A couple of notes: All characters start with Combat stamina, and all PRD content is being used except for the ACG.
Also, there is no magic, and everyone speaks common. So no wand wielders, or need for linguistics.
Only non-magical equipment please.

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Race: Oread or Tiefling (Onispawn) str +2/wis +2/cha -2
Maneuver Master Monk of the Four Winds (and qinggong )
Ability Scores (assuming 20 pt buy)
Str 18 (16 + 2)
Dex 12
Con 14
Int 12 (I like skill points)
Wis 16 (14 + 2)
Cha 5 (7 - 5) (Skill points make up for the deficit, feel free to adjust as needed if 5 is too low)
Traits
The Vessel Between - +1 to hit for attacks that would do sneak attack damage (so if a foe is blinded/flanked for this guy)
Adopted (Human) - Bred for War (+1 CMB, +1 Intimidate)
If tiefling take the maw or claw racial for two claws (lose racial SLA).
1 Monk) Improved Unarmed Strike
1 Four Winds) ELemental Fist (usable once per monk level, doesn't have to be used with unarmed strike)
1) Dirty Fighting (counts as Combat Expertise for Kitsune Style)
1 Bonus Feat) Improved Dirty Trick
2 Bonus Feat) Improved Grapple
3) Kitsune Style (Dirty Trick instead of charge on an attack)
5) Kitsune Tricks (Dirty for two conditions instead of just one--still removable with just one action)
6 Bonus Feat) Greater Dirty Trick (Dirty Trick now requires a standard action to remove)
7) Kitsune Vengeance (can use a Dirty Trick in place of an AoO)
At level six swap out slow fall for barkskin SLA for some more defenses.
This monk is all about blinding his foes (dirty trick). He doesn't do a whole lot of damage by himself. Kitsune Style not because it's all that powerful, just because it's thematic with Dirty Trick, and it works better for an NPC if it's thematic (imo). Because of Maneuver Master, when he attacks, he gets to do an additional combat maneuver at -2--this is why we want the tiefling claws--Maneuver Master loses flurry of blows so only gets a single attack. This gives us two attacks plus the combat maneuver. Improved Grapple is there just because of his Manuever Defense ability--as in if someone tries to grapple him, he gets an AoO even if it normally wouldn't provoke--and then because of Kitsune Vengeance, he can attempt to blind them before the grapple attempt and lower their chances (total concealment).
One cool thing he can do--Start off his full-attack with his blinding maneuver, if successful, he can attempt something like a Disarm attempt (he doesn't have improved disarm, but he won't provoke because his opponent is blind) and then his opponent no longer has a weapon.
He does even better with a partner that can deal damage. If he can get into flank position with an ally, his flank bonus for any combat maneuver he's trained in goes up to +4 instead of +2 (from Dirty Fighting).
Also, if on his first free blind attack he succeeds and he just wants to deal damage, he's aiming at a blinded opponent's AC (-2 plus no dex bonus) and can active Elemental Fist on his attacks (7x per day at lvl 7) dealing 1d4 + 4 + 1d6 = ~10x2 = ~20. So 20 damage isn't a lot at all on a full round attack, hence needing a partner that can deal damage.
Another option with a class dip. Let him keep his racial SLA (so no claws) and instead he gets alter self (which is +2 str for x minutes per day where x is his level). And then his first level make him a bloodrager with the steelblooded archetype (+1 CMB). This will give him rage for another +2 CMB in combat and access to Mage Armor wands. And with his bloodline he can take abyssal/draconic to get claws that way (these claws are also a d6 instead of a d4). But I don't think an NPC needs this much to be a successful NPC. But this is what my PC is that I based this off of.
Gear: +1 Dueling AoMF (+2 cost, 16k) Dueling adds double the weapon's enhancment bonus as a luck bonus to CMBs that use the weapon (so poking someone in the eyes to blind them) and the luck bonus stacks with the weapon's enhancement bonus (so +3 to blind) -- if taking the bloodrager dip, instead get a +0 Furious Dueling AoMF (still +2 cost, 16k) (+2 when raging, turns it inot +6 for CMBs)
Monks Robes - lvl 7 is a perfect level to have a Monk's Robes as it increases AC by 2 and increases IUS damage by two steps (though the damage is moot with this character because he doesn't use IUS but instead uses claws). Probably too expensive in addition to a weapon, I have no idea what the expected wealth for a 7th/8th lvl NPC is.
Wis headband (for obvious monk reasons).

Larkspire |

30 point buy is good. There's no magic items.
Human preferred, but were creatures would be good antagonists...I'm playing it as a Tian human society being plagued by "The Shadowlands" and Oni's (Those familiar with L5R would recognize elements).
The PC's are currently Un.Monk 4, Un.Rogue 3/un.monk 1, and Samurai 4.
Each player runs a mook follower or 2 to round things out.
Here's a breakdown of the campaign,
The Jade kingdom
Campaign Summary: The game is set in an ancient chinese "Wu-Xia" style society. The inspiration for the setting comes from Crouching tiger hidden dragon, and movies of that type such as: Hero, starring Jet li. I will also be drawing from "Legend of the Five rings".
Goal: To use the Pathfinder ruleset to simulate the Genre. In order to make this possible a number of adjustments have to be made.
Books: All owned books are allowed except for the Ult.magic book.
Advancement: Will be fast.
Hero points: Will be used.
Called Shots: From the Ult. Combat book will be used. The debilitating damage threshold has been lowered to = Constitution score, or More than half of current HP (Whichever is currently greater).
Attribute bonuses: Characters gain +1 ability score point every even level (2nd,4th,6th,etc..) rather than the normal 4 levels.
Adjustments
Race: The society is human Asian, so the PCs must be Human. You may customise your Human with alternate racial traits and feats from the ARG.
Ability Scores: Will be determined using the heroic point buy system.
Traits: you get to choose 2.
Combat stamina: Is granted to all characters at lvl 3.
Skill Specialization: From Unchained will be used. It is a full feat, and may ony be taken once. Unch.Rogue may benefit more than once due to Rogues edge.
Inner Strength: All PCs have an Inner strength score equal to their level. Spending a point of Inner strength heals you 1d8 + HD and is a move action; it functions exactly like "Godless healing" from the ISWG.
You may perform this action even while unconcious.
Wu Shu: All characters begin play with the Improved unarmed combat feat. Martial arts are taught to all children from the time they are able to stand.
Combat maneuvers: Are move equivalent actions that do not provoke attacks of opportunity.
Full attack: a character performing a full attack action may perform one free combat maneuver in addition to any other attacks made.
Classes
There will be no spellcasting classes allowed. Since the Focus is on the martial arts. Players may choose to be:
Monk: Both unchained and Core monk will be allowed, Core monk may choose an Archetype, Unchained monk may not. A PC must choose either Core or UnMonk, they may not multiclass between the 2.
Monk special weapons: Deal damage equal to the monks unarmed damage, and benefit from the monks Ki strike supernatural ability.
Samurai,Fighter,Cavalier and Barbarian function normally, Barbarian may be normal,templated,or Unchained.
Rogue and Ninja: Are both allowed. Rogue may choose an archetype or Unchained, Ninja may not. A PC must choose either Ninja or Rogue, they may not multiclass between the 2. Also, The following tricks and talents are Banned: Vanishing trick, Shadow Clones, Minor & Major magic.
Note: traps are not common in this society, so rogues are encouraged to use archetypes which offer better options than trapfinding.
Ranger: Is allowed but must play as a skirmisher.
All other classes are banned.
Alignment: Will not be used. We will instead be using "Honor" Variant system from Ult. Campaign.
Feats
All feats pertaining to magic are banned. There are some feats that allow supernatural abilities, such as elemental fist and Dragon roar; these are both allowed and encouraged.
Fighter prerequisites: You may substitute your base attack bonus for your fighter level for purposes of qualifying for feats.
New feats
Greater Inner Strength (1/2): You gain +2 Inner Strength. This feat may be taken multiple times.
Your inner strength score may not exceed double your HD.
Special training feats (Combat/Monk)
The following feats are considered combat feats,and may be chosen as monk bonus feats. Each may be taken up to 3 times.
Body hardening: Grants +1 natural armor bonus.
Strength training: Grants +1 strength.
Cardio training: grants +1 constitution.
Agility training: Grants +1 dexterity.
Meditation: Grants +1 Wisdom.
Style Focus: Grants +1 to hit and damage while fighting in the chosen style.
Equipment
There are no magical items. No magic weapons,armor or anything else. Alchemical items are still available, and masterwork weapons and armor are far better.
Masterwork: Great blacksmiths can create weapons of legendary quality. The rules for MW weapons and armor are different here. In addition to the descriptions below, MW items gain +2 hardness per level of craftsmanship.
Weapons
Craft DC:20 = Basic masterwork weapon, has +1 crit range. +1 to hit and damage.
DC:25 = Magic for purposes of DR, +2 to hit and damage.+1 crit range
DC:30 = Magic,and Silver. +3 to hit and damage.+2 crit range
DC:35 = Magic,Silver,and Cold Iron. +4 to hit and damage, +2 crit range.
DC:40 = Magic,Silver,Cold iron, and Adamantine. +5 to hit and damage,+2 crit range.
DC:50 = Perfect weapon, Ignores DR, +5 to hit and damage,+3 crit range, Vorpal, Indestructible.
Armor
Craft DC:20 = Basic masterwork armor. -1 ACP, +1 AC.
DC:25 = -2 ACP,+2 AC, -5' Movement penalty.25% fortification.
DC:30 = -3 ACP,+3 AC, No movement penalty. Grants DR 1/-,+1 max dex.
DC:35 = -4 ACP,+4 AC, Grants DR 2/-. +2 max dex. 50% fortification.
DC:40 = -5 ACP,+5 AC, Grants DR 3/-. + 3 max dex.
DC:50 = Perfect Armor, No ACP, Grants DR 5/-, +4 max dex bonus, 75% fortification.