LoreKeeper |
I'm preparing a level 4 monk for the playtest. I figured that it would be good to get some input from the forum. It's easy to make mistakes or overlook something, since it's a new rule system.
Haku of the Rock Palm
Level 4 human tien monk (cleric multiclass, keyed on "strength")
Str 18 = 10 + 2 free + 2 human + 2 acrobat + 2 monk
Dex 16 = 10 + 2 free + 2 human + 2 acrobat
Con 12 = 10 + 2 free
Int 10 = 10
Wis 12 = 10 + 2 free
Cha 10 = 10
HP 52
Spd 35
AC 19 (E)
TAC 19 (E)
Fort 6 (E)
Ref 8 (E)
Wis 6 (E)
unarmed 4 level + 1 prof + 4 Str + 1 item
unarmored 4 level + 1 prof + 3 Dex + 1 item
unarmed +10 (1d6+4) B
tiger claw +10 (1d8+4) B
unarmed flurry +10/+6 (1d6+4) B
tiger claw flurry +10/+6 (1d8+4) B
grapple +9
trip +10 (expert bo staff)
disarm +9
special: tiger crit 1d4 bleed
special: inspire courage
Level 1 - alertness [ancestry]; steady balance [background]; tiger stance [monk]
Level 2 - cleric dedication (shield, stabilize) [monk/cleric], quick jump [skill feat]
Level 3 - ancestral paragon (adapted spell (inspire courage)) [general], athletics (E) [skill boost]
Level 4 - stunning fist [monk], powerful leap [skill feat]
Cantrips
Shield ("ki dodge")
Stabilize ("ki peace")
Inspire courage ("ki courage")
Acrobatics 7 (T*)
Athletics 9 (E*)
Lore (circus) 5 (T*)
Performance 4 (T)
Wealth (10sp)
backpack 1
bedroll 0.1
belt pouch 0.4
chalk 0.1
clothing, ordinary 1
clothing, winter 4
expert crowbar 5
flint and steel 0.5
grappling hook 1
lantern, hooded 7
oil x10 (0.1 x 10) 1
rations x10 (0.5 x 10) 5
rope, silk 10
waterskin 0.5
everburning torch (level 2, 25gp)
+1 bracers of armor (level 2)
expert handwraps of mighty fists (level 2)
expert bo staff (level 2)
potion of healing (level 1)
Haku spends one class level taking cleric dedication to qualify as spellcaster; then has Ancestral Paragon to get access to inspire courage (the better "ki strike") through Adapted Spell racial feat. As a bonus Haku picks up shield ("ki dodge") and stabilize ("ki peace") which give additional tactical options for spare actions. Maximizing athletics and strength should let Haku have reasonable control threat with trip and Stunning Fist.
Mergy |
You need 16 Wisdom for Cleric Dedication. I don't believe you can pick up Inspire Courage as a cantrip from a different school, because it's not on any one of the spell lists.
If you do decide to go with the Cleric Dedication, I would say you probably don't want Stunning Fist as your level 4 feat. You could either pick up a domain like zeal by worshipping Iomedae, or you could grab 1st level cleric spellcasting.
LoreKeeper |
You need 16 Wisdom for Cleric Dedication. I don't believe you can pick up Inspire Courage as a cantrip from a different school, because it's not on any one of the spell lists.
If you do decide to go with the Cleric Dedication, I would say you probably don't want Stunning Fist as your level 4 feat. You could either pick up a domain like zeal by worshipping Iomedae, or you could grab 1st level cleric spellcasting.
Excellent catch. I didn't even question whether inspire courage was actually in the occult spell list.
I still think cleric dedication is a good idea. But it'll have to wait for level 5 (for the boost).
Thank you!
Gavmania |
Shield cantrip is not a good choice for a monk. Your armored proficiency is the lower of shield or armor when using a shield, and you are untrained in shield use...so it actually tanks your ac. (Though if you get proficiency from cleric dedication, it would work. It also reduces damage from one attack).
Without the shield cantrip, your ac seems a little low, though I am not used to looking at higher levels than 1st so it could just be me.
LoreKeeper |
hmmmm, okay switch out the shield use with parry from bo staff.
Though... perhaps this line overrides the armor-vs-shield proficiency:
If you’re not wearing armor, substitute your proficiency in unarmored defense.
You could argue that it means it takes precedence over the armor-vs-shield proficiency. (Except for monk, nobody progresses their unarmored proficiency, so it essentially means everybody except monk use "0" for proficiency when not armored; irrespective of how good they are with a shield.)
All that said, I don't think the shield spell interacts with shield proficiency: the spell creates a force effect that protects you. It's not even in your hand, it just is. You will it with your mind; it just happens to enable similar actions as the shield item.
Pramxnim |
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The Shield cantrip is fine, it's not a real shield and doesn't need you to have proficiency to use effectively, otherwise casters would lose AC when using it.
Cleric Dedication would only work at level 5 if you invested 2 boosts into it at level 1, since you can only boost stats by 2 at a time. As a Human, this would mean sacrificing either your main stat (Str) or AC stat (Dex), neither is really a good idea. If you start with 12 in Wisdom, it will be level 10 before you can MC Cleric.
Your AC should be 20, as a +1 Bracers of Armor gives you +2 Item bonus to AC, and +1 Item bonus to saves.
With a STR build, Dragon Stance might be a good idea. Backswing helps with accuracy when making multiple attacks, so it's a decent replacement for not being Agile, and it does more damage and lets you ignore difficult terrain. Dragon Roar at lvl 6 is poop, though (You don't need Cha, and Intimidation is not even a signature skill for you).
LoreKeeper |
Your AC should be 20, as a +1 Bracers of Armor gives you +2 Item bonus to AC, and +1 Item bonus to saves.
That's not very clear in the item description, but the +1 bracers of armor are a level 2 item that use "type 1" (meaning the spell level of mage armor is level 1). The basic mage armor bonus is just +1 to AC; it needs to be heightened to spell level 2 before it grants +2/+1 to AC/saves.
..
I prefer Tiger Stance over Dragon, partially because I think the level 6 feats will be better. And being able to take a 10ft Step is pretty nice. Tiger Slash (level 6 feat) also has greater effect with higher Strength, so it works well with a Strength based monk.
LoreKeeper |
Ah, you're right about Bracers of Armor. I was looking at the Level 2 next to Type 1st, and mistook the item level for spell level.
I understand where you're coming from. I think those kinds of entries would benefit from a small table listing details as
Item Level / Spell Level / Cost
Mergy |
A few other notes:
- Tiger style's strikes deal slashing damage
- You must be trained in Religion for Cleric dedication. Not an issue if you're picking it up at level 6 because you can grab Skilled at level 5, but worth noting because that's a second prerequisite you've missed for that
- You're not proficient with the Bo Staff unless you take Monastic Weaponry: you could take it instead of Alertness with your Ancestry feat
- Mage armour's text suggest that it does not improve TAC, so your TAC should be one lower
- It's minor, but Lore keys of Int, so it should only be +4
If I were to rebuild this character a bit, I would go with either a more Dex-focused rebuild with Wisdom, or change to a Strength and Dex focus, eschewing the cleric portion altogether:
Perception +8
Str 12, Dex 18, Con 12, Int 10, Wis 16, Cha 10
hp 52
AC 20, TAC 19
Fort +6, Ref +9, Will +8
Speed 35 ft.
Melee unarmed strike +10 (1d6+1 b) or tiger claw +10 (1d8+1 s, deadly 1d4 bleed)
Cleric Spells Prepared (Trained):
1st—heal
cantrips (2nd level)—shield, stabilize
Feats: Alertness, Basic Cleric Spellcasting, Cleric Dedication, Tiger Stance
Skills: Acrobatics +8, Athletics (Expert) +6, Lore (circus) +4, Religion +7
Skill Feats: Powerful Leap, Quick Jump, Steady Balance
*I kept the items mostly the same, although you have an extra 2nd level item you could use for a wand of heal.
Perception +5
Str 18, Dex 16, Con 12, Int 10, Wis 12, Cha 10
hp 52
AC 19, TAC 18
Fort +6, Ref +8, Will +6
Speed 35 ft.
Melee unarmed strike +10 (1d6+4 b) or tiger claw +10 (1d8+4 s, deadly 1d4 bleed)
or bo staff +10 (1d8+4 b, reach)
Ranged shuriken +8 (1d4+4 p)
Feats: Crushing Grab, Monastic Weaponry, Stunning Fist, Tiger Stance
Skills: Acrobatics +7, Athletics (Expert) +9, Lore (circus) +4, Performance +4
Skill Feats: Powerful Leap, Quick Jump, Steady Balance
LoreKeeper |
Those are some great suggestions. I'd probably lean toward the Str/Dex build if I am to forego the cleric dedication.
Regarding mage armor and TAC:
Anything that gives you a bonus or penalty to Armor Class also gives you an equal bonus or penalty to Touch Armor Class unless stated otherwise.
Regarding bo staff proficiency: the character doesn't need to be proficient to wield the staff, and the weapon's proficiency is not a factor in the parry trait. (Nor the trip trait.) The opportunity cost is that the character's hands are occupied and (s)he must spend an action.
Mergy |
Fair enough on mage armour.
Regarding the bo staff, I would be cautious here, because I believe you're reading against the intent of the rules. You are currently telling me that someone who has no idea how to attack with a weapon can still use its trip property with full benefit.
I don't think this jives with what I feel to be designer intent. If you DO think it is an intended reading of the rules that non-proficiency still allows full and complete use of weapon properties, then I would suggest a whip. Also reach, and you can disarm as well, all whilst keeping a free hand. In fact, I would wonder why all characters don't keep a whip on them, regardless of proficiency.
LoreKeeper |
I can see an official ruling on weapon proficiency and traits going either way. From a realistic point of view I'd argue that it doesn't matter that I don't know how to wield a staff in real life: it's easy to hold a staff in the way of an assailant. I think that is reflected in the bonus the parry gives: it's a +1 circumstance bonus.
I would welcome a ruling otherwise: if proficiency did matter, then likewise it should mean that a legendary staff user should get more out of a parry than an untrained or merely trained user. Personally I'd welcome that, as that may actually make disarm attempts somewhat realistic by getting an expert/master/legend bonus on top of the check. But currently the design intention seems to stay away from anything that can escalate the bonuses.
Mergy |
Ahah. Check page 419:
Emphasis mine, and I believe this confirms intent. Trip has the attack trait, so if you're doing it with a weapon, you should add or subtract your proficiency modifier with your weapon. You'll also take penalties to your Trip attempt if you Strike and then attempt to Trip. I don't know whether Expert proficiency with your staff should stack with Expert Athletics, but I would rule you should take the lower of the two.
LoreKeeper |
Ahah. Check page 419:
** spoiler omitted **
Emphasis mine, and I believe this confirms intent. Trip has the attack trait, so if you're doing it with a weapon, you should add or subtract your proficiency modifier with your weapon. You'll also take penalties to your Trip attempt if you Strike and then attempt to Trip. I don't know whether Expert proficiency with your staff should stack with Expert Athletics, but I would rule you should take the lower of the two.
Except that the "weapon" for a Trip is the Athletics skill. Unless you mean to say that to perform a Trip is:
Str + Weapon Prof + Athletics ProfFurthermore the rules text suggests that a Trip is performed against AC (instead of Reflex). Naturally the text from Athletics overrides, but likewise, the proficiency from Athletics overrides (as I doubt the intention is for multiple proficiencies to stack).