Monk 1 / Oracle X+ Tank.


Advice


Hey guys,

After playing 1 session with my Half-Orc archer where we nearly party wiped I figured it would be wise to have a back-up character to hand. We're level 8 now, but I reckon I should survive until at least 9 so that's what I'm planning for (starting gold is level-1, so level 8 here).Stats are 17 16 15 14 13 12.

We definitely lack good healing options, and after being ambushed and swarmed I think a tanky melee would be smart.

Current rough outline is a Rakashaa Teifling Scaled Fist Unchained Monk 1 (for CHA instead of WIS to AC, Flurry of Blows and to open up Crane Style) and Spirit Guide Oracle 8+, taking the Life Mystery (for the Channel Energy) alongside the Wind Spirit from Shaman as my Wandering Hex (taking Air Barrier for +6AC at 7, +8 at 11 etc). Taking into account Dex Belt & Charisma Circlet my stats will be [14STR 20DEX 16CON 13INT 10WIS 22CHA]

I'll be wielding a Nine Ring Broadsword with Effortless Lace to allow me to use it with both Weapon Finesse (and power attack) and Flurry of Blows (as it's a monk weapon) to make up for my lower hit chance/damage. Using Divine Favour (and probably Fates Favoured ) to buff my Hit/Damage output.

Feats-wise I'm thinking;

1 - Fey Foundling (+2 HP per die when healed, so + 8HP on myself with my Channel) +[Dodge, Improved Unarmed Strikes - Monk]
3 - Weapon Finesse
5 - Power Attack
7 - Selective Channel
9 - Either Quicken Channel, Extra Channel or Weapon Focus.

My AC should be solid too;

10 - Base
+5 - DEX
+6 - CHA from Scale Fist Monk
+1 - Natural Armour from Teifling
+1 - Dodge
+1 - Deep One Curse (+1 to Natural Armour at 5 Oracle)
+6 - Armour Bonus from the Air Barrier Hex
+1 - Monk Robes

For 31 unbuffed (25 Flat Footed/23 Touch)

Add in buffs;

+4 - Ironskin (Natural Armour Enhancement)
+3 - Shield of Faith (Deflection)

For 38AC (32 Flat Footed/26 Touch).

Could push this higher with the Teifling Favoured Class option, but I think +4HP is probably better than +1AC if I get Ironskin off.

The major flaw here is the saves are pretty meh [+7 Fort/+9 Reflex/+5 Will]. I could solve this with a 2 level Paladin dip, but this delays my Channel Energy scaling & spell progression further.

Apologies for the wall of text, but I'd love any thoughts/let me know if I've missed anything obvious.

Thanks!


Clearly it's an intense campaign, since you already leveled up after one session! Why are healing options challenging for the party, I think it would be worth asking. Because I'm not clear what this build does for the party that your previous character didn't already do, and I don't want to make presumptions based on incomplete information.

This is what I see:

You already had a mainly prepared caster (Warpriest) who should at least be able to read scrolls and use items to remove status afflictions and has the ability to spontaneously cast heals and heal others with Fervor. Your archery should also have been putting out QUITE a lot of damage, especially since you could self-buff with swift actions.

Your new chassis is also at least a bit below the original one in damage output, and unless you're going to sink your known spells into status removal and the like I'm not clear how, other than channeling (which would be for 4d6 or 14 average HP in the middle of combat), you're providing "good" healing options.

Not criticizing; I think Half-Orc Warpriest Archers are EXCELLENT, which is why I'd like clarification on why you think your choice is actually suboptimal, and why in fact it's not your fellow players who should be thinking about the change.

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