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| #1chibishuffleMar 10, 2009 17:55:00 | Hello everyone, IM doing early entry into tattooed monk with paladin of tyranny 2 /monk 2. I was looking at the prestige class and 9th seems like a good cut point. I am not sure which tattoos to take. Before I present the build there's some relevant info you guys will probably need. 1) the DM is allowing all books he seems fond of Eberron as a CS but we aren't specifically in it. He also has access to the Rokugan books as well. 2) Unearthed Arcana is allowed, I know it seems kind of obvious with me using the tyranny variant but just to avoid confusion. 3) The DM is counting the tattoos of the tattooed monk as monk abilities for Kung fu Genius Those things being said heres the build so far and stats: STR 13 DEX 16 CON 16 INT 16 WIS 12 CHA 18 Race Human Paladin of Tyranny 2/Monk 2 Flaw shaky: Kung fu Genius Human: Endurance 1 weapon finesse 3 ascetic knight monk 1: stunning fist, improved unarmed strike Monk 2: deflect arrows My questions are as follows assuming the above and the fact that my stats are set in stone. So to be clear my questions are: 1) What seems like a good cut off for the prestige class 2) What tattoos given my stats do you recommend 3) How should I finish the build? My thoughts headed in the direction of a self sufficiency, with his impressive saves from divine grace and tattooed monk, he'll have decent BAB and skills, Im looking for a well rounded kind of thing. My concept for the character was Adrian Veidt (Ozymandias) from watchmen. I have been a fan of the TPB for years and having recently seen the movie twice, peaked my interest. :D I hope this is enough information for you guys as always your input is much appreciated. |
| #2pithicaMar 11, 2009 7:42:09 | /shudder...monks If you're starting at 9th, and you're free to write your own backstory, I like taking Crane, Ocean, and Chameleon tatoos. You can then start play at venerable and get a 'free' +3 to all your mental stats (Crane makes you immune to negs from aging if you take 2 other tatoos afterward). If you're starting at a lower level or won't be free to do that, I like Ocean, Chameleon, and Chrysanthemum tatoos. Ocean means never having to sleep, ever. Which is useful if you're creative. Chameleon is +8 Natural Armor for hours on end (that stacks with Amulet of Natural Armor), plus a whole lot of versatility. It jumps up to +18 Na and even more grossness if you take Otherworldly at 1st, or if you take a PrC that get's you native outsider. Chrysanthemum is just fast healing, which is useful. If you're dead set on playing a monk, and you really want the tatoo'd monk PrC, it's not optimal, but... Pally of Tyranny 2/Monk 2/Tatoo'd Monk 5/Cloistered Cleric (I'd really rather take this at 1st, but oh well) 1/Sacred Fist 10 Get's you everything you currently have, the three tatoos above, Knowledge Devotion, DMM cheese, 11 levels of Cleric casting (6ths), 17 levels of monk abilities (effectively), and base of +16 BAB (so that you don't HAVE to waste a DMM Persist on DP if you don't want to). If you can, take Planning and Undeath as your other two domains from Cloistered Cleric for free Extend Spell and Extra Turning feats. You could also look at Law Devotion feat for further melee potency. I'd also see about taking, if you can get away with it, Extra Spell and Greater Mighty Wallop, so that you're fists are looking at base damage in the 6d8-12d8 range. Of course, if you're going that route, I personally like... Cloistered Cleric 2/Human Paragon 3/Monk 2/Sacred Fist 10/Contemplative 3 For the 9th level spells, and the extra domain. |
| #3uhm_hoiMar 11, 2009 7:49:01 | first of all, how can you take ascetic knight? you dont have smite evil, you have smite good. Does this let you qualify for the feat too? I thought not. Allright, the tattoos Arrowroot: considering your wis modifier its useless Bamboo: at first you will hardly have get anything off of this and later you can get better tattoos Bat: see bamboo Bellflower: to bad its a move action to activate, as immidiate action it would have been really cool with divine grace. now, its just not good enough. Butterfly: see bamboo Centipede: A really cool ability, but the ones per week thing kind of sucks. Also with a wizard in the party its not really necessary Chameleon: Alter Self is an extremely strong ability. Take this. If your not sure on how to abuse this, there is an entire threat about it right here http://forums.gleemax.com/showthread.php?t=176246 Crab: Damage Reduction is always usefull and it improves with the amount of tattoos. Definately one to consider Crane: If you feel immunity to poison and aging is really useful in the campaign take it, but generally i wouldnt even consider it Chrysanthemum: Depends on the party. When healing is hard to get in your party it could be useful Dragon: At lower lvl its definately usefull, but the ability doesnt get better as you lvl. It depends on how much fights you expect at low lvl i guess Dragonfly: This one is very good. Dodge bonuses always stack so this just always adds to your armor class and the bonus even increases with the amount of tattoos. This one is good Falchon: It's usefull, it kind of depends on the dm and how fond he is using things with a frightfull presence and intimidate. If you would be in my group you could use it in every other encounter at higher lvl. Lion: If you wanted to do some smiting anyway and cant take ascetic knight... this will enable you to do it anyway. Monkey: Usefull, depending on your role in the party and again on the campaign. If you only need to max your tumbling skip it, but if all movement skills are usefull to you you might want to consider this. Crescent Moon: Ethereal Jaunt could be usefull. If your the parties scout take it. Otherwise take it for rescuing the parties scout when the need arises. Full Moon: The downside here is that it takes a move action to activate, that makes this tattoo pretty bad. Mountain: Movement is way to important for a monk to give it up for such minor benefits Nightingale: The impact on the encounter/game/party is just to small Ocean: Also has a very small impact on gameplay, its just not worth it Phoenix: Take this. Spell Resistance is always good and you actually get a good amount of it. Pine: If you want the feat, just take the feat, there are better things you can get with these tatoos Scorpion: Make scary things miss you. I would take this just to see the look on the dm's face when he misses again. Spider: Replace one of the stongest monk abilities... pass Sun: see full moon Tiger: This only gets a good duration at higher lvls and at higher lvls the +1 attack and +1d6 damage just isnt high enough Tortoise: Very usefull, you can just get ranks in knowledges, open lock, use magic device, bluff or any other skill when you need it. Unicorn: Take away the natural 1 for that fortitude save you had to make, this will save your life someday. There is also a feat that does this and if you didnt had to take 2 other feats to get it i would have it on half my characters Wasp: Hmm... would haste be good on a character that does melee damage? just take it. White Mask: if you intent to make an evil character its more usefull, but i would just buy a ring of mind shielding and skip this So in the end i would definately take dragonfly, Chameleon and phoenix and i think the other 2 depend on the party, your role in that party, the campaign and the dm. Hope this helps ;) |
| #4emansdrawkcabMar 11, 2009 14:06:09 | I'd take: 1. Chameleon 2. Crab 3. Phoenix 4. Scorpion 5. Spider (Which doesn't replace Stunning Fist, it gives you extra options with it.) |
| #5awaken_D_M_golemMar 14, 2009 15:28:54 | One more flaw Switch race to Maenad Wis 13 minimum, ML of 5 on the racial (ps). Pick the Metamorphic Transfer feat, at 9th level to go with piles of Alter Self. It gets you the cheap part of Shapechange, just up to 5hd. Versatility can't be beat. You won't miss the +1 skill point per level. |