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| #1twizted_leoJul 28, 2009 14:38:16 | Alright I wish to make a monk/Fist of the forest build mainly for fun but also to be strong though not overpowered. I had many ideas in my head but none of them are set in stone so I came to the forums for help. I wish to have a set up for leveling with feats and all. This will be made to level 11 but I want the build given to reach level 20, this is what I have so far. Dwarf (pathfinder) +2Con +2Wis -2Cha Monk 1 – (Wis to AC) Feat Greater Fortitude, Bonus Feat Stunning Fist Monk 2 – Bonus Feat Combat reflexes Monk 3 – Feat Power attack Monk 4 – (to pick up magic fists) Barbarian 1 – (pick up pounce variant) Feat superior unarmed strike? Fist of the Forest 1 – (Con to AC) Fist of the forest 2 – Feat ??? Fist of the forest 3 – |
| #2danduJul 28, 2009 14:40:14 | You have to have an alignment change. Might cause you problems with some of your monk abilities. Greater Fortitude is a bad feat. You should go for Stonewarden if you want the Con to AC route, it stacks with the FotF Con to AC bonus. |
| #3twizted_leoJul 28, 2009 14:44:02 | My DM has allowed the alignment change for my char to not interfere with my monk abilities. Greater fortitude is required for Fist of the Forest What book is Stone warden? |
| #4tethlisJul 28, 2009 15:15:53 | Its kind of cheesy to do, but if flaws are allowed take Meager Fortitude and use the feat given to take Great Fortitude. Since you build will be Con heavy anyway the net -1 fortitude saves won't be a big deal. I never liked Monk and Fist of the forest together. Is it the monk role playing aspects you like or do you just want a forest based unarmed build? If its a forest based unarmed build, I would recommend a barbarian / fist of the forest / deepwarden / bear warrior build. |
| #5danduJul 28, 2009 15:16:13 | Races of Stone, you can find a brief description (all you need for your purposes) on Crystalkeep though. |
| #6twizted_leoJul 28, 2009 15:24:06 | I simply enjoy monks, I like the use of fists with no armor, but I guess it could be done without monk though now that I have found Deep warden it just makes me want to play monk more. Wis to AC + Con x2 sounds like a big jump to me. |
| #7marrithl2Jul 28, 2009 15:24:20 | easier fix for the alignment, you take barbarian before monk and change to lawful. |
| #8dr_rocktopusJul 28, 2009 15:48:11 | No, then you lose rage. |
| #9gryfterJul 28, 2009 16:47:44 | There is a chaos monk variant on Crystal Keep. Flurry of blows changes to Flailing Strike (a random roll for number of attacks roughly equivalent to Flurry), but otherwise is the same. |
| #10ithamarJul 28, 2009 18:42:32 | Can you be an Unarmed Swordsage instead of a Monk? |
| #11dawnmorJul 28, 2009 19:17:28 | Stonewarden? you mean Deepwarden right?, if you mean Deepwarden then its in Races of Stone. Yes a unarmed Swordsage can fill the part of Monk usually would. Why not try a Dwarf Monk 5/Unarmed swordsage 4, FotF 2, Deepwarden 2, Barbarian 1, FB 6? Ohh that woulc be entertaining. Im atm thinking of making a Paragon Dwarf, Monk/Swordsage (Unarmed Variant), XXXX ?. Paragon is a +11 LA from Epic lvl handbook, I think what that template offers is WELL worth the -levels, but its personal prefference in the end. If you want a more Caster friend, I would go Monk 5, Sorcerer 5, Spellsword 1, Abj Champ 5, XXX 9. |
| #12ContronymJul 29, 2009 21:01:56 | How about: Dwarf (+2Con, +2Wis, -2Cha) 32pt buy Str: 16, Dex: 11, Con: 19, Int: 8, Wis: 16, Cha: 8 Add by levels: Con, Dex , Con x3 1: Barbarian, Feat: Ordered Chaos 2: Monk, Feat: Improved Grapple(B) 3: Monk, Feat: Power Attack, Combat Reflexes(B) 4: Ranger, Feat: Track(B) 5: Ranger 6: Ranger, Feat: Great Fortitude, Endurance(B) 7: Fist of the Forest 8: Deep Warden 9: Deep Warden, Feat: Frozen Berserker 10: Frost Rager 11: Fist of the Forest 12: Fist of the Forest, Feat: Free 13: Frost Rager 14: Frost Rager 15: Frost Rager, Feat: Free 16: Frost Rager 17: Tattood Monk 18: Tattood Monk, Feat: Free 19: Tattood Monk 20: Tattood Monk BAB +18 3 Free Feats and 2 Tattood Monk Tattoos At least 2d6+Str Damage from Unarmed Strikes, when Raging this will go up. AC will also increase when Raging. You also get plenty of attacks with One-two Punch, TWF and Flurry Get some Wis and Con boosts to increase your AC From Barbarian: Fast movement, Illiteracy, Rage 1/day From Monk: AC Bonus, Flurry of Blows, Unarmed Strike, Bonus Feat x2, Evasion From Ranger: 1st Favored Enemy, Track, wild Empathy, Combat Style, Endurance From FotF: AC Bonus, Fast Movement, Feral Trance 2/day, Uncanny Dodge, Untamed Strike, Scent From Deepwarden: Track, Trap Sense +1, Stone Warden From Frostrager: Frostrage, freezing Blood, One-two Punch, Absorb Cold, Improved Frostrage, Rend From Tattood Monk: Monk Abilities, Tattoo x2 You could also go Frenzied Berserker instead of Tattood Monk if you wished |
| #13dreamweaverJul 31, 2009 10:40:34 | Well, I happen to love using Fist of the Forest in my recent builds. Because of that, I have multiple suggestions, but it seems that I must limit mine to Monk builds (I assume that means you wish to be able to dish out damage with your fists/body as opposed to purchasing weapons). With that in mind, I notice you said Dwarf. If that is set in stone, so be it, but I might suggest Zenythri instead: +2 Str, Dex, and Wis; -2 Cha; favored class: monk; base land speed 30ft; darkvision 60ft; 1/day true strike; resistance 5 to electricity, fire, and sonic; and a +2 racial bonus on Balance and Survival checks. All for just a +1 LA. But lets pretend we have to use your Dwarf: +2 Con and Wis; -2 Cha; and favored class: fighter (as I recall, been a while since I've played a Dwarf). I'm also going to assume a 28 pt buy because if you like the build I suggest, it can only be improved by upping it to a 32 pt buy. :D Monk 11/Fist of the Forest 1/Fighter 8 (no xp penalty since Fighter is favored class) Stats: --- After racial mods - At 11th --- At 20th Str: 13 -- 13(+1) ---------- 15 -------- 19 Dex: 16 -- 16(+3) ---------- 20 ------- 31 Con: 14 -- 16(+3) ---------- 18 ------- 28 Int: 10 -- 10(0) ------------ 10 ------- 10 Wis: 13 -- 15(+2) ---------- 17 ------- 26 Cha: 8 --- 6(-2) ------------ 6 -------- 6 Feats: 1) Power Attack (1st); Stunning Fist (Monk 1) 2) Combat Reflexes (Monk 2) 3) Greater Fortitude (3rd) 6) Weapon Finesse (6th); ??? (Monk 6) 9) Improved Natural Attack[Unarmed Strike] (9th) 12) Two Weapon Fighting (12th) 13) Improved TWF (Fighter 1) 14) Greater TWF (Fighter 2) 15) Weapon Focus (15th) 16) Weapon Specialization (Fighter 4) 18) Melee Weapon Mastery[Bludgeoning] (18th); Crushing Strike (Fighter 6) 20) Double Hit or Improved Crit.[Unarmed Strike]; or Robliar's Gambit (Fighter 8) <- Really, any of these would be fine with your character at this point. More or less just icing on the cake. Don't really consider Stunning Fist very useful, but whatever floats your boat. I'm also kinda up in the air about what to choose for Monk 6, but Combat Reflexes is a no brainer with as high a Dex as you'll have. I assume that by level 11 you can probably have something along the lines of the following in magic items: Monk's Belt (or made into a vest preferably) Belt of Battle (this is why you want the above as a vest) +2 stat item for 3-4 stats (probably these in this order: Dex, Con, Wis, Str; eventually want to get the first 3 up to +6; you'll also, closer to 20th level, probably want to get a +5 tome for the first three as well) Boots of Speed If you can swing it, try to have a ring of Greater Mighty Wallop made with 2 charges/day made by a 12th level caster. With 2 charges, it should cover 24 hrs, not counting getting dispelled, of course. Trust me, if you can get this, you'll want it. And then fill in the rest with either some kind of Ring of Protection, Natural Armor, or Bracers of Armor (not armor so you still get your Monk bonuses). Eventually max these out at +5 deflection, +5 natural armor, and +8 bracers of armor. You'll probably also want to eventually get an amulet or something of Mighty Fists for that sexy +5 to hit and damage. But I'm sure most of this is obvious. Trust me on the ring of Greater Mighty Wallop though, you'll see why soon. Ok, so let me lay out some basic stats for this character at 11th, and then follow it up with the same stats at 20th level. Monk 11: Hps (assuming max at 1st and half+1+con mod for remainder): 102 = 8 +50 +44 AC: 35[36] = 10 +4(bracers of armor +4) +5(dex) +3(wis) +3(Monk AC bump w/Monk's Vest) [+1(boots of speed)] Touch: 31[32]; Flat-Footed: 30 Saves: F: +13 = +7 +4 +2 R: +12 = +7 +5 W: +10 = +7 +3 BAB: +8/+3 TAB: +13/+8 +Greater Flurry: +13/+13/+13/+8 +Boots of Speed: +14/+14/+14/+14/+9 [Note: Boot's speed bonus doesn't stack with Monk's speed bonus, but everything else about them rocks anyway!] Damage: w/Monk's Vest, unarmed damage base is: 2d8 w/Improved Natural Attack it acts as if Large so it is: 3d8 w/Greater Mighty Wallop it now acts as if 3 size catagories larger (than Large due to INA) so it is: 4d8->6d8->8d8! So: 8d8+2(str) [I told you you'd want the Greater Mighty Wallop!] Monk 11/Fist of the Forest 1/Fighter 8: Hps (assuming max at 1st and half+1+con mod for remainder): 292 = 8 +50 +6 +48 +180 AC: 58[59] = 10 +8(bracers of armor +8) +10(dex) +9(con) +8(wis) +5(ring of protection +5) +5(natural armor) +3(Monk's bump to AC w/Monk's Vest) [+1(boots of speed)] Touch: 45[46]; Flat-Footed: 48 Saves: F: +26 = +7 +2 +6 +9 +2 R: +21 = +7 +2 +2 +10 W: +17 = +7 +0 +2 +8 BAB: +17/+12/+7/+2 TAB: +30/+25/+20/+15 +Mighty Fists +5: +35/+30/+25/+20 +Greater Flurry: +35/+35/+35/+30/+25/+20 +Boots of Speed: +36/+36/+36/+36/+31/+26/+21 +TWF: Primary: +34/+34/+34/+34/+29/+24/+19; Secondary: +34/+29/+24 Damage: w/Monk's Vest and FoF, unarmed damage base is: 2d10 w/Improved Natural Attack it acts as if Large so it is: 4d8 w/Greater Mighty Wallop it now acts as if 3 size catagories larger (than Large due to INA) so it is: 6d8->8d8->12d8! So: Primary: 12d8+4(str)+5(mighty fists) [I told you you'd want the Greater Mighty Wallop!] Off-Hand: 12d8+2(str)+5(mighty fists) Of course, at this point, you should have your Belt of Battle and Crushing Strike feat. So lets do your special attack round against the big baddie you decide to go toe to toe with. Likely, he'll be unable to hit you, but a nat 20 always hits so at least you've got a good chunk of hps to survive. Also, your saves are pretty good so you shouldn't have to worry about that kind of attack either. Charge up and punch him at +38 to hit (you'll have a tough time hitting yourself, but should be able to hit him no problem) w/ 12d8+9 damage (avg. 63). Nice. Next round, full attack action granted by 3 charges from the Belt of Battle and each attack that hit the big baddie earlier in your round, you get a cumulative bonus +1 to each next attack to hit the same big baddie from Crushing Strike, will assume you roll a nat 1 on your last to hit: +34/+35/+36/+37/+38/+34/+35/+31/+32/+28 Now do your next full attack action for your normal round but don't forget the cumulative bonuses you already started (total of +9 since you missed once): +43/+44/+45/+46/+47/+43/+44/+40/+41/+37 So assuming you missed on a natural 1 at least twice out of your 20 attacks during the round, that means you hit 18 times, 12 times at 12d8+4, and 6 times at 12d8+2. If we go by averages, that's a total amount of damage equal to: 63*12 +61*6 = 756 +366 = 1122. I think you killed him. ![]() Anyway, you can easily power down this pony by removing the ring of greater mighty wallop. That'll reduce you down to a meager 4d8+9 and 4d8+7 per primary and off-hand hits if you want. Also, I might suggest getting you magic items at 70% by requiring them to only be able to be used by someone with levels in Monk. :D So, of course, the truly funny thing about this is that many people often say that a really good character that is optimized HAS to use really good prestige classes, but you'll noted 19 levels of this character are all basic classes (i.e.: Monk/Fighter). Actually, Monk 12/Fighter 8 was my original build in a campaign where we weren't allowed to use prestige classes because our DM thought they broke the game. He conceded the point once I ran this guy. ;) |
| #14danduJul 31, 2009 13:35:20 | But lets pretend we have to use your Dwarf: +2 Con and Wis; -2 Cha; and favored class: fighter (as I recall, been a while since I've played a Dwarf). Dwarves are +2 con, -2 cha. Also, how much do your items cost? Also, you've failed to deal with things that are Greater Blinking, Displaced, and Mirror Imaged, buffs that will come up from 3rd level and onwards. You will want an 75,000 gp Gem of Sight or Mask of True Seeing. DR will also cause you a bit of a problem, as your total damage is large, but your individual damage is 60 something, and DR applies against individual attacks. |
| #15dreamweaverJul 31, 2009 17:18:09 | Interesting points Dandu. 1) I'm going by the Subby's initial statement of what his "Dwarf (pathfinder)" gets for stat mods. My assumption is that for some reason, this particular type of Dwarf that he called out has these stats so I went with his definition of them. If not, then I'd guess Wisdom would drop by 2 pts. Not a big deal, only modifies the Will save down by 1 and the AC down by 1. 2) My assumption to your question of cost is for the 11th level point as the 20th level should see you clear of most of the items, with perhaps a few thoughts as to the various Tomes (why I suggest only 3 of them instead of 4). Lets see: All made with the Monk level req means 70% of normal cost Monk's Vest [aka: Monk's Belt] (9.1k gp) Boots of Speed (8.4k gp) Headband of Wisdom +2 (2.8k gp) Shirt of Constitution +2 (2.8k gp) Gloves of Dexterity and Strength +2 (2.8k + 4.2k = 7k gp) [can easily drop the Str to save some money] Belt of Battle (8.4k gp) Ring of Greater Mighty Wallop w/2 charges/day (18.144k gp) Blindfold of True Darkness (6.3k gp) [I never mentioned it, but then, your 3rd question seemed to indicate an interest in getting past these various issues] Quick calc looks like the total would be: 62.944k gp, could be dropped under 60k by not having the Str bump on the gloves at this time. 3) See Blindfold of True Darkness. Yes, it does limit your "sight" to 30ft, but nothing says you have to wear it all the time, just during combat. And even then, you need only wear it when dealing with someone with the various abilities active as mentioned by Dandu. 4) I like your optimism that DR would cause this character a problem, especially once he reaches his 20th level. Oh, and I forgot to add in the +2 to damage from Weapon Spec. and +2 to damage from Weapon Mastery. Sorry. So my avg. damage on the primary hand is 67 and the average damage on the off-hand is 65. Lets be extremely generous and say that the creature you are pounding on has DR 30/"something I don't have" such that I must subtract 30 from every individual attack that hits. That still means 37 per primary and 35 per off-hand. Assuming I only hit, on an average round not using the Belt of Battle, with 6 of my primary and my 3 off-hand (missing at least 1 due to a naturally rolled 1), I'm still doing 222 and 105 damage with my primary and off-hand respectively. That's a total of 327 hps of damage. IN ONE ROUND. EVEN WITH A 30 DR THAT I CAN'T OVERCOME FOR SOME REASON. To be honest, if the creature I'm going toe to toe with can survive that "easily", I'd better be able to survive his round as well since I just did more damage then even this character has hps with a +9 Con modifier at level 20. Assuming I do, I've got another whole round to repeat my previous rounds efforts. Also note: at this point my Ki Strikes are equivalent to Magic and Lawful for overcoming DR purposes. If, say, I throw on or combine with another ring the Ring of Adamantium from the Magic Item Compendium (grants your unarmed strikes the equivalent of Adamantium for purposes of over coming damage reduction), then the only things I'd likely be missing are Good, Evil, Cold Iron, or Silver. For the Cold Iron and Silver, if they can make a Ring of Adamantium, I'd assume rings for the respective materials could also be made. For purposes of Good or Evil, well, your unarmed strikes count as both normal weapons and natural weapons for enhancement purposes so get some bless weapon oils and apply vigorously to fists/knees/feet/elbows/head. :D |
| #16danduJul 31, 2009 19:58:52 | Lets see: All made with the Monk level req means 70% of normal cost I don't think the 70% discount will fly in most games. It is stupid, exploitive, and ridiculous. It is a bad idea, and you are a bad person for suggesting it. :P Seriously, though, you should be stabbed in the face multiple times. Anyways the items will cost 89.920K. Also, you've got a Shirt of Constitution. Did you mean Amulet? A shirt, by the way, takes up the torso slot that you're using for the Monk's Vest. You'll have to make one of them a robe. You forgot to include the cost of Bracers of Armor, Amulet of Natural Armor, and the Ring of Protection, which are hefty. (You'll have to combine the Amulet with your Amulet of Mighty Fists, btw. Increases the cost even more...) The use of a Ring of Greater Mighty Wallop and a Ring of Protection also means that you won't be able to wear a Ring of Adamantine for DR. Speaking of the Ring of GMW, a CL of 12 means that you're vulnerable to a Dispel Magic. This is going to be a problem. Oh, and you'll want to do something about that will save, +17 isn't enough at level 20. I recommend a Cloak of Resistance, which I believe you have room for. 3) See Blindfold of True Darkness. Yes, it does limit your "sight" to 30ft, but nothing says you have to wear it all the time, just during combat. And even then, you need only wear it when dealing with someone with the various abilities active as mentioned by Dandu. Slight problem: it does nothing against Greater Blink. Also note: at this point my Ki Strikes are equivalent to Magic and Lawful for overcoming DR purposes. If, say, I throw on or combine with another ring the Ring of Adamantium from the Magic Item Compendium (grants your unarmed strikes the equivalent of Adamantium for purposes of over coming damage reduction), then the only things I'd likely be missing are Good, Evil, Cold Iron, or Silver. For the Cold Iron and Silver, if they can make a Ring of Adamantium, I'd assume rings for the respective materials could also be made. For purposes of Good or Evil, well, your unarmed strikes count as both normal weapons and natural weapons for enhancement purposes so get some bless weapon oils and apply vigorously to fists/knees/feet/elbows/head. You'd need something for DR/Slashing and DR/Piercing as well. |
| #17WeezelJul 31, 2009 21:16:35 | Lets see: All made with the Monk level req means 70% of normal cost That is a pretty big assumption that your DM will let you use optional rules making all your gear cheaper with no penalties at all to the character. If your DM would agree to letting you buy all custom class-specific gear you may as well assume you can start with whatever you want. |
| #18danduJul 31, 2009 21:26:47 | And that Candles of Invocation can be used to get wishes for Sarruhk form... |
| #19dreamweaverAug 03, 2009 13:12:31 | Ha! Good points all around! Lets see if I can address the most outlandish one first and then touch on the rest. 1) 70% OFF!!! EVERYTHING MUST GO!!! To be entirely honest, yeah, that sooooo isn't gonna fly. :P Basically my method for trying to squeeze in all of the eventually very costly items I want (mainly the 3 tomes). But lets say I drop the three tomes completely. Ok, Dex, Con, and Wis will drop by 5, which in all likely hood, drops most of them by +3 modifier amount. A bit harsh, true, and essentially a loss of 8 AC (ouch) and +2 to hit and initiative, but my final stats are already pretty high at that point. Still would be a good build even without these very expensive items. 2) Stabbed in the face...MULTIPLE TIMES!!! Come, come now, lets be civil. ;) Obviously some of what I typed out would be up for restrictions of the particular group and what they allowed or didn't. I just went for the extreme gusto. Given everything, it is easier to slowly cut back until acceptable rather than find out for you asked for only a little and could've gotten much more if you had been 100% upfront about your "dream" collection for your character. :D 3) Shirt of Con versus Amulet of Con...and what does that mean for the Monk's Vest? No, I did mean Shirt of Con since my Amulet slot will be taken up. And the torso does have an affinity to physical "improvements" so it seems reasonable. Whoops! Forgot vest/shirt = same spot. Ok, Monk's Robe! The robe slot is essentially a catch all for most purposes so it seems reasonable to be able to apply the Monk's Belt effect to a robe just as easily as to a vest. Good catch on the shirt/vest, I totally let that slip by me. 4) Forgot about costs for such "silly things" as Bracers of Armor, Ring of Protection, and Amulet of Natural Armor! Well, I did say I assumed you were talking about the money available at 11th level since 20th level money (760k gp) would easily allow you to afford those various items. Yes, they are expensive, but with 760k gp to blow, they tend to barely make a dent. Lets see: Bracers of Armor +8 = 64k gp, Ring of Protection +5 = 50k gp, and Amulet of Natural Armor = 50k gp. Grand total of: 164k gp, leaving you with 596k gp to play with for the remainder. Seems like a nice amount to me. How about 4 items of +6? Base would be 36k gp. However, if we are adding in the Str to the gloves of Dex, that would boost the cost of the Str portion by 1.5x so 54k gp added to 36k gp making the gloves 90k gp (very expensive, but again, Str is adding very little to your over all base damage so perhaps not necessary, up to the player). None the less: 36k +36k +90k = 162k gp, leaving us with only 434k gp to play with. Still seems a hefty nice amount. 5) Can't wear 3 rings goofy! Well, sure, and I can't wear two different gloves either, but you'll note I added it to the item of the same type. Ok, so I'm wearing a Ring of Protection +5. Lets add on the Ring of Adamantine to the same ring. Lets go with the cheapest and add the more expensive afterwards, k? 6k gp for the Ring of Adamantine Touch, but I'm going to add to it the Ring of Protection +5 at a 1.5x cost increase (different abilities on the same item and all). So now instead of 50k, the ring costs us 25k more, plus the 6k from the base item, now the ring instead of being 50k gp costs ust 81k gp. Ta Da! We have both! So our amount of 434k gp reduces by another 31k gp to 401k gp. Still a nice chunk of money left here. Shoot, while we're at it, lets up the cost of the Ring of Adamantine Touch by 1.5x cost increase just so we can throw on to it the Ring of Sustenance ability (always happy to just have to sleep 2 hours and be ready the rest of the day! And no cartering around bags of food or drink!). So this will cost us what the Ring of Sustenance costs (2.5k gp) plus the 1.5x increase on the cost of the Ring of Adamantine Touch (anohter 3k gp from 1.5 x 6k gp) so now the ring costs 86.5k gp and our total drops from 401k gp to 395.5k gp. Woot! 6) Well, with the Ring of Greater Mighty Wallop, you'll have problems from dispelling effects! Um, so will most other people with spells cast on them. You could say the same thing about my Boots of Haste. Granted, the GMW is more important to the damage, I'll give you that. To dispel an effect, you need to equal 11+the caster level (in this case 12) so you need to hit a 23 or better. Basic dispel magic only allows you to add +10 to your roll, so you still need to roll a 13 or better or be using Greater Dispel Magic to have an almost guaranteed chance to succeed. Well, that's why I went with 2 charges per day on the ring! Each activation lasts 12 hours. If you get caught in the first 12 with a dispel that works, if it isn't targeted then it is only going to dispel one effect. Assuming it works on the GMW, then you'll have to expend the 2nd charge early. Hence the 2 charges per day. However, now that we've eliminated the tomes, which by themselves at 70% of costs were still costing a total of roughly 288k gp, we could now make it a 3 times per day, for the extra chance that someone is smart enough to hit you, out of all the mages, clerics, etc... with a targeted dispel magic (or greater dispel magic). Technically, during a normal day, you'd only need 24 hours of coverage (i.e.: 2 charges), but that third one is your back up for those bad days where charging in, the big baddies nails you with a dispel to get the ball rolling in his favor. So: 3 x 12 x 1800 = 64.8k gp. 64.8k/(5/3) = (64.8k * 3)/5 = 38.88k gp. You know what, forget it! I'll just go with the 64.8k gp Ring of Greater Mighty Wallop as a command word activated, with each activation lasting 12 hours, and can be activated over and over again at any time for a standard action! Ok, so 395.5k gp minus 64.8k gp gives us 330.7k gp left. No more dispel worries. 7) Need a better bonus on your Will Save bub! Ok, Cloak of Resistance +5 = 25k gp. Done! 330.7k gp minus 25k gp = 305.7k gp left. 8) Blindfold of True Darkness won't cut it buddy! Ok, so you suggest a Mask of True Seeing or a Gem of the same. Fine. You suggest they cost 75k gp so running with that: 305.7k gp minus 75k gp leaves 230.7k gp. Done! Now we do haven't to worry about pesky blinkers! 9) Lets sum up the other things for now before we continue: Monk's Robe = 13k gp Belt of Battle = 12k gp Boots of Speed = 12k gp Amulet of Mighty Fists +5 = 150k gp If we're adding Amulet of Natural Armor to the Mighty Fists, we have to increase the Mighty Fists by 1.5x for a 75k gp increase. Ouch! That is a bit expensive, eh? Making it 225k just to add a +5 Mighty Fists. Hrm...bit expensive, lets drop it to a +4 = 96k gp base. So adding that is 1.5 x 96k = 144k gp. So, summing up these additions: 181k gp = 144k +13k +12k +12k. So from 230.7k gp we take 181k gp leaving us with 49.7k gp. Wow, we finally got down here. Still, you can pull quite a bit with 49.7k gp, and at this point, I'm not certain if there really is anything else "magical" you might need. But hey, go wild with your 49.7k gp left over. 10) Ha! Got ya! You still need to over come slashing and piercing types of DR! Seriously? Your still worried about DR at this point? Yes, it applies to every individual hit. However, I'm throwing 64 or 66 damage with each hit! Even if they had DR/- and the amount was 20, on average I'm still dealing 44 or 46 damage with each hit! Lets remove 2 main hand hits on a full attack due to misses. After DR, that's 5 attacks at 46 and 3 attacks at 44. That's a total of 230 and 132 for a grand total of 362. IN ONE ROUND!!! EVEN AFTER A 20/- DR EFFECT!!!! I'm not saying it is impossible to reduce the physical damage an opponent takes from me by a significant amount (1/3rd in this case), but if the total average is 65 and we reduce it by 1/3rd, we're still swinging 43 damage per hit here! Lets look at the minimum damage for each hand: We've got 12d8 base so that's going to be 12 to start (assuming all ones rolled). We've got Weapon Specialization and Weapon Mastery adding in so that's another +4 to each for a minimum of 16. We've got +4 from Mighty Fists adding in so that's another +4 each for a minimum of 20. Now we add strength modifier. Main hand +4, Off hand +2 for respective minimum damage totals of 24 and 22. That means against a guy with 20/- DR (which we can't possibly get past, hence the /-), even if we roll minimum damage on all 8 of our rolls, we still deal freaking damage to this guy! 20 + 6 = 26. So assuming a full round attack where only 8 of our swings hit and we roll minimum damage on every single roll of 12d8 +8 +4/+2, we still do 26 damage to this nut buster of a physical brute we're against. My opinion, DR against this character's individual hit dished out damage is not a problem. Other important note: I never even considered the possibility of having one of my hits crit! Note: 12d8 is the base damage! That means on a crit it jumps to 24d8! Also, all the other bonuses I'm adding on plain straight bonuses, not die rolls, so they double as well! Meaning 24d8 +24 on main hand crit and 24d8 +20 on off hand crit. OUCH! ![]() Anywhoo...I totally agree, I kinda went off my rocker there with the "70% for all!" talk, but why not reach for the Alpha Centari star and have to settle for the Moon rather than try to reach the Moon and wonder whether you could've made it farther? :D |
| #20danduAug 03, 2009 14:53:33 | 6) Well, with the Ring of Greater Mighty Wallop, you'll have problems from dispelling effects! At the level you can afford a 2/day CL 12 ring (combined with the Ring of Protection) of a 3rd level spell, Greater Dispel Magic will come into play, unless I've miscalculated cost of the item vs 1/4th WBL. Seriously? Your still worried about DR at this point? Yes, it applies to every individual hit. However, I'm throwing 64 or 66 damage with each hit! Only at higher levels. Your build needs to be workable at all levels. Anywhoo...I totally agree, I kinda went off my rocker there with the "70% for all!" talk, but why not reach for the Alpha Centari star and have to settle for the Moon rather than try to reach the Moon and wonder whether you could've made it farther? Because Chairman Yang might have you Nerve Stapled for that. |
| #21dreamweaverAug 03, 2009 16:24:41 | Ah, I see where your concerns are coming from! Since Subby indicated he would start at 11th level, and assuming you can't get 70% for the items, you want to know what kind of power he'd be expected to have with this character starting at 11th. More to the point, you want to know a level by level step through from 11th up to 20th, and how I'd deal with various thing coming at me at those various levels. I'm a bit busy at the moment to provide a full detailed break down, but I tell you what, Dandu, you tell me what, at which levels, you want this character to be able to handle, and I will provide a level by level advancement of the character from 11th to 20th, with items and their various costs versus what a character of that level can afford versus the "problems" that you pose a character at those various levels might run in to. I'm certain that, possibly for a level or two, certain "concerns" that the character might interact with or run in to may not be entirely possible for this character to totally defeat on his own. If that weren't the case, why would you ever have a party of characters fighting things together that would be a challenge? However, given another level and the advancement of money that comes with it, exceptional things can be done. I'll try and stat out exactly what I think the 11th level variant of this character should have based on the money they start with (and NOT using the 30% discount!) for the various items. With your follow up of what you think he'll need to be prepared for on a level by level advancement, I'll try to follow up with a more detailed level by level advancement of items, etc.... :D |
| #22danduAug 03, 2009 17:09:42 | Ah, I see where your concerns are coming from! Just a general idea of how to handle the monk through the levels, as the OP seems to have wanted a build that could be taken from level 11 to 20. I'm a bit busy at the moment to provide a full detailed break down, but I tell you what, Dandu, you tell me what, at which levels, you want this character to be able to handle, and I will provide a level by level advancement of the character from 11th to 20th, with items and their various costs versus what a character of that level can afford versus the "problems" that you pose a character at those various levels might run in to. I think the most immediate things we will want is to give the monk Reach and different damage types. I think gauntlets with the Transmuting enchantment will be useful here, though I do not know if you can flurry with gauntlets. I'm certain that, possibly for a level or two, certain "concerns" that the character might interact with or run in to may not be entirely possible for this character to totally defeat on his own. If that weren't the case, why would you ever have a party of characters fighting things together that would be a challenge? I can't tell if he has a party or not, so I'm going to assume that he needs to be as self-sufficient as possible. |
| #23danduAug 03, 2009 17:16:56 | Ah, I see where your concerns are coming from! Just a general idea of how to handle the monk through the levels, as the OP seems to have wanted a build that could be taken from level 11 to 20. I'm a bit busy at the moment to provide a full detailed break down, but I tell you what, Dandu, you tell me what, at which levels, you want this character to be able to handle, and I will provide a level by level advancement of the character from 11th to 20th, with items and their various costs versus what a character of that level can afford versus the "problems" that you pose a character at those various levels might run in to. I think the most immediate things we will want is to give the monk Reach and different damage types. I think gauntlets with the Transmuting enchantment will be useful here, though I do not know if you can flurry with gauntlets. I'm certain that, possibly for a level or two, certain "concerns" that the character might interact with or run in to may not be entirely possible for this character to totally defeat on his own. If that weren't the case, why would you ever have a party of characters fighting things together that would be a challenge? I can't tell if he has a party or not, so I'm going to assume that he needs to be as self-sufficient as possible. |
| #24aelryinthAug 03, 2009 23:10:05 | The most key thing to the build seems to be Greater Mighty Wallop. This is one of the most abused spells in the Draconomicon, and highly unlikely to be allowed by the DM. My question to players when confronted with something like that spell is, Would you like to see this used against you? Remember, cast spells and classes don't cost NPC's money, the only edge PC's have on them. I think having one of these guys pop up and get a full attack off and wipe out the party would convince just about everyone that the spell should probably be dropped as too strong. One of the key things they did for 4e was recognize how abusive size increases could get for weapons, and reined it in. Now, not only is it near impossible to change size, but weapon size is less important then stats, for the most part. And raising stats to abusive levels is impossible...all the big buff spells are gone. ==Aelryinth |
| #25dreamweaverAug 04, 2009 11:01:48 | Not to be too down on it, but if your going to start comparing what is essentially an entirely different game (4th edition) to the original game that had been updated (3.5 edition), then your gonna get vast differences. I'm not saying you couldn't be game breaking in 3.5, but I am saying you can't really be unique in any real way in 4th. Anywhoo...yes, GMW is/can be game breaking because it relies on one spell that can dramatically increase your size when most size increase spells can't stack with each other and can only increase your size by 1 step (psionic version being an exception). Now, you could just say we have to drop GMW, in which case, I'd say you would replace it with a custom item to give you Righteous Might. +4 Str (size bonus), +2 Con (size bonus), DR X(dependent on caster level)/good or evil (dependent on caster's alignment), and a Natural Armor Enhancement (won't stack with the Amulet of Natural Armor). Oh, and you actually increase to size Large and gain that Reach cabability Dandu was just talking about. Now that, stacking with Improved Natural Attack [Unarmed Strike], doesn't get you Collosal, but it does get you to the Huge equivalent for your unarmed damage which would make it a base 6d8. To be honest, throwing 10 attacks as a full attack action with each one capable of dishing a base 6d8 damage is pretty good. Not game breaking awesome like 12d8, but nothing to sneer at. You could even come up with a Psionic Expansion instead of Righteous Might so that you grow to Huge size and your fists, with the feat, act as Gargantuan. Now you've got 15 ft reach AND 8d8 base damage for your attacks. Still not that last crazy step that bumps you 4d8 more for base damage, but still tough as heck. Does that mean Psionic Expansion should be stopped? I don't think so. We are talking about a fantasy game where amazing crazy stuff can happen. Yes, Greater Mighty Wallop is one of those that can be extremely cheesy due to the rules of the game since it seems, with one fell swoop, to bypass everything else that was carefully created to prevent such a huge change, but that doesn't mean we can't optimize assuming its useable. To be honest, I'd love to try to go toe to toe with something that had that cast on it. It would give me the chance to figure out methods to deal with it. My build specifically attempted to deal with problems I saw that could weaken that kind of attack. Belt of Battle for 1 charge gives me my move equivalent action so I can walk up to enemies and still get a full attack. As a high level Monk, I can move pretty darn far with just a move action. Easiest ways to stop it from being an issue is to stay out of reach (something Dandu pointed out) or never let them get a full attack action against you. I even went so far in this build as to try to make it supremely deadly to stand near me if I even got just one round of full attacks. I took the TWF tree to add 3 more attacks, I have greater flurry for 2 more attacks, I have haste for 1 more attack, AND I aimed to make sure I would eventually have a BAB of 16 or more just so I had the base 4 attacks. Of course, the other thing that was a possible issue is you can't hit their AC. Hey, you could let me have all the full round attacks against you I want, but if every round of those attacks, I can only successfully hit your AC once, then it does me little good! So that was another thing to try to bump up. My bonus to hit. Found the Crushing Strike feat and went to town! Figured the best chance I had to hit was with my highest to hit attacks. I have 5 of them (1 haste, 2 greater flurry, 1 normal, 1 TWF). If I can start hitting, it makes it an even better chance and helps later attacks in the round too! To be honest, if I brought this character in as an NPC to fight a party, I can almost guarantee he'd take down at least one equivalent level character, possibly more, depending on how quickly he can get to them. But that is the point. This is an optimized character. I as a player need only focus on one thing, MY CHARACTER. The DM, while having lots of leeway since he runs the universe, has to keep track of lots of things. Maybe, just maybe, the big baddie and his right hand man, which we might not see for multiple sessions, could be slowly worked on and optimized making them far more dangerous than normal encounters, but such is not the case with every jim dandy NPC blow-hard the PCs will encounter. Anywhoo, kinda got off on a rant there. Sorry |
| #26felgorothAug 06, 2009 21:25:53 | Idk if anybody mentioned this but Deepwardens Con to AC replaces Dex to AC. The Fist of the Forests Con to AC stacks with Dex to AC. Just saying |
| #27danduAug 06, 2009 22:07:57 | Does FotF's Con to AC stack with the monk's existing Wis to AC? |
| #28WeezelAug 07, 2009 3:22:43 | Does FotF's Con to AC stack with the monk's existing Wis to AC? I believe so... |
| #29felgorothAug 07, 2009 10:01:18 | Does FotF's Con to AC stack with the monk's existing Wis to AC? Yes, that's why this build is so awesome Human or Strongheart Halfling (before stat rolls) HAS TO BE CHAOTIC 1: Swashbuckler: Weapon Finesse (Swashbuckler), Combat Expertise (Human or Strongheart Halfling Feat), Exotic Weapon Proficiency: Broad Blade Short Sword 2: Swashbuckler: Grace +1 3: Swashbuckler: Insightful Strike, Two Weapon Fighting 4: Chaos Monk (Dragon Magazine #335 page 88): Unarmed Strike (like Monks), AC Bonus (add Wis to AC), Improved Grapple (Monk Bonus Feat), Flailing Strike (1d4-1 extra attacks, all attacks take - 2), 2 Weapon Defense 5: Battle Dancer (Dragon Magazine Compendium page 26): Unarmed Strike (again), AC Bonus (add Cha to AC) 6: Warblade: Battle Clarity (Reflex Saves), Weapon Aptitude 7: Warblade: Uncanny Dodge 8: Fighter: Great Fortitude 9: Fighter: Power Attack, Dodge 10: Fist of the Forest: AC Bonus (add Con to AC), Faster Movement, Feral Trance 1/day, Primal Living 11: Fighter: --- 12: Fighter: Mobility, Improved 2 Weapon Defense 13: Duelist: Canny Defense (add 1 point of Int mod per Duelist Level to AC) From here I'd probably just continue Duelist Because you add all your stats except Strength to AC |