Monk Sorcerer Build with High Unarmed Damage. Am I calculating it right?

Post/Author/DateTimePost
#1

eviltedzies

Feb 12, 2010 23:12:49
Ok the build goes something like this. This build assumes no flaws and can still be done without taking human or strongheart halfling although it will take a few more levels to get some extra feats.

Monk 2/Sorcerer 3/Enlightened Fist 10/Abjurant Champion 5

Feats:
Lvl1:  Improved Unarmed Strike (Monk),Stunning Fist(Monk),Optional Feat
Lvl2:  Combat Reflexes (Monk)
Lvl3:  Combat Casting (Prerequisite)
Lvl6:  Ascetic Mage
Lvl9:  Improved Natural Attack:Unarmed Strike
Lvl12: Superior Unarmed Strike (If feat retraining is allowed swap out for Optional Feat at level 15)

Important Feats
1.Ascetic Mage (Makes Cha to Ac instead of Wis and stacks Monk&Sorcerer levels for unarmed damage purposes.)
2.Superior Unarmed Strike (+4 Monk lvls for Unarmed Damage Purposes. Can be removed if getting a monks belt is easier.)
3.Improved Natural Attack(Increases unarmed damage as if 1 size category larger.)

Important Spells
1. Greater Mighty Wallop (Increases Unarmed damage by 1 size category/4lvls for 1 hour/lvl. Max 5 sizes.)
2. Wraithstrike (All attacks are touch attacks for 1 round.)
3. Bloodwind (Can make natural attacks at up to 20ft range for 1 round.)

Optional Items:
Monks Belt


Unarmed Damage Compilation:


*Our monk unarmed damage should be capped out at 2d10 (20 lvls monk)

*Improved Natural Attack: Unarmed Strike increases our damage by 1 size category.

*Greater Mighty Wallop cast at a 20th level caster increases our unarmed damage by 5 more size categories.

Now my math is probobly off but our damage should be something like this....
Base: 2d10
Improved Natural Attack: 2d10->4d8
Greater Mighty Wallop (20th level caster):4d8->12d8

My issue is that at 12d8 damage we still have 2 more size increases from Greater Mighty Wallop.
By my best estimates I guestimate that with 2 more size increases... 12d8 damage becomes 24d8 damage. Can someone please double check my math. 12d8 damage is already I little overkill for one attack, but 24d8 is outright scary.

#2

snakeman830

Feb 13, 2010 11:06:24

Unfortunately, doing this stuff rapidly takes you off of published number charts, so you have to break down everything and figure more.

Oh, and a nitpick: Ascetic Mage doesn't have Sorcerer and Monk levels stack for unarmed damage, but unarmored AC bonus.  Still worthwhile to have in this character.

So, you have the unarmed damage of a 12th level Monk from class levels.  Superior Unarmed Strike brings it up to a 16th level Monk.  A Monk's belt or Gauntlets of the Talon (MIC, relic of Bahumat) will bring you up to 20th Monk damage, so the baseline is 2d10 (assuming medium-size)

Improved Natural Attack makes this 4d8

Greater Mighty Wallop brings the damage to that of a Colossal++ Monk (there's controversy over this, but for now, I'll ignore it)  If we look at Table 5-1 in Savage Species, we see 1d10 becomes 12d8 with six size increases (conviniently, that's the number of increases we have).  So, under this proposed setup, the unarmed strike is dealing 24d8+Str mod damage.  Now, for sanity's sake, don't cast Enlarge Person.  The damage tables don't account for it, but it looks like it would either become 36d8.

#3

mouseintheplayground

Feb 15, 2010 12:48:09
Remember, the Greater Mighty Wallop spell caps out at Colossal, so be sure to to use this buff first if you're using other buffs to achieve increased effective size levels.  Unfortunately, that means that you can only increase your size by 4 as a standard medium monk. 
(Large-->Huge-->Gargantuan-->Colossal)
Additionaly, you could only increase your effective size class by three after taking Improved Natural Attack, since your effective class size will be considered large before casting this spell.  However, if you set this buff as a halfling, you could easily achieve Colossal damage.  Halflings aslo carry some unique benifits as monks, due to their increase AC and attack rolls.  When stacked with levels of rogue due to the ascetic rogue feat, (which probably will eat too many levels for your current build) you can make a killer party scout that can hold if you get in trouble, which seems to happens all the time to the scout.  
One easy workaround is if you cast Greater Mighty Wallop before an enlarge person spell.  This will allow thier effects to stack, easily getting into the realm of Colossal+ damage.
So, if you cast this spell and you're dealing 20th level monk unarmed damage, you would do 12d8 damage with an effective size class of Colossal before casting any additional buffs.  With enlarge person, you would deal damage at 16d8, nothing to snuff at for at an ECL 12.

For more help with playing monks, check these build guides
www.dandwiki.com/wiki/Ultimate_Monk
www.dandwiki.com/wiki/Yet_Another_Monk_B...(3.5e_Optimized_Character_Build)
community.wizards.com/go/thread/view/758...