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  1. - Top - End - #1
    Ogre in the Playground
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    Exclamation Finding a Super MONK Build

    Greetings, all!

    I recall reading on MinMaxBoards (possibly posted by SorO_Lost) about a Monk build (the PHB class) that used a variety of alternative class features, feats, and items to, at level 7, be super effective compared to a normal Monk. I don't recall what the build or post was called nor where to find it; therefore, what and where is this?

    EDIT:
    Thankee, all!

    Battle Jump seems like a useful way to combo with Mantis Leap or just on its own.

    SorO's Optimization Series (Matrix Monk) was what I originally intended, but this discussion helped!

    All 3.5 and not updated 3.0 sources (not homebrew/third party) are up for consideration, including magazine material. 36 point buy. No templates/savage progressions/level adjustment. L1 start. Campaign expected to end at level 20+. Character currently a Neraph (Outsider type).

    If the character never takes a PrC, the GM will let this character quest to become a Phrenic Creature for no level adjustment but likely only for the psi-like abilities, not the stat gains and power point.

    What other spiffy Monk optimization exists?
    Last edited by Endarire; 2017-08-12 at 06:36 PM.
    Quote Originally Posted by GPuzzle View Post
    And I do agree that the right answer to the magic/mundane problem is to make everyone badass.
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    If you're of a philosophical bent, the powergamer is a great example of Heidegger's modern technological man, who treats a game's mechanics as a standing reserve of undifferentiated resources that are to be used for his goals.
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  2. - Top - End - #2
    Ogre in the Playground
     
    RangerGuy

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    Default Re: Finding a Super MONK Build

    At ~5th lvl a good monk is probably using Invisible Fist.

    At ~10th lvl monks are rich enough to start pulling unarmed strike optimization. Here's a mostly complete example (mind you we were required to have custom items, but they aren't crucial to the optimization).

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    Colossus in the Playground
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    Default Re: Finding a Super MONK Build

    Perhaps this thread?
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    Default Re: Finding a Super MONK Build

    Sounds like Mantis Leap is involved. It's a feat that requires one to be a 7th-level monk with 5 ranks in jump, and gives the ability to make charge attacks with boosted damage after each jump. With stuff like Sudden Leap it can quickly become a source of major damage.
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    Orc in the Playground
     
    Devil

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    Default Re: Finding a Super MONK Build

    Quote Originally Posted by Endarire View Post
    Greetings, all!

    I recall reading on MinMaxBoards (possibly posted by SorO_Lost) about a Monk build (the PHB class) that used a variety of alternative class features, feats, and items to, at level 7, be super effective compared to a normal Monk. I don't recall what the build or post was called nor where to find it; therefore, what and where is this?
    What books are on the table? If you can answer that I might be able to give you a really powerful Monk build.

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    Default Re: Finding a Super MONK Build

    Quote Originally Posted by Inevitability View Post
    Sounds like Mantis Leap is involved. It's a feat that requires one to be a 7th-level monk with 5 ranks in jump, and gives the ability to make charge attacks with boosted damage after each jump. With stuff like Sudden Leap it can quickly become a source of major damage.
    That was my guess, but it's difficult to take Mantis Leap at exactly 7th level. I mean, I think you can do it with Dragonborn of Bahamut, but I would expect something like Fighter 2/Monk 7 or Monk 7/Totemist 2 to be more common.

    If you pick up Pounce via the Sphinx Claws soulmeld, then with two move actions you've got two full attacks per turn. Add some swift-action movement via Travel Devotion or dimension hop, and you can get three full attacks per turn.

    But the really sad part of all that is you have to take 7 levels of monk... and for the most part, Flurry of Misses doesn't really ring a lot of bells in the DPS department.
    Last edited by Darrin; 2017-08-12 at 12:45 PM.
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    Default Re: Finding a Super MONK Build

    Quote Originally Posted by Darrin View Post
    That was my guess, but it's difficult to take Mantis Leap at exactly 7th level. I mean, I think you can do it with Dragonborn of Bahamut, but I would expect something like Fighter 2/Monk 7 or Monk 7/Totemist 2 to be more common.

    If you pick up Pounce via the Sphinx Claws soulmeld, then with two move actions you've got two full attacks per turn. Add some swift-action movement via Travel Devotion or dimension hop, and you can get three full attacks per turn.

    But the really sad part of all that is you have to take 7 levels of monk... and for the most part, Flurry of Misses doesn't really ring a lot of bells in the DPS department.
    Uhh neither Travel Devotion nor Dimension hop grant actual move actions so I don't think that would work with Mantis Leap.
    Hustle, however...
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    Default Re: Finding a Super MONK Build

    Quote Originally Posted by Zombulian View Post
    Uhh neither Travel Devotion nor Dimension hop grant actual move actions so I don't think that would work with Mantis Leap.
    Hustle, however...
    That depends on how you define a "normal Jump check". Travel Devotion allows you to move with a swift action, and as part of that movement you can make a "normal" Jump check. That turns your jump into a charge, which in turn becomes a full attack via pounce. Dimension hop is a bit iffy... if you teleport 10' into the air, and then use a "normal" Jump check to reduce the fall by 10', then you could say that also becomes a charge as per the text of Mantis Leap.

    There's also another interpretation that could result in even more charges... the rules don't specify that it has to be a horizontal jump, so you could stand next to your opponent and make several short "high jumps" in the same square, each one triggering a charge. Jump 2.5' into the air, for example, and treat each jump as 5' of movement. The rules don't really say that your turn ends after you complete your Mantis Leap, so if you've got movement left, you could keep jumping in place, turning your opponent into a bloody splotch of meat-goo.
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    Ogre in the Playground
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    Default Re: Finding a Super MONK Build

    Thankee, all!

    Battle Jump seems like a useful way to combo with Mantis Leap or just on its own.

    SorO's Optimization Series (Matrix Monk) was what I originally intended, but this discussion helped! What other spiffy Monk optimization exists?

    EDIT:
    Updated original post to include optimization parameters.
    Last edited by Endarire; 2017-08-12 at 06:36 PM.
    Quote Originally Posted by GPuzzle View Post
    And I do agree that the right answer to the magic/mundane problem is to make everyone badass.
    Quote Originally Posted by Flickerdart View Post
    If you're of a philosophical bent, the powergamer is a great example of Heidegger's modern technological man, who treats a game's mechanics as a standing reserve of undifferentiated resources that are to be used for his goals.
    My Complete Tome of Battle Maneuver/Stance/Class Overhaul

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    Ogre in the Playground
     
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    Default Re: Finding a Super MONK Build

    Quote Originally Posted by Darrin View Post
    That depends on how you define a "normal Jump check". Travel Devotion allows you to move with a swift action, and as part of that movement you can make a "normal" Jump check. That turns your jump into a charge, which in turn becomes a full attack via pounce. Dimension hop is a bit iffy... if you teleport 10' into the air, and then use a "normal" Jump check to reduce the fall by 10', then you could say that also becomes a charge as per the text of Mantis Leap.

    There's also another interpretation that could result in even more charges... the rules don't specify that it has to be a horizontal jump, so you could stand next to your opponent and make several short "high jumps" in the same square, each one triggering a charge. Jump 2.5' into the air, for example, and treat each jump as 5' of movement. The rules don't really say that your turn ends after you complete your Mantis Leap, so if you've got movement left, you could keep jumping in place, turning your opponent into a bloody splotch of meat-goo.
    Hmm I can see that. I was under the impression that Jump was a move action, but it turns out I was hung up on the clause that says you can execute a Jump as "part of your move action."

    Quote Originally Posted by Endarire View Post
    Thankee, all!

    Battle Jump seems like a useful way to combo with Mantis Leap or just on its own.

    SorO's Optimization Series (Matrix Monk) was what I originally intended, but this discussion helped! What other spiffy Monk optimization exists?

    EDIT:
    Updated original post to include optimization parameters.
    Tashalatora always needs mentioning.
    Quote Originally Posted by Deeds View Post
    Caster backstories require a reason as to why they can cast spells. Wizards study hard to learn spells. Sorcerers often learn of their powers and then hone them through traveling. Clerics use piety to find the gift of spells through the gods or their ideals. Druids shun deodorant until a riding dog appears and they learn Entangle.
    Quote Originally Posted by Red Fel View Post
    Zom, my imaginary hat is off to you. *Horns? *What horns? *It's just an unusual hairstyle.

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    Bugbear in the Playground
     
    MonkGuy

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    Default Re: Finding a Super MONK Build

    I did a Shuriken optimized monk build. He starts as a regular monk (due to weak shurikens early game) and becomes a ranged pounce build. Combined with lots of attack (twf + flurry optimization) the dmg output is very high.
    Further he can make a Whirlwind Attack with his Shuriken for some awesome AoE dmg.

    And last but not least, since (magical) Shuriken are cheap, you can abuse this to the max.
    e.g. a few spellstoring shuriken for dispelling casters or hold person. Imagine a full attack with dispelling shuriken.

    And not to forget the style & fluff. Imho a ninja-style Shuriken monk is the way to go! ^^

    EDIT: if you should reach epic lvls, you can aim for Distant Shot for max awesomeness. Your range with shuriken is now your spot range (without penalties!). Hit anything you can see. And your Whirlwind can only hit enemies for making it even sillier btw.

    ______________


    depending on how far you stretch "monk", I could offer also a clawlock build. But besides from unarmed dmg progress there ain't that much "regular monk fluff" in it. It is a more predator like build. But maybe it fits your expectation. It relies on several detection and deception layers and combines this with mobility and high dmg output. If you want some predator feeling with your character, you're welcome.
    Last edited by Gruftzwerg; 2017-08-12 at 09:55 PM.
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    Colossus in the Playground
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    Default Re: Finding a Super MONK Build

    Cra(c)king Quori Power Shards covers some TO stuff in places with Mantis Leap. Tippy's Trial has some good entries, I wanna highlight Rubik's build on page 25.
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    Ogre in the Playground
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    Default Re: Finding a Super MONK Build

    Do you have a direct link to Rubik's build? My post display settings are maxed per page, meaning page 25 doesn't exist there.
    Quote Originally Posted by GPuzzle View Post
    And I do agree that the right answer to the magic/mundane problem is to make everyone badass.
    Quote Originally Posted by Flickerdart View Post
    If you're of a philosophical bent, the powergamer is a great example of Heidegger's modern technological man, who treats a game's mechanics as a standing reserve of undifferentiated resources that are to be used for his goals.
    My Complete Tome of Battle Maneuver/Stance/Class Overhaul

    Arseplomancy = Fanatic Tarrasque!

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    Colossus in the Playground
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    Default Re: Finding a Super MONK Build

    On phone so can't link posts but here's the quote:
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    Quote Originally Posted by Rubik View Post
    My build is warforged monk 17/cleric 1 (knowledge & war domains)/fighter 1/psywar 1. It's predicated on the fact that the monk's entire body has to be affected by weapon qualities to make its unarmed strikes work properly -- after all, in order to attack with fists, feet, head butts, knees, elbows, body slams, pelvic thrusts, and so on, the entire monk's body is essentially a living weapon.

    The build:
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    Alternative Class Features
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    Martial Monk (Dragon #310 p45): At levels 1, 2, and 6, add any fighter feat to the list of monk bonus feats that you can take. Allows you to ignore prereqs, according to RAW. Replaces normal monk feats at 1, 2, and 6, reduces skill points gained by 1, takes Knowledge skills off skill list, adds Intimidate, and allows multiclassing with fighter.

    Prayerful Meditation (CChamp 48): +2 on saves from spells and effects from Chaotic Evil creatures; replaces Still Mind at monk 3.

    Holy Strike (CChamp 48): Unarmed strike counts as Good-aligned and deals +1d6 holy damage against Evil targets; replaces ki strike (magic) at monk 4.

    Harmonious Form (City of Stormreach 121): Warforged monk ACF. Meditate for 8 hours to regain 2 hp/lvl; replaces Purity of Body at monk 5.

    Shifting Steel (City of Stormreach 121): Warforged monk ACF. Can deal bludgeoning, piercing, or slashing damage with unarmed strikes as needed; replaces Diamond Body at monk 11.

    Cleric Knowledge Devotion (CChamp 60): Replace Knowledge domain with Knowledge Devotion feat at cleric 1.


    Ability Scores: (32 point buy)
    All inherent bonuses gained at level 11, when Planar Binding is first available.
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    13/+1 Str: (base 8, inherent +5)
    34/+12 Dex: (base 18, level +5, inherent +5, item +6)
    27/+8 Con: (base 14, race +2, inherent +5, item +6)
    20/+5 Int: (base 14, inherent +5, +1 age)
    22/+6 Wis: (base 12, race -2, inherent +5, item +6, +1 age)
    12/+1 Cha: (base 8, race -2, inherent +5, +1 age)


    Saving Throws:
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    +48 Fort: Base +14, Con +8, Resistance +5, Great Fortitude +3, Luck +1, Sacred +5, Untyped +12
    +45 Ref: Base +10, Dex +12, Resistance +5, Luck +1, Sacred +5, Untyped +12
    +45 Will: Base +12, Wis +6, Resistance +5, Iron Will +3, Luck +1, Sacred +5, Untyped +12

    --Optional modifiers: +2 vs Chaotic Evil creatures' spells & effects, +1 vs spells & spell-likes, +5 vs death & negative energy, +1 Haste (Ref only)


    Plans of Attack
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    Base attack bonus is +13/+8/+3. Base flurry attack bonus is +13/+13/+13/+8/+3.

    Pre-adventure, use the sizing and morphing properties to turn the luckblade shuriken into a warforged component battlefist (ECS 268, deals 1d8 damage with an unarmed strike) designed to be used with 2 hands (as per Savage Species) appropriate for a Medium creature. When he wants to attack using the TWF line, he turns one of his other shurikens into a light gauntlet designed to be used with 2 hands (as per Savage Species -- yes, you can use light weapons 2-handed if they're designed for such) and wields two weapons 2-handed.

    He can use his unarmed strike at range and with melee. He has the following abilities he has (or can have) added to his unarmed strike:

    Always on
    --x4 damage on every hit (Manyfang)
    --80' range increment (throwing + distance + Far Shot feat + gauntlets of extended range)
    --Ghost Touch Property (Choose to be corporeal or incorporeal at any time for any purpose; no 50% miss chance vs incorporeals)
    Metalline Property (Body turns into solid steel, alchemical silver, cold iron, or adamantine)
    --Seeking Property (Ignore all miss chances)
    --Exit Wounds (Burst through ranged target to attack targets in a line at a -4 cumulative penalty)
    --Aptitude (Can be used with any feat that specifies one type of weapon)
    --15' of reach (Long Reach feat + aptitude weapon for long spear)
    --+5 enhancement bonus to attack (tooth of Leraje) and +20 to damage (tooth of Leraje + Manyfang)
    --x4 Slam and Claw damage to unarmed strikes (Beast Strike feat + Manyfang)
    --Up to +5 to attack (Knowledge Devotion feat) and +20 to damage (Knowledge Devotion feat + Manyfang)
    --+1d6 acid damage per hit (Lesser Energy Assault Weapon Crystal)
    --+1d6 cold damage per hit (Lesser Energy Assault Weapon Crystal)
    --+1d6 fire damage per hit (Lesser Energy Assault Weapon Crystal)
    --+1d6 electricity damage per hit (Lesser Energy Assault Weapon Crystal)
    --+1d6 sonic damage per hit (Lesser Energy Assault Weapon Crystal)
    --+2d6 untyped damage per hit (Vicious)
    --+20 damage per hit (Collision + Manyfang)

    Situational
    --+1d6 holy damage per hit on evil creatures (Holy Strike ACF)
    --+1d6 untyped damage per hit on evil outsiders (Lesser Fiendslayer Weapon Crystal)
    --+1d6 untyped damage per hit on undead (Lesser Truedeath Weapon Crystal)
    --+2d6+8 untyped damage per hit on Chaotic creatures (Axiomatic + Manyfang)
    --+2d6+8 holy damage per hit on Evil creatures (Holy)
    --+1d6 holy damage per hit on Undead (Sacred)
    --+2d6 holy damage per hit on Evil Outsiders(Sacred)
    --+2 to hit and +2d6+8 untyped damage per hit on Lawful outsiders (Bane + Manyfang)
    --+2 to hit and +2d6+8 untyped damage per hit on Aberrations (Bane + Manyfang)
    --+2 to hit and +2d6+8 untyped damage per hit on Evil Outsiders (Bane + Manyfang)
    --+2 to hit and +2d6+8 untyped damage per hit on Chaotic Outsiders (Bane + Manyfang)
    --+2 to hit and +2d6+8 untyped damage per hit on spellcasters & creatures with SLAs (Bane + Manyfang)
    --+2 to hit and +2d6+8 untyped damage per hit on Undead (Bane + Manyfang)
    --+8 untyped damage per hit during the first round of combat (Eager + Manyfang)

    Require Activation
    --+5' of reach (Stunning Fist + Serpent Fang feat)
    --+Dex to hit in melee (Weapon Finesse feat)
    --+Str to hit at range (Brutal Throw feat)
    --x4 Dex to damage (Shadow Blade feat + Manyfang)
    --+7 to attack (Law Devotion feat)
    --+8 to Str for a +4 to attack (Animal Devotion feat) and +16 to damage (Animal Devotion feat + Manyfang)
    --2/day cast Dimensional Anchor on a successful hit (Binding)
    --+1d6 damage per hit (Punishing Stance)
    --+1d8 damage per hit (Hammer Psionic Power)
    --+1d6 piercing damage on ranged attacks from higher ground (Piercer Cloak)
    --+2d6 piercing damage on charge attacks made from higher ground (Piercer Cloak)

    Gaining Additional Attacks
    --+1 ranged attack/round at a -2 penalty for all attacks (Rapid Shot feat)
    --+1 melee attack/round at highest BAB, with a -2 penalty for all attacks (Snap Kick feat)
    --+1 ranged or melee attack/round at a at highest BAB, with a -2 penalty for all attacks (TWF feat)
    --+1 ranged or melee attack/round at a -5 penalty (Improved TWF feat)
    --+1 ranged or melee attack/round at a -10 penalty (Greater TWF feat)
    --+1 attack/round at highest BAB (Haste)
    --+1 attack per AoO (Double-Hit feat)
    --Various natural attack routines (Psychoactive Skin of Proteus -- See 7 Headed Hydra)


    Skills
    149 skill points altogether; +5 inherent Int at level 11 and +18 skill points for the Nymph's Kiss feat
    Spoiler
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    +34 Hide: Ranks +20, Dex +12, MW Tool +2
    +21 Jump: Str +1, Speed +20
    +38 Knowledge: Arcana: Ranks +20, Int +5, MW Tool +2, Item Familiar +10, Education feat +1
    +08 Knowledge: Architecture and Engineering: Ranks +1, Int +5, MW Tool +2
    +15 Knowledge: Dungeoneering: Ranks +8, Int +5, MW Tool +2
    +08 Knowledge: Geography: Ranks +1, Int +5, MW Tool +2
    +08 Knowledge: History: Ranks +1, Int +5, MW Tool +2
    +08 Knowledge: Local: Ranks +1, Int +5, MW Tool +2
    +08 Knowledge: Nature: Ranks +1, Int +5, MW Tool +2
    +08 Knowledge: Nobility and Royalty: Ranks +1, Int +5, MW Tool +2
    +37 Knowledge: Psionics: Ranks +20, Int +5, MW Tool +2, Item Familiar +10
    +33 Knowledge: Religion: Ranks +15, Int +5, MW Tool +2, Item Familiar +10, Education feat +1
    +35 Knowledge: The Planes: Ranks +15, Int +5, MW Tool +2, Item Familiar +13
    +26 Listen: Ranks +18, Wis +6, MW Tool +2
    +04 Perform: Ventriloquism: Ranks +1, Cha +1, Nymph's Kiss +2
    +09 Psicraft: Ranks +4, Int +5
    +35 Spot: Ranks +20, Wis +6, MW Tool +2, Helm of the Hunter +5, Scout's Headband +2

    Bonus for all Knowledge skills: 3/day - +5 from Tome of Worldly Memory, 1/day - +10 from Book of All Knowledge, 1/encounter - +5 from Collector of Stories skill trick

    Collector of Stories Skill Trick


    Feats
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    (In alphabetical order):
    Spoiler
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    Animal Devotion (CChamp 54)
    Assume Supernatural Ability: Phantom Fungus [Greater Invisibility] (SS 30)
    Beast Strike (DrMag #355)
    Brutal Throw (Cadv 106)
    Combat Reflexes
    Darkstalker (Lords of Madness 179)
    Double-Hit (Mini HB 25)
    Education: Knowledge, Religion/Arcana (ECS 52)
    Evasive Reflexes (ToB 30)
    Extra Item Space (Arms) (SS 34)
    Extra Item Space (Hands) (SS 34)
    Far Shot
    Great Fortitude
    Greater Two-Weapon Fighting
    Improved Assume Supernatural Ability: Phantom Fungus [Greater Invisibility] (SS 35)
    Improved Natural Attack (Slam)
    Improved Natural Attack (Unarmed Strike)
    Improved Two-Weapon Fighting
    Iron Will
    Item Familiar (Unearthed Arcana 170)
    Karmic Strike (CW 102)
    Knowledge Devotion (CChamp 60)
    Law Devotion (CChamp 161)
    Long Reach (Unapproachable East 44)
    Martial Stance: Child of Shadows [p69] (ToB 31)
    Martial Stance: Press the Advantage [pg 93] (ToB 31)
    Martial Stance: Punishing Stance [p69] (ToB 31)
    Martial Study: White Raven Tactics [p94] (ToB 31)
    Nymph's Kiss (BoED 44)
    Practiced Manifester: Psychic Warrior (CPsi 57)
    Rapid Shot
    Robilar's Gambit (PHB2 82)
    Serpent Fang (Sandstorm 53)
    Shadow Blade (ToB 31)
    Snap-Kick (ToB 32)
    Stunning Fist
    Two-Weapon Fighting
    Weapon Finesse


    Feat Descriptions & How I Got Them:
    Spoiler
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    Flaw 1: Education (ECS 52, grants all Knowledge skills as class skills and +1 to two skills: Arcana & Religion) in exchange for Murky-Eyed (roll twice for concealment; take the worst result)
    Flaw 2: Shadow Blade (ToB 31, Add Dex mod to dmg with shadow blade weapon when in shadow hand stance) in exchange for Vulnerable (-1 to AC)
    1st Level: Long Reach (Unapproachable East 44, gain +5' of reach with spear and +5 and 10' with longspear; cannot be used except on your turn)
    Martial Monk 1: Martial Stance (ToB 31, Child of Shadows [p69], gain concealment after moving)
    Martial Monk 2: Rapid Shot (-2 to attacks for additional ranged attack at full BAB)
    3rd Level: Item Familiar: Unarmed Strike (Unearthed Arcana 170, add bonuses to magical item of your choice)
    6th Level: Two-Weapon Fighting (Gain additional attack at highest BAB with off-hand during full-attack action; all attacks for the round made at -2)
    Martial Monk 6: Improved Two-Weapon Fighting (Gain additional attack at highest BAB with off-hand at -5 during full attack action)
    9th level: Martial Stance (ToB 31, Punishing Stance [p69], +1d6 dmg, & -2 AC); uses the iron heart vest to qualify (before changing the iron heart vest over to Iron Heart Surge)
    12th Level: Combat Reflexes (Can make 1+Dex mod AoOs during the round, and can make AoOs while flat-footed)
    15th Level: Karmic Strike (CW 102, take -4 to AC to make AoOs against anyone who makes successful melee or melee touch attacks against you until the beginning of your next turn; the AoO resolves after the opponent's attack)
    18th Level: Robilar's Gambit (PHB2 82, take -4 to AC to make AoOs against anyone who makes a melee attack against you until the beginning of your next turn; the AoO resolves after the opponent's attack, and the opponent gains +4 to damage against you)

    Magical Location (Otyugh Hole): Iron Will (+3 Will saves)
    Magic Item (Belt of Endurance): Great Fortitude (+3 Fort saves)
    Magic Item (Helm of the Hunter): Far Shot (Doubles range increment of thrown weapons)
    Magic Item (Fanged Ring): Improved Natural Attack: Unarmed Strike (Unarmed Strike damage die increases by 1 size category)
    Magic Item (DCFS'd Fanged Ring): Beast Strike (DrMag #355, adds slam attack damage to unarmed strike & grapple damage)
    Magic Item (DCFS'd Bracers of Striking): Double-Hit (Mini HB 25, Can strike twice on AoOs, the second with the off-hand; takes penalties as though with TWF)
    Magic Item (DCFS'd Bracers of Striking): Darkstalker (Lords of Madness 179, opponents must still make Spot or Listen checks [whichever is harder] to find you, even if they have blindsight, blindsense, tremorsense, or scent)
    Magic Item (DCFS'd Boots of Charging): Weapon Finesse (Use Dex instead of Str on melee attacks if it's higher)
    Magical Location (DCFS'd Court of Thieves): Brutal Throw (Cadv 106, You can add Str instead of Dex to thrown weapons)
    Magical Location (DCFS'd Frog God's Fane): Practiced Manifester: Psychic Warrior (CPsi 57, gain +4 MLs in one manifesting class, not to exceed your HD; does not count for powers known or class-based power points per day)
    Magical Location (DCFS'd Ironwyrm Vault): Extra Item Space (Arms) (SS 34, creature with extra limbs gets additional body slot for a magic item)
    Magical Location (DCFS'd The Highest Spire): Extra Item Space (Hands) (SS 34, creature with extra limbs gets additional body slot for a magic item)
    DCFS'd Item Familiar (Alertness): Nymph's Kiss (BoED 44, exalted feat, regarded as fey by fey, +2 to Cha checks, +1 vs spells & spell-likes, +1 skill point per level starting at the level this feat is taken [3rd])
    Fighter 1: Greater Two-Weapon Fighting (Gain additional attack at highest BAB with off-hand at -10 during full attack action)
    DCFS'd Fighter (Light Armor Proficiency): Assume Supernatural Ability: Phantom Fungus [Greater Invisibility] (SS 30, Gain and use one [Su] ability of one creature whose form you can assume; -2 penalty to attack rolls, saving throws, skill checks, & ability checks for the duration; must make a DC 19 Will save to use it in stressful situations)
    DCFS'd Fighter (Medium Armor Proficiency): Improved Assume Supernatural Ability: Phantom Fungus [Greater Invisibility] (SS 35, Do not take the -2 penalty to various rolls)
    DCFS'd Fighter (Heavy Armor Proficiency): Improved Natural Attack (Slam) (Slam attack dmg die increases by 1 size category)
    DCFS'd Fighter (Tower Shield Proficiency): Law Devotion (CChamp 161, grants +7 to attack or AC for 1 min/day)
    DCFS'd Cleric (Light Armor Proficiency): Snap-Kick (ToB 32, gain one additional melee attack at highest BAB when a successful melee attack lands on an opponent [per attack action]; all attacks take a -2 for the round)
    DCFS'd War Domain Feat (Martial Weapon Proficiency): Evasive Reflexes (ToB 30, any time a foe provokes an AoO, you may immediately take a 5' step instead)
    DCFS'd War Domain Feat (Weapon Focus): Martial Study (ToB 31, White Raven Tactics; gain one maneuver you qualify for and maneuver school skill as a class skill; use swift action to move ally's turn to initiative count right after yours)
    DCFS'd Cleric (Medium Armor Proficiency): Animal Devotion (CChamp 54, 1/day + 1/turn attempt spent as a swift action, gain one of the following for 1 min: +8 Str, +30' speed, fly using Overland Flight +20' speed, bite attack deals 1d3 Con (Fort DC 10+1/2 HD+Cha)
    DCFS'd Cleric (Heavy Armor Proficiency): Stunning Fist (Foes damaged by unarmed strike must make Fort save [DC 10+1/2 lvl+Wis] or be stunned for 1 rnd; can be used 1/4 lvls and only 1/rnd)
    Cleric Domain 1: Knowledge Devotion (CC 60, gain +1-+5 insight bonus to hit and damage to one type of enemy with a Knowledge check)
    DCFS'd PsyWar (Light Armor Proficiency): Serpent Fang (Sandstorm 53, 1/rnd expend stunning fist use to increase reach by 5')
    PsyWar 1: Martial Stance (ToB 31, Press the Advantage [pg 93]; gain one martial stance; take two 5' steps whenever you could take one; cannot use in rough terrain)


    Monk Class Features
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    Weapon and Armor Proficiency:
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    Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.


    AC Bonus (Ex):
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    When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.


    Flurry of Blows (Ex):
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    When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus ◊ 1Ĺ or ◊Ĺ) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.


    Greater Flurry:
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    When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.


    Unarmed Strike:
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    At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.


    Bonus Feat:
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    At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them. As a martial monk, she adds any [fighter] feat to this list, as well.


    Evasion (Ex)
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    At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.


    Fast Movement (Ex)
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    At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.


    Prayerful Meditation (Su)
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    At 3rd level, your religious convictions protect you from the spells and magical abilities of those who oppose your beliefs. Your adherence to a religious path has developed in you a resistance to antithetical magic. You gain a +2 bonus on saving throws against spells and effects from chaotic-aligned creatures and creatures with a moral (good/evil) alignment component opposite to yours. This is a supernatural ability.


    Holy Strike (Su):
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    Your fists and monk weapons gain the power of your beliefs and can strike your opponents for extra damage. At 4th level, when you hit an evil creature with your unarmed strike attack or with a monk melee weapon, your attack is considered good-aligned for the purpose of overcoming damage reduction and deals an extra 1d6 points of damage. Holy strike is a supernatural ability. Special: evil monks can select this ability, but their attacks are considered evil-aligned for the purpose of overcoming damage reduction.


    Slow Fall (Ex)
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    At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.


    Harmonious Form (Su?)
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    At 5th level, by contemplating the ideal state of your body, you mend leather and wood and repair damage you have incurred. If you meditate for 8 hours, you recover twice your character level in hit points. You cannot take any action when engaged in meditation, but you can meditate while someone else is repairing you using a Craft skill.


    Wholeness of Body (Su)
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    At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.


    Improved Evasion (Ex)
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    At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.


    Ki Strike (Su)
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    At 10th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.


    Shifting Steel (Ex?)
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    At 11th level, you are a living weapon, and your full understanding of your true nature gives you greater control over your body. Just as a warforged juggernaut produces armor spikes from its body, you can extend spikes from your skin or sharpen the edge of your hand to a razor edge. When making an unarmed strike, you can choose to deal slashing or piercing damage instead of bludgeoning damage.


    Abundant Step (Su)
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    At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).


    Diamond Soul (Ex)
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    At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.


    Quivering Palm (Su)
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    Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + Ĺ the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.


    Timeless Body (Ex)
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    Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.


    Tongue of the Sun and Moon (Ex)
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    A monk of 17th level or higher can speak with any living creature.


    WBL Usage: (All equipped items are warforged components for no extra charge, as per the Eberron Campaign Setting)
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    4,778.8 gp free, and 18,750 xp used
    0 gp - Wishes for +5 to all ability scores (via Planar Binding at level 11)
    0 gp - Sparring Master of the Dummy (A&EG 137, used then sold to another monk contestant) Grants the ability to make 10' steps
    0 gp - Item Familiar (unarmed strike)
    --Invest Life Energy (Bonus 10% xp total: +20,700 xp)
    --Invest Skill Ranks (Untyped bonus to skills equal to 1/3 skill points; cannot place more bonuses in one skill than skill ranks in that skill)
    --Sapience (item familiar gains sentience and mental ability scores of 10 Int, 12 Wis, and 10 Cha, as well as an ego score; is completely loyal to user)
    --Senses (item familiar can see and hear in 60' radius, and grants Alertness feat [DCFS'd] while wielded)
    --Communication (item familiar can communicate with wielder via empathic emotional bond)
    --Weapon Special Abilities (item familiar gains three +1 abilities):
    ------Ghost touch (DMG, counts as corporeal or incorporeal for any given action at will)
    ------Throwing (DMG, gains range increment of 10')
    ------Distance (DMG, range increment is doubled)
    1,200 gp - One casting of Hardening on unarmed strike or warforged plating (CL 20) Hardness +10
    6,000 gp - Five manifestations of Matter Manipulation on unarmed strike or warforged plating (ML 15) Hardness +25. Costs 6,250 xp.
    1,510 gp - One casting each of Invisible Spell'd, Widened Solid Fog (CL 13) and Permanency on tooth of Leraje (CL 12) Invisible Solid Fog effect whenever he opens his mouth. Costs 2,000 xp.
    150 gp - Thirty castings of invisible Arcane Mark (CL 1) (prevents area Dispels)
    48,000 gp - Twenty castings of the Dark Chaos Feat Shuffle (FC 92 & 93) Costs 10,000 xp.
    5,250 gp - Book of All Knowledge (CChamp 142) / Tome of Worldly Memory (MIC 190) 1/day grants +10 insight to one Knowledge check after 2d4 hours of study; 3/day grants +5 competence to one Knowledge check after studying for 1 min (or 1 round with 5 ranks)
    700 gp - Masterwork tools (all Knowledge skills, Hide, Listen, and Spot)
    --Knowledges: mundane but psionically resonant crystal set into helm of the hunter
    --Hide: black and gray camouflaging acrylic paint
    --Listen: decorative funneling on ear-holes of helm of the hunter
    --Spot: special lenses in winged mask
    17,000 gp - Magical locations (CScoundrel): Court of Thieves. 6,000 gp (CS 144, DCFS'd), Frog God's Fane, 2,000 gp (CS 145, DCFS'd), The Highest Spire, 3,000 gp (CS 147, DCFS'd), Ironwyrm Vault, 3,000 gp (CS 149, DCFS'd), Otyugh Hole 3,000 gp (CS 151, grants Iron Will feat).
    84,000 gp - Psychoactive Skin of Proteus (XPH, allows constant use of Metamorphosis [ML 7])
    8,000 gp - Banner of Protection From Evil (HoB 132) Grants Protection From Evil to all allies within 30'.
    1,000 gp - Mighty Arm Construct Graft (Faiths of Eberron 158) Grants an additional pair of arms with 1d4 slam attack and can be fitted with warforged components.
    28,250 gp - Armor Crystal (MIC 26-27) added to warforged armor plating
    --Greater Resist Energy (Sonic) 3,000 x 1.5 = 4,500 gp, Sonic Resistance 15, up to 75 points/day
    --Adamant Armor, grants hardness bonus to attached armor; since the warforged IS his armor and he takes damage when his armor is sundered, he gains the hardness as a boost to his stats.
    ------Least (+2 hardness) 300 x 1.5 = 450 gp
    ------Lesser (+5 hardness) 1,400 x 1.5 = 2,100 gp
    ------Greater (+10 hardness) 3,400 x 1.5 = 5,100 gp
    --Greater Aquatic Action, 3,000 x 1.5 = 4,500 gp, no ACP for swimming, swim speed equal to 1/2 land speed, no underwater penalties for movement or attacking, breathe water or air
    --Screening, applies penalties to touch attacks from incorporeal creatures
    ------Least (-2 penalty) 400 x 1.5 = 600 gp
    ------Lesser (-5 penalty) 1,000 x 1.5 = 1,500 gp
    ------Greater (-10 penalty) 3,000 x 1.5 = 4,500 gp
    --Greater Lifekeeping, 5,000 gp (base item quality), grants +5 competence bonus on saves vs negative energy and death effects, and allows a reroll on a failed save against them 1/day as an immediate mental action
    31,650 gp - Weapon Crystal (MIC 64-65) added to the monk's unarmed strike and affects every part of his body.
    --Adamant Weaponry, grants hardness bonus to attached weapon; since the monk IS his unarmed strike, he gains the hardness as a boost to his stats.
    ------Least (+2 hardness) 300 x 1.5 = 450 gp
    ------Lesser (+5 hardness) 1,400 x 1.5 = 2,100 gp
    ------Greater (+10 hardness) 3,400 x 1.5 = 5,100 gp
    --Energy Assault
    ------Lesser Acid (+1d6 acid damage) 3,000 x 1.5 = 4,500 gp
    ------Lesser Cold (+1d6 cold damage) 3,000 x 1.5 = 4,500 gp
    ------Lesser Electricity (+1d6 electricity damage) 3,000 x 1.5 = 4,500 gp
    ------Lesser Fire (+1d6 fire damage) 3,000 x 1.5 = 4,500 gp
    ------Lesser Sonic (+1d6 sonic damage) 3,000 gp
    --Least Fiendslayer (+1d6 damage to evil outsiders) 1,000 x 1.5 = 1,500 gp
    --Least Truedeath (+1d6 damage to undead) 1,000 x 1.5 = 1,500 gp
    21,600 gp - Tooth of Leraje (ToM 79) casts Greater Magic Weapon (CL 20/+5 enhancement bonus, resulting in +10 hardness and an untyped saving throw bonus of +12) 1/day; cannot attack elves
    18,840 gp - Unarmed strike; according to the rules of the monk, unarmed strikes count as natural and manufactured weapons for effects that affect them...such as weapon smithing and magic weapon crafting. Plus, warforged can be enhanced magically anyway.
    --Masterwork quality, allows unarmed strike to be enhanced magically (just in case), 300 gp
    --+1 Enhancement bonus (gained via Magic Fang and Permanency; does not count against price of enhancements, but does count as the enhancement bonus required for enhancing it), 540 gp Costs 500 xp.
    --+2 Metalline (MIC 38, turn weapon into steel, cold iron, alchemical silver, or adamantine)
    --+1 Seeking (DMG, ignore all forms of miss chance)
    18,600 gp - Necklace of Natural Weapons (SS 58, Add enhancement bonuses and special weapon abilities to one or more natural weapons; each weapon must be enhanced separately)
    --Base cost, 600 gp
    --+1 Enhancement bonus
    --+2 Exit Wounds (CW 134, deals +1d6 dmg, and ranged weapon or ammo bursts through foe to attack foes on the other side at a cumulative -4 attack penalty)
    9,350 gp - Chronocharm of the Celestial Wanderer / Necklace of Natural Weapons
    --Chronocharm (MIC 85, reroll Spot or Listen check 1/day as an immediate mental action) 500 x 1.5 = 750 gp
    --Necklace of Natural Weapons
    ------Base Price 600 gp
    ------+1 Enhancement bonus
    ------+1 Aptitude (ToB 148, any feat that specifies a weapon can be used with the aptitude weapon; if the feat matches naturally, gain a +1 bonus to attack & damage)
    9,350 gp - Chronocharm of the Fateweaver / Necklace of Natural Weapons
    --Chronocharm (MIC 85, reroll Balance, Climb, or Tumble check 1/day as an immediate mental action) 500 x 1.5 = 750 gp
    --Necklace of Natural Weapons
    ------Base Price 600 gp
    ------+1 Enhancement bonus
    ------+1 Binding (MIC 29, Dimensional Anchor for 10 min 2/day)
    9,350 gp - Chronocharm of the Grand Master / Necklace of Natural Weapons
    --Chronocharm (MIC 85, gain +5 dodge bonus to AC 1/day as an immediate mental action against a ranged attack) 500 x 1.5 = 750 gp
    --Necklace of Natural Weapons
    ------Base Price 600 gp
    ------+1 Enhancement bonus
    ------+1 Bane (Outsider, Law) (+2 enhancement bonus vs and +2d6 untyped damage to Lawful outsiders)
    9,350 gp - Chronocharm of the Laughing Rogue / Necklace of Natural Weapons
    --Chronocharm (MIC 86, reroll Disable Device check 1/day as an immediate mental action) 500 x 1.5 = 750 gp
    --Necklace of Natural Weapons
    ------Base Price 600 gp
    ------+1 Enhancement bonus
    ------+1 Bane (Aberration) (+2 enhancement bonus vs and +2d6 untyped damage to aberrations)
    9,350 gp - Chronocharm of the Horizon Walker / Necklace of Natural Weapons
    --Chronocharm (MIC 86, move half your speed 1/day as a swift mental action; round down to the nearest 5'; does not provoke AoOs) 500 x 1.5 = 750 gp
    --Necklace of Natural Weapons
    ------Base Price 600 gp
    ------+1 Enhancement bonus
    ------+1 Bane (Outsider, Evil) (+2 enhancement bonus vs and +2d6 untyped damage to evil outsiders)
    9,350 gp - Chronocharm of the Uncaring Archmage / Necklace of Natural Weapons
    --Chronocharm (MIC 86, cast 3rd level arcane spell or below with a full-round casting time as a standard action 1/day) 500 x 1.5 = 750 gp
    --Necklace of Natural Weapons
    ------Base Price 600 gp
    ------+1 Enhancement bonus
    ------+1 Magebane (CArc 143, +2 enhancement bonus vs and +2d6 untyped damage to creatures with spells and SLAs)
    4,386.2 gp - Luckblade Shuriken (priced as ammunition)
    --Masterwork quality, allows shuriken to be enhanced magically, 300 / 50 = 6.2 gp
    --+1 Enhancement bonus
    --+3 Manyfang (Serpent Kingdoms 152, x4 damage) lifted off the manyfang dagger, as per the rules in the MIC.
    --+2 Axiomatic (+2d6 untyped damage to Chaotic creatures)
    --+2 Holy (+2d6 holy damage to Evil creatures)
    --+1 Bane (Undead) (+2 enhancement bonus vs and +2d6 untyped damage to undead)
    --+1 Morphing (MIC 39, changes to any melee or thrown weapon of the same size)
    --Sizing (MIC 43, changes size category of weapon from Fine to Colossal), 5,000 / 50 = 100 gp
    --Luckblade, 0 Wishes (+1 luck bonus to saves, reroll any die roll 1/day, must take second roll regardless), 14,000 / 50 = 280 gp
    38,000 gp - Gloves of Dex +6 / Gauntlets of Extended Range
    --Gloves of Dex +6, (36,000 gp)
    --Gauntlets of Extended Range (MIC 103, doubles range increment of thrown weapons) 2,000 gp
    27,310 gp - Bracers of striking (Magic of Faerun 155, grants Improved Unarmed Strike and allows wearer to add weapon abilities as a double-weapon)
    --Base cost, 1,310 gp
    --[DCFS] Improved Unarmed Strike feat
    --Left Hand
    ------+1 Enhancement bonus
    ------+2 Collision (MIC 31, +5 damage on all attacks)
    --Right Hand
    ------+1 Enhancement bonus
    ------+1 Vicious (DMG, deals +2d6 untyped damage and 1d6 untyped damage to wielder)
    17,310 gp - Bracers of striking (Magic of Faerun 155, grants Improved Unarmed Strike and allows wearer to add weapon abilities as a double-weapon)
    --Base cost, 1,310 gp
    --[DCFS] Improved Unarmed Strike feat
    --Left Hand
    ------+1 Enhancement bonus
    ------+1 Bane (Outsider, Chaos) (+2 enhancement bonus vs and +2d6 untyped damage to Chaotic outsiders)
    --Right Hand
    ------+1 Enhancement bonus
    ------+1 Sacred (MIC 42, +1d6 holy damage vs undead and +2d6 vs evil outsiders)
    49,000 gp - Warforged Plating (+2 armor bonus, takes up armor/robe slot, can be enhanced like armor, has 5% arcane spell failure)
    --Light Fortification (racial bonus, 25% chance of ignoring precision damage and critical hits)
    --+5 Enhancement bonus
    --+2 Empyreal enhancement (BoED 112, 1/round, wearer can trade enhancement bonus on armor for sacred bonus to saves)
    21,600 gp - Boots of Speed / Anklets of Translocation / Boots of Charging
    --Boots of Speed (DMG, Haste for 1 rounds/day) 12,000 gp
    --Anklets of Translocation (MIC 71, Teleport 10' 2/day as a swift action) 1,400 x 1.5 = 2,100 gp
    --Boots of Charging (MiniHB 42, grant Powerful Charge feat [DCFS] while worn)
    54,600 gp - Headband of Wis +6 / Helm of the Hunter / Scout's Headband / Novice Crown of the White Raven (Novice)
    --Headband of Wis +6 (DMG, +6 to Wisdom) 36,000 gp
    --Helm of the Hunter (MIC 194, grants Far Shot feat, +5 to Spot, and darkvision and low light vision for 4 hours/day) 9,000 gp
    --Scout's Headband (MIC 132, grants +2 competence to Spot, standard action to spend charge [3 charges/day]: 1 for darkvision 60' for 1 hr, 2 for See Invisibility for 10 min, and 3 for True Seeing for 1 min), 3,400 x 1.5 = 5,100 gp
    --Novice Crown of the White Raven (ToB 149, grants 1 White Raven maneuver up to level 3 that the wearer qualifies for) 3,000 x 1.5 = 4,500
    52,000 gp - Belt of Endurance +6 / Belt of Battle
    --Belt of Endurance (A&EG 129, +6 to Con and Great Fortitude feat)
    --Belt of Battle (MIC 73, three charges/day, use as swift mental action: 1 charge for a move action, 2 charges for a standard action, 3 charges for a full-round action) 12,000 gp
    46,600 gp - Cloak of Resistance +5 / Mantle of Second Chances / Shadow Cloak / Piercer Cloak
    --Cloak of Resistance +5 (DMG, grants +5 resistance bonus to saves) 25,000 gp
    --Mantle of Second Chances (DMG II 269, reroll any die 1/day, must take second roll regardless) 6,000 gp
    --Shadow Cloak (Drow of the Underdark 101, +1 deflection to AC; when attacked, 3/day as an immediate action either gain concealment for 1 round or teleport 10') 5,500 x 1.5 = 8,250 gp
    --Piercer Cloak (MIC 118, gain +1d6 piercing damage for 1 round when attacking from high ground 3/day, or gain +2d6 when charging from high ground) 900 x 1.5 = 1,350
    16,000 gp - Talisman of Undying Fortitude x2 (MIC 188, 2/day for 3 rounds as a swift action, gain immunity to poison sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, physical ability damage, ability drain, energy drain, fatigue, exhaustion, death from massive damage, and anything requiring a fort save) 8,000 x 2 = 16,000 gp
    5,000 gp - Amulet of Fortune Prevailing (MIC 69, reroll any save 1/day, must take the result even if it's worse)
    3,000 gp - Novice Iron Heart Vest: Iron Heart Surge; uses Martial Stance: Punishing Stance to qualify (ToB 149, grants one Iron Heart maneuver up to 3rd level that the wearer qualifies for)
    360 gp Eager Shuriken
    --+1 Enhancement bonus
    --+1 Eager (MIC 34, +2 on initiative and +2 on damage rolls during first round of combat)
    --+1 Morphing (MIC 39, changes to any melee or thrown weapon of the same size)
    360 gp - Warning Shuriken
    --+1 Enhancement bonus
    --+1 Warning (MIC 46, +5 insight bonus to initiative checks while held)
    --+1 Morphing (MIC 39, changes to any melee or thrown weapon of the same size)
    40,000 gp - Ring of Freedom of Movement (DMG, constant Freedom of Movement effect)
    20,345 gp - Thinaun Poison Ring / Fanged Ring
    --Poison Ring (Dragon Compendium 115, light simple weapon, 1 piercing damage, x2/20 crit, holds one dose of poison, dosing prepared with a standard action, melee touch attack to slap target with palm to inject poison), 45 gp
    --Masterwork Quality, 300 gp
    --Thinaun Metal (CW 136, captures souls in contact with the metal when they die), 10,000 gp
    --Fanged Ring (Dragon Magic 101, grants Improved Unarmed Strike [DCFS], Improved Natural Attack: Improved Unarmed Strike, and deals 1 Con damage on a critical), 10,000 gp
    2,500 gp - Bag of Holding: Type I (DMG, 15 lb extradimensional space that can hold 30 cu ft or 250 lbs
    2,000 gp - Handy Haversack (DMG, three extradimensional storage spaces; 2 cu ft or 20 lbs [x2]; 8 cu ft or 80 lbs [x1])
    13,000 gp - Winged Mask (Magic of Faerun 168, cast Fly spell at will (CL 5) for 5 min, glows as the Light spell when used); covered in black and gray paint to block the glow


    He has an absolute ton of ways to deal with situations. He's strong, fast, powerful, good at learning and gathering information, and is incredibly difficult to kill. And he acts like a monk should, sneaking around, using wuxia powers to do funky fighting stuff, and hitting things so hard they explode.

    Observe:
    Spoiler
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    --Feats, Skills, and Items (Lots and lots and lots and lots and lots of damage potential)
    --Psychoactive skin + Assume Supernatural Ability [phantom fungus: Greater Invisibility] + Hide skill + Darkstalker feat + ghost touch unarmed strike + Invisible Spell'd Solid Fog on the Tooth of Leraje + Freedom of Movement ring (Body is constantly incorporeal, meaning he always makes touch attacks; constantly invisible, meaning he gains big bonuses to hit against flat-footed foes, and cannot be targeted in any way; the Widened Solid Fog slows everyone around him down any time he opens his mouth and protects him from ranged weapons; if anyone has See Invisibility or True Seeing, they see the Solid Fog instead of him; blind sense, blindsight, and tremorsense are all useless against him, since he's incorporeal, invisible, perfectly silent, and has Darkstalker; about the only things that can hurt him are rays fired blindly in his direction, magical AoE attacks, melee attacks with really long reach, and AoOs when someone actually knows he's there before he kills them)
    --Weapon Finesse (use Dex for melee if it's higher than Str)
    --Brutal Throw feat (use Str for ranged if it's higher than Dex)
    --Shadow Blade feat (Add +Dex to damage)
    --Long Reach feat + aptitude weapon ability (count unarmed strike as a long spear for 15' of reach); Serpent Fang feat + Stunning Fist feat (+5' of reach 5/day); psychoactive skin of proteus (multiplies his reach through size increases)
    --Throwing + distance + Far Shot + exit wounds (extra attack when he throws his body at his enemies, and bursts through them to attack several enemies in a line)
    --TWF + Improved TWF + Greater TWF + Snap Kick + Rapid Shot + Haste + flurry (to get 11 attacks each round, not including exit wounds or AoOs)
    --Combat Reflexes + Double-Hit + Karmic Strike + Robilar's Gambit (for 13 attacks of opportunity per round; every time anyone attacks you, even on an AoO, you get two-to-four attacks per attack they levy against you)
    --Combat Reflexes + Evasive Reflexes + Karmic Strike + Robilar's Gambit + sparring dummy of the master + Press The Advantage (four 10' steps every time someone attacks you or otherwise provokes an AoO)
    --Knowledge Devotion + Law Devotion + Animal Devotion + the psychoactive skin of proteus (for increases in size and physical stats) + invisibility, tooth of Leraje + boots of speed (improve his ability to boost his attack bonus)
    --Hardening (+10) + Matter Manipulation x5 (+25) + Crystal of Adamant Armor (+17) + Crystal of Adamant Weaponry (+17) + Adamantine Property of Metalline Weapon (+20) (89 hardness means he's resistant to all types of damage except overflow on critical hits or sonic psionic powers; few elder evils can overcome that)
    --Psychoactive Skin of Proteus + Prayerful Meditation + Wholeness of Body (plentiful healing, both in and out of battle)
    --Psychoactive Skin of Proteus + Winged Mask (all available movement modes, all boosted by the monk's +50' speed, and all forms can fly)
    --Abundant Step + Anklets of Translocation + Shadow Cloak (several forms of teleportation)
    --Armor Crystal of Lifekeeping + Chronocharms + Luckblade + Mantle of Second Chances + Amulet of Fortune Prevailing (several rerolls when needed)
    --Belt of Battle + White Raven Tactics (extra actions during turn)
    --Iron Heart Surge + racial immunities + Psychoactive Skin of Proteus (for construct type immunities) + Talisman of Undying Fortitude + Resistances + Plentiful Healing (difficult to affect with status effects for more than 1 round or, indeed, at all.)
    --Knowledge Skills as Class Skills + Tome of Worldly Memory + Book of All Knowledge + Masterwork Tools + Rerolls + Collector of Stories + Knowledge Devotion + At Will Invisibility + Incorporeality + Psychoactive Skin of Proteus for Inconspicuous Forms (Lots of information gathering abilities and ways to act on that information for adventures, eldritch horrors, and monsters alike)
    --Psychoactive Skin of Proteus + Trample + Monk Speed + Great Size + Crush Attack + AoE Attacks of Various Forms (Area of Effect attacks)


    ...And I'm sure there's a lot more that can be done with this build, but I'm already up to 13 pages. I think that's enough for now. Am I missing anything at all?

    P.S. Oh, and I have ways of dealing with nasties like Zargon, The Worm That Walks, and similar, as well. Should I wait until we do a walkthrough challenge, or tell everyone straight-up?

    [edit] I just realized I forgot some stuff. His cleric caster level is 1 (and his spell list doesn't matter whatsoever), his psywar manifester level is 5, he has 15 power points and the Hammer power, his AC is 22 (but he doesn't usually care if he gets hit, because very little actually hurts him, he's impossible to target directly, and he has several miss chances just in case), and his attack bonus...completely depends on what he's using. But he's up in the mid-30s and using mostly invisible touch-attacks, so...

    [edit 2] The reason why he has the Widened Invisible Spell'd Solid Fog Permanencied on the tooth of Leraje is so he can block line of effect by closing his mouth, and he can switch it back on just by opening it (which should be a free action, given that talking is, and it can be done outside of his turn). He has a ring of Freedom of Movement, so it doesn't bother him. However, it DOES block projectile attacks completely, prevents enemies from maneuvering inside of it, and blocks any attempt to see him while he's invisible. When he wants to speak he just uses his Perform: Ventriloquism skill to talk without opening his mouth so he can act normally in social-type situations. Cool, no?

    And the question about the ring touching your enemy when you hit something with your fist? He's got a ring. Which is also a light weapon. It's made of thinaun. Thinaun traps the soul of whatever dies when it's touching it. No save, no SR, no defenses at all (other than not dying). He punches out Cthulu for a living. When he does, he owns Cthulu's soul. I have plans for the souls of these things to get rid of them permanently.

    Any questions?

    [edit 3] Any plus your unarmed strike gains gives you bonuses to your saving throws, hardness, and hit points.

    Spoiler
    Show
    Magic Armor, Shields, and Weapons
    Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield and +10 to the itemís hit points.

    Saving Throws
    Magic items always get saving throws. A magic itemís Fortitude, Reflex, and Will save bonuses are equal to 2 + one-half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

    So my tooth of Leraje grants Greater Magic Weapon at a +5 enhancement bonus at CL 20. The monk should gain +10 hardness and +50 hp, as well as an untyped saving throw bonus of +12. The reason why this is is because the monk's unarmed strike counts as a natural weapon or a magic item (specifically, a magic weapon) for the purposes of effects that affect it, whichever is more beneficial at the time.

    Spoiler
    Show
    A monkís unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

    Since the monk's entire body is his unarmed strike...
    Last edited by Eldariel; 2017-08-13 at 05:16 AM.

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    Default Re: Finding a Super MONK Build

    Thankee!

    That was a comprehensive build!
    Quote Originally Posted by GPuzzle View Post
    And I do agree that the right answer to the magic/mundane problem is to make everyone badass.
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    The monk should gain +10 hardness and +50 hp, as well as an untyped saving throw bonus of +12.
    ... ehm.. No. because..
    Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield and +10 to the itemís hit points.
    While the monks unarmed strike may profit from the effect, that doesn't mean that "the monk" may also profit from it. The unarmed strike gets all the bonuses, not the character.

    Further IIRC, unarmed strike can't be sundered and thus all the bonuses are pointless. In the end, the rule is useless for unarmed strikes unless you start to allow sundering unarmed strikes (hellow enemy caster. wanted to cast something? > sunder unarmed strike. I hope u see that it is not intended and pointless to rule it that way?^^).
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    Default Re: Finding a Super MONK Build

    Regardless of whether pluses give untyped saves and hardness to the Warforged, the rest of the build seems spiffy!
    Quote Originally Posted by GPuzzle View Post
    And I do agree that the right answer to the magic/mundane problem is to make everyone badass.
    Quote Originally Posted by Flickerdart View Post
    If you're of a philosophical bent, the powergamer is a great example of Heidegger's modern technological man, who treats a game's mechanics as a standing reserve of undifferentiated resources that are to be used for his goals.
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    Quote Originally Posted by Endarire View Post
    Regardless of whether pluses give untyped saves and hardness to the Warforged, the rest of the build seems spiffy!
    I don't see any good point of the build. The defense is based under false assumptions and the dmg output seems to be weak. Besides from the fluff a warforged monk offers, I don't see any good point.
    Further the more I look into it the more wrong rule application I find in it..

    "Widened Invisible Spell'd Solid Fog Permanencied ":
    Fog spells are targeting areas and not creatures/objects. And thus I fail to see how this should be working/helpful.
    ___

    I really suggest to take this build with care and prove each pice of information it seems to provide for correctness. If you really want to have a warforged monk, look otherwhere or make one your own would be my advice. This seems to be a really terrible (wrong) build.

    edit: another point the build got wrong is that you don't enchant your unarmed strikes directly. You can use gauntles (worst choice), Necklace of Natural Attacks (most common choice) and some Bracers which I can't remember atm. A permanent greater magic weapon or gr.magic fang works too, but can be dispelled.
    Last edited by Gruftzwerg; 2017-08-13 at 06:05 AM.
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    Quote Originally Posted by Gruftzwerg View Post
    ... ehm.. No. because..


    While the monks unarmed strike may profit from the effect, that doesn't mean that "the monk" may also profit from it. The unarmed strike gets all the bonuses, not the character.

    Further IIRC, unarmed strike can't be sundered and thus all the bonuses are pointless. In the end, the rule is useless for unarmed strikes unless you start to allow sundering unarmed strikes (hellow enemy caster. wanted to cast something? > sunder unarmed strike. I hope u see that it is not intended and pointless to rule it that way?^^).
    Considering the frailty of the mortal shell and the inclusion of HP as a mechanic to simulate your body being sundered, I don't think it's as ridiculous as you think to sunder an unarmed strike. Actually makes more sense than breaking a maul, for example.
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    Quote Originally Posted by JBPuffin View Post
    Considering the frailty of the mortal shell and the inclusion of HP as a mechanic to simulate your body being sundered, I don't think it's as ridiculous as you think to sunder an unarmed strike. Actually makes more sense than breaking a maul, for example.
    I know what you mean, but the rules don't support this. As another example would be disarming (similar/same wording as sunder about what you target). You can't disarm unarmed strikes/natural attacks.
    However you look at it, it doesn't work with the rules.
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    Quote Originally Posted by Eldariel View Post
    On phone so can't link posts but here's the quote:
    Is this from T^4?
    Quote Originally Posted by Deeds View Post
    Caster backstories require a reason as to why they can cast spells. Wizards study hard to learn spells. Sorcerers often learn of their powers and then hone them through traveling. Clerics use piety to find the gift of spells through the gods or their ideals. Druids shun deodorant until a riding dog appears and they learn Entangle.
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    Quote Originally Posted by Zombulian View Post
    Is this from T^4?
    Aye, that's the one. You can get to the post in that thread through that link near Rubik's name in the quote box.
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    Quote Originally Posted by Gruftzwerg View Post
    I don't see any good point of the build. The defense is based under false assumptions and the dmg output seems to be weak. Besides from the fluff a warforged monk offers, I don't see any good point.
    Further the more I look into it the more wrong rule application I find in it..

    "Widened Invisible Spell'd Solid Fog Permanencied ":
    Fog spells are targeting areas and not creatures/objects. And thus I fail to see how this should be working/helpful.
    ___

    I really suggest to take this build with care and prove each pice of information it seems to provide for correctness. If you really want to have a warforged monk, look otherwhere or make one your own would be my advice. This seems to be a really terrible (wrong) build.

    edit: another point the build got wrong is that you don't enchant your unarmed strikes directly. You can use gauntles (worst choice), Necklace of Natural Attacks (most common choice) and some Bracers which I can't remember atm. A permanent greater magic weapon or gr.magic fang works too, but can be dispelled.
    If I remember right from around that time frame, it was more against that have the always-on true sight. If you saw normally, then the fog 'visually' ( mechanically would still effect interestly ) would be invisible. If you had true sight 'always on' then you would see past the invisibility which would show the fog. With the fog would come miss chance or concealment or whichever dodge mechanic fog uses.

    -edit- interesting also. Can also get around the 'enhance unarmed strike' bit if you use the regional background in your game. Chosen-born allows a diety's favored weapon to be started with as masterwork. Ilmater has unarmed strike as his favored weapon IIRC.
    Last edited by animewatcha; 2017-08-13 at 08:50 PM.

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    Quote Originally Posted by animewatcha View Post
    If I remember right from around that time frame, it was more against that have the always-on true sight. If you saw normally, then the fog 'visually' ( mechanically would still effect interestly ) would be invisible. If you had true sight 'always on' then you would see past the invisibility which would show the fog. With the fog would come miss chance or concealment or whichever dodge mechanic fog uses.
    I know the defensive cheese around invisible spell metamagic. The problem I have is the permanency effect on it. What purpose has it? As said, the fog doesn't target creatures/objects and thus is on a fix location and doesn't follow you around. So why waste resources to make it permanent?
    I mean, what's the intention? To recast it every few meter so every place you've been so far is marked with invisible fog?
    Further the cast still takes a standard action, an not a free action for speaking like the builder thought. You can't reduce casting time, just because "you only need voice component" that's total misinterpretation of the rules.
    As said, a build full of bugs and misinterpretation of the rules. I don't get why one would assume this as a good build if it ain't work with the rules, lol..
    Last edited by Gruftzwerg; 2017-08-14 at 12:16 AM.
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    IIRC the permancy aspect was so that it could be 'on demand' open mouth and close mouth ( not standard action or casting the base class had to be 17 levels of monk at minimum). Open mouth, free fog. Close mouth, no fog. Concealment or whatever dodge chance vs the truesighters on demand. the build itself ( along with other things along for the exercise there ) was for a 17 monk / level x / level x / level x to be able to take out all the elder evils in the EE book. I can't remember if with rest or not.
    Last edited by animewatcha; 2017-08-14 at 12:29 AM.

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    Quote Originally Posted by animewatcha View Post
    IIRC the permancy aspect was so that it could be 'on demand' open mouth and close mouth ( not standard action or casting the base class had to be 17 levels of monk at minimum). Open mouth, free fog. Close mouth, no fog. Concealment or whatever dodge chance vs the truesighters on demand. the build itself ( along with other things along for the exercise there ) was for a 17 monk / level x / level x / level x to be able to take out all the elder evils in the EE book. I can't remember if with rest or not.
    Is there a special mechanism that allows that? Cause I still fail to see how it should work?
    How is he targeting an object with a Fog spell? Fog can only be cast on locations and not on objects or creatures. Unless I am missing something here it won't work.
    And I don't get the opening & closing of the mouth? Is the fog spell only in the mouth or what? I don't see any shape alteration that would limit the fog spell involved.

    Do I need to read the entire post to get how that is gonna work?? I'm confused and still to believe that the build just doesn't work as the creator intended it. Just a bunch of misinterpreted rules clustered together as far as I can tell.
    Last edited by Gruftzwerg; 2017-08-14 at 01:04 AM.
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    Guys, if you want to talk more about the Tippy Trial, make another thread.

    What other Monk class build advice have you presently?
    Quote Originally Posted by GPuzzle View Post
    And I do agree that the right answer to the magic/mundane problem is to make everyone badass.
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    Monks can get their 5th iterative attack at level 15, before accounting for dual wielding. Full BAB classes gets their 4th iterative at level 16.

    You can also wield a 2 handed weapon (can power attack and trip) that gives 15 ft reach, which can also hit adjacent opponents, with a base weapon damage of 12d8, crit multiplier of x4.

    Eg:
    Stacking damage increase -
    1) get to 2d10 unarmed damage
    (Monk's Belt, Gauntlet of the Talons from CD, Superior Unarmed Strike from ToB. They don't stack, but each can get you there before lvl 20)

    2) stack real size increase
    (enlarge, expansion, half minotaur)

    3) stack virtual size increase until the 2d10 damage becomes the 12d8 of a colossal creature
    (If not a warforged, pay for a Mighty Arm Graft so that you can use a battlefist, Ectoplasmic Fist Quori embedded shard if Kalashtar, Fanged Ring, Greater Mighty Wallop)

    4) Make the Scorpion Kama from MIC out of Kaorti Resin
    (Scorpion Kama replaces the weapon's damage with the monk's unarmed damage, Kaorti Resin makes the crit multiplier x4)

    5) Add the Sizing/Morphing WSA to change the kama into a Rope Dart
    (Monk weapon which can be used for flurry in Dragon Magazine. Basically, a spiked chain with 15' reach. Or maybe talk to DM to see if you can have a Rope Dart version of the Scorpion Karma)

    Add the Adaptive WSA so that you can pounce by applying the Lion Tribe Warrior feat.

    Also recommended, use stealth tactics via invisible fist ACF etc, pump hide/move silently, and get the dark stalker feat. Unless using a ton of hidden blades with the defending WSA, boosting AC for monks normally involves paying through their nose for bracers of defence.

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    Quote Originally Posted by shaikujin View Post
    Eg:
    Stacking damage increase -
    1) get to 2d10 unarmed damage
    (Monk's Belt, Gauntlet of the Talons from CD, Superior Unarmed Strike from ToB. They don't stack, but each can get you there before lvl 20)
    sidenote: Fist of the Forest ability reads "increase to next step as monk" and thus stack with any (single) one of the mentioned (Monk's Belt, SUS..). The prc is 3 lvls long and give the improvement 2 times (at lvl 1 and 3).

    Which translates to:

    11 lvls of unarmed dmg progress from classes + Monk's Belt + FotF 1 = lvl20 unarmed dmg of a monk

    or

    7 lvls of unarmed dmg progress from classes + Monk's Belt + FotF 3 = lvl20 unarmed dmg of a monk

    If you take the first option, you also have the chance to advance flurry to max (2nd extra attack) if you go either pure monk or one of the rare flurry progression prc.
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