Difference between revisions of "User:Ubergeek63/Exalted Monk"

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{{author
 
{{author
 
|author_name=Ubergeek63
 
|author_name=Ubergeek63
|date_created=07/30/15
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|date_created=03/09/16
 
|status=dev
 
|status=dev
 
|isnotuser=Ubergeek
 
|isnotuser=Ubergeek
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== Introduction ==
 
== Introduction ==
  
Scavenges unused party magic to persistent buff entire party at lvl 12 while being helpful during the day even at lower lvls
+
Mobile damage dealer. At level 12:
 +
 
 +
AC 36, BAB +9 +9
 +
 
 +
Each of 8 (4 + 4 for speed) claw attacks does d4+d6(vampiric)+3(magic weapon)+2d6(Holy weapon)+d4(sanctified natural weapon) for 27hp potential per claw
 +
 
 +
ALL claw attacks add to unarmed damage (Beast Strike) for a total of d8+25x8=208 potential per attack
 +
 
 +
normal attack sequence is 2 unarmed and 8 claws for a total of 616P dmg potential not including AoOs
 +
 
 +
Backstab creates an AoO and Improved reflexes doubles it for another 400HP potential per round without a normal AoO
 +
 
 +
2X if Decisive Strike hits
  
 
== References ==
 
== References ==
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=== Spells, Powers, Soulmelds, Stances, etc... ===
 
=== Spells, Powers, Soulmelds, Stances, etc... ===
  
Spellcaster takes cures as arcane spells chaining powered by wizard spells:
 
Cure Light wounds and Cure Moderate wounds are musts
 
 
Wizard takes Blur and Displacement spells to use persistent metamagic on powered by spell thief scavenging
 
  
 
=== Items ===
 
=== Items ===
  
none
+
none. seriously. Vow of Poverty means you barely own the cloths on your back and even they were likely to have been charity.  In today's lingo your total net worth has to be less than 1GP, though you are graciously allowed a quarter staff and a spell component pouch.
  
 
=== Progression ===
 
=== Progression ===
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'''Starting Ability Scores (Before Racial Adjustments):''' 25 point buy - STR 11 / DEX 14 / CON 10 / INT 14 / WIS 14 / CHA 10
 
'''Starting Ability Scores (Before Racial Adjustments):''' 25 point buy - STR 11 / DEX 14 / CON 10 / INT 14 / WIS 14 / CHA 10
  
'''Race (Templates):''' STR +2 / DEX +4 / INT +2 / WIS +4 / CHA -4, JUMP +30, Natural Armor +3
+
'''Race (Templates):''' STR +2 / DEX +4 / INT -2 / WIS +4 / CHA -4, JUMP +30, Natural Armor +3
  
 
''Starting Racial Traits:'' 4 Claws (d4), 1 bite (d4+poison), Darkvisioin 60', Immune to sleep
 
''Starting Racial Traits:'' 4 Claws (d4), 1 bite (d4+poison), Darkvisioin 60', Immune to sleep
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| 1st || Thri-Keen || +2 || +0 || +0 || +0 || Deflect Arrows, Combat Expertise || Immune to sleep, 4 claws and a poison bite, AC+4 || Jump 4, Balance 4,  
 
| 1st || Thri-Keen || +2 || +0 || +0 || +0 || Deflect Arrows, Combat Expertise || Immune to sleep, 4 claws and a poison bite, AC+4 || Jump 4, Balance 4,  
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 2nd || Thri-Keen || +2 || +0 || +3 || +3 || || FLAW || Jump 1, Balance 1  
+
| 2nd || Thri-Keen || +2 || +0 || +3 || +3 || Backstab || FLAW || Jump 1, Balance 1  
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 3rd || Monk of Ryu 1 || +2 || +2 || +5 || +5 || Weapon Focus (Natural) ||Sacred Vow, Vow of Poverty, Improved Unarmed Strike, Flurry of Blows, AC bonus +5, endure elements, Still Mind, Improved Grapple || Concentration 5, buy back LA
+
| 3rd || Monk of Ryu 1 || +2 || +2 || +5 || +5 || Weapon Focus (claws) ||Sacred Vow, Vow of Poverty, Improved Unarmed Strike, Decisive Strike-PHBII, AC bonus +5, endure elements, Still Mind, Improved Grapple || Concentration 5, buy back LA
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
 
| 4th || Monk 2 || +3 || +3 || +6 || +6 || Touch of Golden Ice || Exalted strike +1 (magic), Evasion, Combat Reflexes || Diplomacy 5
 
| 4th || Monk 2 || +3 || +3 || +6 || +6 || Touch of Golden Ice || Exalted strike +1 (magic), Evasion, Combat Reflexes || Diplomacy 5
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| 5th || Monk 3 || +4 || +3 || +6 || +6 ||  || Sustenance ||  
 
| 5th || Monk 3 || +4 || +3 || +6 || +6 ||  || Sustenance ||  
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 6th || Monk 4 || +5 || +4 || +7 || +7 || Beast Strike, Intuitive Attack || AC+6, DEFL +1, Holy Strike, WaterWalk 20 ft., Improved Trip || +14 ave to unarmed attacks
+
| 6th || Monk 4 || +5 || +4 || +7 || +7 || Beast Strike, Intuitive Attack || AC+6, DEFL +1, Holy Strike, Water Walk 20 ft || +14 ave to unarmed attacks
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
 
| 7th || Kensai 1 || +5 || +4 || +4 || +9 ||  || Signature Weapon, Resistance +1, WIS +2 || Ride 5, Signature Weapon +1
 
| 7th || Kensai 1 || +5 || +4 || +4 || +9 ||  || Signature Weapon, Resistance +1, WIS +2 || Ride 5, Signature Weapon +1
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| 8th || Kensai 2 || +6 || +4 || +4 || +10 ||  || NA+1, Mind Shielding ||  
 
| 8th || Kensai 2 || +6 || +4 || +4 || +10 ||  || NA+1, Mind Shielding ||  
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 9th || Kensai 3 || +7 || +5 || +5 || +10 || || AC+7 || Signature Weapon Collision - +38 ave to unarmed attacks
+
| 9th || Kensai 3 || +7 || +5 || +5 || +10 || Improved Combat Reflexes || AC+7 || Signature Weapon vampiric
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
<!--
+
| 10th || Kensai 4 || +8 || || || ||  || ||  
| 10th || Ultimate Magus 3 || +2 || +2 || +4 || +12 ||  || Augmented casting || Chain CLW to party: 60-138 HP
 
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 11th || Ultimate Magus 4 || +3 || +2 || +4 || +13 ||  || Arcane spell power +2, expanded spell knowledge (2nd level or lower) || Chain CMW to party: 132-294 HP
+
| 11th || Kensai 5 || +8 || || || ||  || ||  
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 12th || Ultimate Magus 5 || +3 || +2 || +4 || +13 || Practical Metamagic (Persistent Spell), Metamagic School Focus (Illusion) || Bonus Feat || Persistent Blur entire party for free!
+
| 12th || Kensai 5 || +9/+4 || || || || Leap of the Heavens || || Signature Weapon speed - +76 ave to unarmed attacks
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
 +
<!--
 
| 13th || Ultimate Magus 6 || +4 || +3 || +5 || +14 ||  || Expanded spell knowledge (3rd level or lower) || Persistent Displacement on entire party for free!
 
| 13th || Ultimate Magus 6 || +4 || +3 || +5 || +14 ||  || Expanded spell knowledge (3rd level or lower) || Persistent Displacement on entire party for free!
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
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=== Other Components ===
 
=== Other Components ===
  
Specialist wizard (Illusion)
 
  
 
== Highlights ==
 
== Highlights ==
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=== Tactics ===
 
=== Tactics ===
  
As a support build, it is weak in battle but spell compliment can compensate at low lvls to some extent. At higher lvls will be peristent buffing the party for free the night before, and trigger a saved HP maxing cure wounds spell as a move action. In between battles lower buffs can be stored to be released as a move action at the beginning of the next battle.
 
 
At the end of the day left over party spell energy is collected and used for buffs and stored for the next days battles.
 
  
 
=== Further Optimization ===
 
=== Further Optimization ===
  
More of a DE-optimization for pickier GMS:
 
 
Remove Beguiler, swap Spellthief and Spellcaster for spellthief's skill bonus, and add 2 wizard lvls.  You don't qualify for War Weaver till lvl 8.
 
 
For VERY picky GMs replace Spellcaster with Beguiler or Warmage and add a Flaw to get another feat to take Extra Spell (Cure Moderate Wounds - it IS in the Bard list as an arcane spell)
 
  
 
== Side Notes ==
 
== Side Notes ==
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=== Limitations ===
 
=== Limitations ===
  
Versatile caster is assumed to assemble slots to cast from since spontaneous casters cast from slots.  This allows a lvl 2 spell to be cast from 4 lvl 0 slots or 2 lvl 0 slots and 1 lvl 1 slot.  This seems to be the intention of the feat, not of much use else wise.  A great help at low lvls but of less use later on.
 
 
Master Spellthief says "levels of ANY class that grants arcane spellcasting other than the spellthief".  This is taken to mean that anytime your spell casting goes up your spell stealing and use functions do, though you do not get spell effect etc (even this is not completely liberal as it prevents 1/2 advancement prestiges from increasing your spellthief stats).  This makes perfect sense since it is assumed that half to three quarters of a spellthief's casting is from stolen spell energy.
 
  
 
=== Variants ===
 
=== Variants ===
  
Warmage can be used instead of Beguiler
 
  
 
=== Miscellaneous ===
 
=== Miscellaneous ===
 
<- Any other side notes that don't fit in the above sections. ->
 
  
  

Latest revision as of 16:30, 14 May 2016

Homebrew.png
Author: Ubergeek63
Date Created: 03/09/16
Status: dev
Editing: Clarity edits only please
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Introduction[edit]

Mobile damage dealer. At level 12:

AC 36, BAB +9 +9

Each of 8 (4 + 4 for speed) claw attacks does d4+d6(vampiric)+3(magic weapon)+2d6(Holy weapon)+d4(sanctified natural weapon) for 27hp potential per claw

ALL claw attacks add to unarmed damage (Beast Strike) for a total of d8+25x8=208 potential per attack

normal attack sequence is 2 unarmed and 8 claws for a total of 616P dmg potential not including AoOs

Backstab creates an AoO and Improved reflexes doubles it for another 400HP potential per round without a normal AoO

2X if Decisive Strike hits

References[edit]

Savage Species - Thri-keen monstrous humanoid race, pgs 217 & 222

Book of Exalted Deeds - Sacred Vow pg 45, Vow of Poverty pg 48, Intuitive Attack pg 44

Dragon_355 - Beast Strike pg 76

Dragon_340 - Backstab pg 86, Improved Combat Reflexes pg 87

Player's Handbook - Combat Expertise, pg 92

Complete Champion - Holy Strike, pg 48

Game Rule Components[edit]

Spells, Powers, Soulmelds, Stances, etc...[edit]

Items[edit]

none. seriously. Vow of Poverty means you barely own the cloths on your back and even they were likely to have been charity. In today's lingo your total net worth has to be less than 1GP, though you are graciously allowed a quarter staff and a spell component pouch.

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): 25 point buy - STR 11 / DEX 14 / CON 10 / INT 14 / WIS 14 / CHA 10

Race (Templates): STR +2 / DEX +4 / INT -2 / WIS +4 / CHA -4, JUMP +30, Natural Armor +3

Starting Racial Traits: 4 Claws (d4), 1 bite (d4+poison), Darkvisioin 60', Immune to sleep

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Thri-Keen +2 +0 +0 +0 Deflect Arrows, Combat Expertise Immune to sleep, 4 claws and a poison bite, AC+4 Jump 4, Balance 4,
2nd Thri-Keen +2 +0 +3 +3 Backstab FLAW Jump 1, Balance 1
3rd Monk of Ryu 1 +2 +2 +5 +5 Weapon Focus (claws) Sacred Vow, Vow of Poverty, Improved Unarmed Strike, Decisive Strike-PHBII, AC bonus +5, endure elements, Still Mind, Improved Grapple Concentration 5, buy back LA
4th Monk 2 +3 +3 +6 +6 Touch of Golden Ice Exalted strike +1 (magic), Evasion, Combat Reflexes Diplomacy 5
5th Monk 3 +4 +3 +6 +6 Sustenance
6th Monk 4 +5 +4 +7 +7 Beast Strike, Intuitive Attack AC+6, DEFL +1, Holy Strike, Water Walk 20 ft +14 ave to unarmed attacks
7th Kensai 1 +5 +4 +4 +9 Signature Weapon, Resistance +1, WIS +2 Ride 5, Signature Weapon +1
8th Kensai 2 +6 +4 +4 +10 NA+1, Mind Shielding
9th Kensai 3 +7 +5 +5 +10 Improved Combat Reflexes AC+7 Signature Weapon vampiric
10th Kensai 4 +8
11th Kensai 5 +8
12th Kensai 5 +9/+4 Leap of the Heavens Signature Weapon speed - +76 ave to unarmed attacks

Other Components[edit]

Highlights[edit]

Tactics[edit]

Further Optimization[edit]

Side Notes[edit]

<- overview of additional info about this build ->

Limitations[edit]

Variants[edit]

Miscellaneous[edit]


Back to Main Page3.5e HomebrewCharacter Optimization