AaaronRZ
2010-01-04, 09:09 PM
I am creating a gestalt build we will be starting at level 1. I just want to map out my characters' classes feats so I know what to expect as I level up, assuming I live. My first interest is to stay as "monkish" as possible while maximizing defensive capabilities as well as the most powerful unarmed damage I can. We have no restrictions as far as materials go and running 2 PrC's at the same time are allowed. We asked the DM if he was sure multiple times and he said to go for it.
I realize there could be many many more powerful builds then this concept, but I think it can perform quite a bit of utility for our campaign. Here is what I have thus far any ideas, critiques or clarifying on rules I have potentially broken with this build will be very appreciated.
Race Dwarf
Monk 1/Ranger 1 - BAB 1/Favored Enemy, Track, IUS, Flurry of Blows, Stunning Fist
Monk 2/Ranger 2 - BAB 2/Combat Style (TWF), Evasion, Combat Reflexes
Monk 3/Ranger 3 - BAB 3/Still Mind, Power attack, Endurance
Monk 4/Dwarf Paragon 1 - BAB 4/Ki Strike, Slow Fall, Imp Stone Cutting, Craft Expertise
Monk 5/Dwarf Paragon 2 - BAB 5/Imp Dark Vision (+30ft), Purity of Body, SVs +1 vs poison & spell-like abilities
Monk 6/Dwarf Paragon 3 - BAB 6/Imp Trip, Con +2, Imp Natural Attack
Monk 7/Fist of the Forest 1 - BAB 7
Monk 8/Fist of the Forest 2 - BAB 8
Monk 9/Fist of the Forest 3 - BAB 9 Alertness
Monk 10/Deepwarden 1 - BAB 10
Monk 11/Deepwarden 2 - BAB 11
Monk 12/PsyWar 1 Undermined Feat
Monk 13/Initiate of Draconic Mysteries 1 - BAB 12
Monk 14/Initiate of Draconic Mysteries 2 - BAB 13
Monk 15/Initiate of Draconic Mysteries 3 - BAB 14
Acolyte of the Fist 1/Initiate of Draconic Mysteries 4/Unarmed Strike Die Increase, Iron Will
Acolyte of the Fist 2/Initiate of Draconic Mysteries 5 - BAB 15
Acolyte of the Fist 3/Initiate of Draconic Mysteries 6 - BAB 16/Undetermined Feat
Acolyte of the Fist 4/Initiate of Draconic Mysteries 7 - BAB 17/Unarmed Strike Die Increase
Acolyte of the Fist 5/Initiate of Draconic Mysteries 8/Unarmed Die Increase
Few notes before we open the discussion. Obviously the unarmed damage cap of 2d10 is reached and then some. I am still unsure if Improved Natural Attack is a size increase modifier or a die increase modifier, so I'll leave it till the end.
My intention is to have an item that gives greater mighty wallop +4, since you can only use the spell to increase your effective size to Colossal. That immediately puts us up to 12d8 damage. It is my understanding from information I have read on various posts across the web that my two PrCs at the end increase die size. If that is the case colossal +3 die sizes will bring me up to 32d8 damage. Now factoring in improved natural attack on either scale brings me up to 48d8 damage. With My Psychic Warrior effective level of 9 now I can easily cast Expansion (2) multiple times per day bringing my effective size to Collosal +++ if I'm not mistaken and this would push my damage to 96d8?
I have 1 undetermined level to fill in lets assume its a pure caster as to get the benefit of Initiate of the Draconic Mysteries spell progression this is totally up for suggestions, defensive capabilities or size/die size options also strongly wanted. (Put in Psychic Warrior for now)
Due to my class list I am looking at a BAB of 17 with greater flurry of blows adding 2 additional attacks at my highest BAB. +17/+17/+17/+12/+7/+2 in itself i find to be pretty ridiculous. Does two weapon fighting factor into this at all? Or are these the max attacks as per how I'm currently set up?
I have an array of defensive abilities, I also have DEX to AC as standard, WIS to AC per Monk class ability, CON to AC per Fist of the Forest class ability I also have CON to AC if CON is higher then DEX via Deepwarden. This basically makes DEX less of a priority and potentially makes CON and WIS my two most important stats especially if I choose a WIS caster in my class fill slot. I'm getting +4 CON for being a Dwarf and Deepwarden and -2 to CHA, which shouldn't effect me too much.
Even being a dwarf and not fully going down the monk progression I still end up with base 20ft +50ft Monk and +10ft Fist of the Forest for total of 80ft.
96d8 (x6) or an average of 2,592 damage in a full round of attacking on average and max of 4,608 with no STR modifier.
Again any help, corrections, advice, gripes with the build feel free to help me out here. Some low level items will probably be used like a monks belt until it outgrows its usefulness. I will assume 22+ con and 16+wis without gear. 22 = +6 (x2) 16 = +3. To me it looks like 25armor with no magical gear on yet.
I realize there could be many many more powerful builds then this concept, but I think it can perform quite a bit of utility for our campaign. Here is what I have thus far any ideas, critiques or clarifying on rules I have potentially broken with this build will be very appreciated.
Race Dwarf
Monk 1/Ranger 1 - BAB 1/Favored Enemy, Track, IUS, Flurry of Blows, Stunning Fist
Monk 2/Ranger 2 - BAB 2/Combat Style (TWF), Evasion, Combat Reflexes
Monk 3/Ranger 3 - BAB 3/Still Mind, Power attack, Endurance
Monk 4/Dwarf Paragon 1 - BAB 4/Ki Strike, Slow Fall, Imp Stone Cutting, Craft Expertise
Monk 5/Dwarf Paragon 2 - BAB 5/Imp Dark Vision (+30ft), Purity of Body, SVs +1 vs poison & spell-like abilities
Monk 6/Dwarf Paragon 3 - BAB 6/Imp Trip, Con +2, Imp Natural Attack
Monk 7/Fist of the Forest 1 - BAB 7
Monk 8/Fist of the Forest 2 - BAB 8
Monk 9/Fist of the Forest 3 - BAB 9 Alertness
Monk 10/Deepwarden 1 - BAB 10
Monk 11/Deepwarden 2 - BAB 11
Monk 12/PsyWar 1 Undermined Feat
Monk 13/Initiate of Draconic Mysteries 1 - BAB 12
Monk 14/Initiate of Draconic Mysteries 2 - BAB 13
Monk 15/Initiate of Draconic Mysteries 3 - BAB 14
Acolyte of the Fist 1/Initiate of Draconic Mysteries 4/Unarmed Strike Die Increase, Iron Will
Acolyte of the Fist 2/Initiate of Draconic Mysteries 5 - BAB 15
Acolyte of the Fist 3/Initiate of Draconic Mysteries 6 - BAB 16/Undetermined Feat
Acolyte of the Fist 4/Initiate of Draconic Mysteries 7 - BAB 17/Unarmed Strike Die Increase
Acolyte of the Fist 5/Initiate of Draconic Mysteries 8/Unarmed Die Increase
Few notes before we open the discussion. Obviously the unarmed damage cap of 2d10 is reached and then some. I am still unsure if Improved Natural Attack is a size increase modifier or a die increase modifier, so I'll leave it till the end.
My intention is to have an item that gives greater mighty wallop +4, since you can only use the spell to increase your effective size to Colossal. That immediately puts us up to 12d8 damage. It is my understanding from information I have read on various posts across the web that my two PrCs at the end increase die size. If that is the case colossal +3 die sizes will bring me up to 32d8 damage. Now factoring in improved natural attack on either scale brings me up to 48d8 damage. With My Psychic Warrior effective level of 9 now I can easily cast Expansion (2) multiple times per day bringing my effective size to Collosal +++ if I'm not mistaken and this would push my damage to 96d8?
I have 1 undetermined level to fill in lets assume its a pure caster as to get the benefit of Initiate of the Draconic Mysteries spell progression this is totally up for suggestions, defensive capabilities or size/die size options also strongly wanted. (Put in Psychic Warrior for now)
Due to my class list I am looking at a BAB of 17 with greater flurry of blows adding 2 additional attacks at my highest BAB. +17/+17/+17/+12/+7/+2 in itself i find to be pretty ridiculous. Does two weapon fighting factor into this at all? Or are these the max attacks as per how I'm currently set up?
I have an array of defensive abilities, I also have DEX to AC as standard, WIS to AC per Monk class ability, CON to AC per Fist of the Forest class ability I also have CON to AC if CON is higher then DEX via Deepwarden. This basically makes DEX less of a priority and potentially makes CON and WIS my two most important stats especially if I choose a WIS caster in my class fill slot. I'm getting +4 CON for being a Dwarf and Deepwarden and -2 to CHA, which shouldn't effect me too much.
Even being a dwarf and not fully going down the monk progression I still end up with base 20ft +50ft Monk and +10ft Fist of the Forest for total of 80ft.
96d8 (x6) or an average of 2,592 damage in a full round of attacking on average and max of 4,608 with no STR modifier.
Again any help, corrections, advice, gripes with the build feel free to help me out here. Some low level items will probably be used like a monks belt until it outgrows its usefulness. I will assume 22+ con and 16+wis without gear. 22 = +6 (x2) 16 = +3. To me it looks like 25armor with no magical gear on yet.