Scosu
2014-05-06, 08:08 PM
My wife and I will be playing this exact build on our own two characters. She is very new to RPG's in general.
So, the goal is a kick-butt monk that is effective, fun, yet easy to play.
Name: Mojo-Mojo
Dwarf Monk 2
LN Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+1 shield, +2 Dex, +1 dodge, +2 untyped)
hp 19 (2d8+6)
Fort +5, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities:
defensive training (+4 dodge bonus to AC vs. giants),
evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork cold iron temple sword +5 (1d8+3/19-20) and
unarmed strike +4 (1d6+3)
Ranged shuriken +3 (1d2+3)
Special Attacks flurry of blows,
+1 on attack rolls against goblinoid and orc humanoids,
stunning fist (2/day, DC 13)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 8, Wis 14, Cha 8
Base Atk +1;
CMB +4 (+6 grapple);
CMD 19 (23 vs. bull rush, 21 vs. grapple, 23 vs. trip)
Feats:
Dodge,
Improved Grapple,
Improved Unarmed Strike,
Snapping Turtle Style,
Stunning Fist
Traits:
observant,
reactionary
Skills:
Acrobatics +6 (+2 jump),
Climb +7,
Knowledge (dungeoneering) +0,
Knowledge (religion) +3,
Perception +8 (+10 to notice unusual stonework)
Languages:
Common,
Dwarven
SQ ac bonus, stunning fist (stun), unarmed strike
Other Gear masterwork cold iron temple sword,
shuriken (50),
wayfinder, 1,225 gp
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (2/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4
levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wayfinder
Thank you in advance!
So, the goal is a kick-butt monk that is effective, fun, yet easy to play.
Name: Mojo-Mojo
Dwarf Monk 2
LN Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+1 shield, +2 Dex, +1 dodge, +2 untyped)
hp 19 (2d8+6)
Fort +5, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities:
defensive training (+4 dodge bonus to AC vs. giants),
evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork cold iron temple sword +5 (1d8+3/19-20) and
unarmed strike +4 (1d6+3)
Ranged shuriken +3 (1d2+3)
Special Attacks flurry of blows,
+1 on attack rolls against goblinoid and orc humanoids,
stunning fist (2/day, DC 13)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 8, Wis 14, Cha 8
Base Atk +1;
CMB +4 (+6 grapple);
CMD 19 (23 vs. bull rush, 21 vs. grapple, 23 vs. trip)
Feats:
Dodge,
Improved Grapple,
Improved Unarmed Strike,
Snapping Turtle Style,
Stunning Fist
Traits:
observant,
reactionary
Skills:
Acrobatics +6 (+2 jump),
Climb +7,
Knowledge (dungeoneering) +0,
Knowledge (religion) +3,
Perception +8 (+10 to notice unusual stonework)
Languages:
Common,
Dwarven
SQ ac bonus, stunning fist (stun), unarmed strike
Other Gear masterwork cold iron temple sword,
shuriken (50),
wayfinder, 1,225 gp
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (2/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4
levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wayfinder
Thank you in advance!