Rubberband_Man
2014-06-06, 05:02 PM
Hey ho everybody! I'm posting to show off a character I made for a friend's game. He's an unarmed strike user with a heavy emphasis on bull rushing and punching. The rules of the build were 4d6 drop in any order for ability scores with an ECL of 15 and normal starting wealth (200k gp).
So without further ado, may I present...
SHAKA ZULU OF THE FLYING FIST
Race: Straight human
Alignment: Lawful Neutral
Speed: 30 ft (+30 from monk levels)
Scores (with items and leveling):
STR 21
DEX 14
CON 15
INT 13
WIS 26
CHA 10
Classes:
Monk 4 (wall walker variant, dungeonscape)
Fighter 6 (dungeon crasher variant, dungeonscape)
Monk of the Enabled Hand 5 (Dragon Compendium)
Note: In order to get Enabled hand at the right time, I took classes in the order of Monk 4/Fighter 2/Enabled Hand 5/Fighter 4. This may not be entirely necessary, but for starting at ECL 15 it works just fine.
Feats:
(Human feat): Combat Reflexes
Lv1: Combat Expertise
Lv3: Improved Disarm
Lv6: Improved Bull Rush
Lv9: Superior Unarmed Strike
Lv12: Snap Kick
Lv15: Freezing the Lifeblood
Class features:
Monk 1 stunning fist, improved unarmed strike
Monk 2 deflect arrows, evasion
Monk 3 still mind, 10 ft speed bonus
Monk 4 slow fall 20, ki strike(magic), unarmed dmg 1d8
Fighter 1 bonus feat (power attack)
Fighter 2 - dungeon crashing 4d6
Enabled hand 1 monk abilities, shim soo
Enabled hand 2 ki strike (lawful)
Enabled hand 3 kol soo
Enabled hand 4 kong soo
Enabled hand 5 Lung soo
Fighter 3 - :smallfrown:
Fighter 4 bonus feat: (shock trooper)
Fighter 5 - :smallfrown:
Fighter 6 dungeon crashing 8d6
Feats granted by items:
Improved natural attack (fanged ring)
Items:
Fanged ring
Monk's belt
Periapt of Wisdom +6
Gauntlets of Ogre Power +6
Ring of Mighty Wallop, Greater (+3)
Armbands of Might
Necklace of Natural Weapons +3
Winged Boots
Optional Items:
I had a ton of money leftover and very few body slots left, so I got some novel items to spice things up.
Immovable Rod
Rod of Wonder
Bag of Holding IV
3x Elixir of Flaming Fists
Sovereign Glue
Leftover: 36,000 gp
Unarmed Strike:
Many of the abilities and items in this build buff unarmed strike damage as follows
4 levels of monk: 1d8
5 levels of enabled hand: 1d10
monk's belt (+5 eff. lvls): 2d6
Superior unarmed strike (+4 eff. lvls): 2d8
Ring of mighty wallop, greater (+3 eff. sizes): 6d8
Fanged ring (+1 eff. size): 8d8
STR mod: +5 dmg
Necklace of Natural weapons: +3 dmg
Total Effective size for unarmed strike: Colossal
Total unarmed strike Damage: 8d8+8
Both kol soo and lung soo give +1 effective size categories when used, but because they do not affect damage they are not included in this section
Attack:
BAB: +12/+7/+2
Flurry: +12/+12/+7/+2 (flurry penalty disappears at lvl 9)
STR mod: +5
Necklace of natural weapons: +3
Snap kick: -2, +extra attack
End result: 1 Fullround attack = +18/+18/+18/+13/+8
Technically, the monk's belt says to treat unarmed damage as a higher level monk, but does not mention flurry. If you can convince your DM to include it you get one more attack at your highest BAB as a result of greater flurry, giving you 6 attacks per round. This is a bit vague so I left it out.
Stunning fist:
DC 10 + 1/2 lvl + WIS mod
monk 4 (4/day), enabled hand 5 (5/day), fighter 6 (1/day), monk's belt (1/day)
11/day, DC 25
Freezing the lifeblood: This CW feat allows you to forgo unarmed damage on a stunning fist attempt in favor of paralysis for 1d4+1 rounds in addition to the normal stun. Essentially, the worst outcome with this feat is that your opponent is immobile for 3 rounds, with a best case of 6 rounds.
Bull Rushing:
Improved bull rush: +4
Armbands of might: +2
Lung soo: +4, +1 size category
STR mod: +5
Total: +19 on bull rush attempts
Improved natural attack and ring of mighty wallop both increase effective size category for damage, but are nonspecific on other applications. If you got your DM to allow it you could go up by another +16 on rushes, but it is vaguely worded so they are left out.
Note:
I think Monk of the Enabled Hand is an oft-overlooked PrC that is absolutely fabulous for monks. The only level that is even remotely bad is lvl 2 where you get ki strike (lawful). Great saves, average BAB, and some kickass abilities. Surprised this one isnt more popular. Shim soo ("Mind over hand") gives you a 1+enabled hand lv/day touch attack with the unarmed strike, Kol soo ("Reverse hand") gives an immediate AoO against someone who just hit you (albeit at a -5), kong soo ("empty hand") gives +1 size for disarm attempts, and lung soo ("Dragon's tail slap") is absolutely awesome and is a key part of this build. So yea. Monk of the Enabled Hand: check it out.
The key abilities here are Lung Soo from Enabled Hand and the Dungeon crashing damage. Dungeon crasher gets rid of the level 2 and 6 fighter bonus feats and replaces them with damage for bull rushing opponents into walls and solid objects. The damage is 4d6 + 2*STR mod at lvl 2 and 8d6 + 3*STR mod at lvl 6. Also you get a neat little bonus to saves and AC against traps, and a +10 to bust down doors and objects. Lung soo, or "The Dragon's Tail Slap", is an ability that allows the character to make a special bull rush on a successful melee attack. 5 times a day, when the monk activates this ability, he makes a bull rush attempt with +1 size category and +4 untyped bonus from your training. If the bull rush is successful the opponent is pushed back a number of feet according to normal bull rush rules, only you do no have to go with him and he takes damage according to the number of feet he flies (5 ft=5 dmg, 10 ft = 10 dmg). The idea is that you punch your foe so hard that he flies backward. Combining these two abilities, Shaka can punch an enemy sending him flying into a wall, essentially dealing unarmed damage, lung soo damage, and dungeon crashing damage on one attack. If you were feeling particularly cheesy, and your DM ok'd it, you could make a strength check to see if you could punch them through multiple walls, dealing dungeon crashing damage for each one.
Theoretically, Shaka Zulu could use his stunning fist to Freeze the lifeblood of an opponent and render him immobile for 6 rounds. He could then use those six rounds to make 30 unarmed attacks, 6 of which can be touch attacks, and the final of which could send his foe hurtling through a wall or two, dealing dungeon crasher damage and lung soo distance damage. And all that is if your DM is a jerk and won't give you some of the other benefits I mentioned.
*drops mic and walks off stage
But seriously guys, what do you think? I like him a lot, both mechanically and in terms of fluff/flavor, but its entirely possible I missed a character breaking flaw so let me know how I did!
*EDIT*
Replaced amulet of mighty fists +3 with a necklace of natural weapons +3. Because it's so much cheaper I could put on another enhancement or two and give it flaming/frost/shock etc. but I'll just leave it as it is because I don't want to change all the numbers right now.
So without further ado, may I present...
SHAKA ZULU OF THE FLYING FIST
Race: Straight human
Alignment: Lawful Neutral
Speed: 30 ft (+30 from monk levels)
Scores (with items and leveling):
STR 21
DEX 14
CON 15
INT 13
WIS 26
CHA 10
Classes:
Monk 4 (wall walker variant, dungeonscape)
Fighter 6 (dungeon crasher variant, dungeonscape)
Monk of the Enabled Hand 5 (Dragon Compendium)
Note: In order to get Enabled hand at the right time, I took classes in the order of Monk 4/Fighter 2/Enabled Hand 5/Fighter 4. This may not be entirely necessary, but for starting at ECL 15 it works just fine.
Feats:
(Human feat): Combat Reflexes
Lv1: Combat Expertise
Lv3: Improved Disarm
Lv6: Improved Bull Rush
Lv9: Superior Unarmed Strike
Lv12: Snap Kick
Lv15: Freezing the Lifeblood
Class features:
Monk 1 stunning fist, improved unarmed strike
Monk 2 deflect arrows, evasion
Monk 3 still mind, 10 ft speed bonus
Monk 4 slow fall 20, ki strike(magic), unarmed dmg 1d8
Fighter 1 bonus feat (power attack)
Fighter 2 - dungeon crashing 4d6
Enabled hand 1 monk abilities, shim soo
Enabled hand 2 ki strike (lawful)
Enabled hand 3 kol soo
Enabled hand 4 kong soo
Enabled hand 5 Lung soo
Fighter 3 - :smallfrown:
Fighter 4 bonus feat: (shock trooper)
Fighter 5 - :smallfrown:
Fighter 6 dungeon crashing 8d6
Feats granted by items:
Improved natural attack (fanged ring)
Items:
Fanged ring
Monk's belt
Periapt of Wisdom +6
Gauntlets of Ogre Power +6
Ring of Mighty Wallop, Greater (+3)
Armbands of Might
Necklace of Natural Weapons +3
Winged Boots
Optional Items:
I had a ton of money leftover and very few body slots left, so I got some novel items to spice things up.
Immovable Rod
Rod of Wonder
Bag of Holding IV
3x Elixir of Flaming Fists
Sovereign Glue
Leftover: 36,000 gp
Unarmed Strike:
Many of the abilities and items in this build buff unarmed strike damage as follows
4 levels of monk: 1d8
5 levels of enabled hand: 1d10
monk's belt (+5 eff. lvls): 2d6
Superior unarmed strike (+4 eff. lvls): 2d8
Ring of mighty wallop, greater (+3 eff. sizes): 6d8
Fanged ring (+1 eff. size): 8d8
STR mod: +5 dmg
Necklace of Natural weapons: +3 dmg
Total Effective size for unarmed strike: Colossal
Total unarmed strike Damage: 8d8+8
Both kol soo and lung soo give +1 effective size categories when used, but because they do not affect damage they are not included in this section
Attack:
BAB: +12/+7/+2
Flurry: +12/+12/+7/+2 (flurry penalty disappears at lvl 9)
STR mod: +5
Necklace of natural weapons: +3
Snap kick: -2, +extra attack
End result: 1 Fullround attack = +18/+18/+18/+13/+8
Technically, the monk's belt says to treat unarmed damage as a higher level monk, but does not mention flurry. If you can convince your DM to include it you get one more attack at your highest BAB as a result of greater flurry, giving you 6 attacks per round. This is a bit vague so I left it out.
Stunning fist:
DC 10 + 1/2 lvl + WIS mod
monk 4 (4/day), enabled hand 5 (5/day), fighter 6 (1/day), monk's belt (1/day)
11/day, DC 25
Freezing the lifeblood: This CW feat allows you to forgo unarmed damage on a stunning fist attempt in favor of paralysis for 1d4+1 rounds in addition to the normal stun. Essentially, the worst outcome with this feat is that your opponent is immobile for 3 rounds, with a best case of 6 rounds.
Bull Rushing:
Improved bull rush: +4
Armbands of might: +2
Lung soo: +4, +1 size category
STR mod: +5
Total: +19 on bull rush attempts
Improved natural attack and ring of mighty wallop both increase effective size category for damage, but are nonspecific on other applications. If you got your DM to allow it you could go up by another +16 on rushes, but it is vaguely worded so they are left out.
Note:
I think Monk of the Enabled Hand is an oft-overlooked PrC that is absolutely fabulous for monks. The only level that is even remotely bad is lvl 2 where you get ki strike (lawful). Great saves, average BAB, and some kickass abilities. Surprised this one isnt more popular. Shim soo ("Mind over hand") gives you a 1+enabled hand lv/day touch attack with the unarmed strike, Kol soo ("Reverse hand") gives an immediate AoO against someone who just hit you (albeit at a -5), kong soo ("empty hand") gives +1 size for disarm attempts, and lung soo ("Dragon's tail slap") is absolutely awesome and is a key part of this build. So yea. Monk of the Enabled Hand: check it out.
The key abilities here are Lung Soo from Enabled Hand and the Dungeon crashing damage. Dungeon crasher gets rid of the level 2 and 6 fighter bonus feats and replaces them with damage for bull rushing opponents into walls and solid objects. The damage is 4d6 + 2*STR mod at lvl 2 and 8d6 + 3*STR mod at lvl 6. Also you get a neat little bonus to saves and AC against traps, and a +10 to bust down doors and objects. Lung soo, or "The Dragon's Tail Slap", is an ability that allows the character to make a special bull rush on a successful melee attack. 5 times a day, when the monk activates this ability, he makes a bull rush attempt with +1 size category and +4 untyped bonus from your training. If the bull rush is successful the opponent is pushed back a number of feet according to normal bull rush rules, only you do no have to go with him and he takes damage according to the number of feet he flies (5 ft=5 dmg, 10 ft = 10 dmg). The idea is that you punch your foe so hard that he flies backward. Combining these two abilities, Shaka can punch an enemy sending him flying into a wall, essentially dealing unarmed damage, lung soo damage, and dungeon crashing damage on one attack. If you were feeling particularly cheesy, and your DM ok'd it, you could make a strength check to see if you could punch them through multiple walls, dealing dungeon crashing damage for each one.
Theoretically, Shaka Zulu could use his stunning fist to Freeze the lifeblood of an opponent and render him immobile for 6 rounds. He could then use those six rounds to make 30 unarmed attacks, 6 of which can be touch attacks, and the final of which could send his foe hurtling through a wall or two, dealing dungeon crasher damage and lung soo distance damage. And all that is if your DM is a jerk and won't give you some of the other benefits I mentioned.
*drops mic and walks off stage
But seriously guys, what do you think? I like him a lot, both mechanically and in terms of fluff/flavor, but its entirely possible I missed a character breaking flaw so let me know how I did!
*EDIT*
Replaced amulet of mighty fists +3 with a necklace of natural weapons +3. Because it's so much cheaper I could put on another enhancement or two and give it flaming/frost/shock etc. but I'll just leave it as it is because I don't want to change all the numbers right now.