Lehrling
2016-08-17, 12:09 AM
Basis: My character is a Monk whose daughter was killed by mages, and so he harbors a grudge against spellcasters. His weapon of choice is the walking staff he held on the day of her death, which he unsuccessfully used to defend her with. He has modified it to disable/kill mages as quickly and efficiently as possible. Due to obvious flavor reasons, none of the mods can be magical.
I have never played a monk before, so I am not sure what playstyle I should focus on, although I know that I do not want to sacrifice unarmed strike potential just for the staff. I would therefore would prefer to avoid burning feats and such for this, unless you think the tradeoff would be worth it. The staff is for flavor; I just want it to also serve a purpose. He will be a Human Qinggong Monk, 20 point buy, using anything but unchained rules from the D20PFSRD site.
The staff is a quarterstaff, but is 2-handed due to the weight of his modifications. Here is what I have so far; please correct and optimize it as you can:
Ramick’s Quarterstaff of Mage Killing (Two-Handed, Masterwork):
Dmg (M) 1d10; Critical ×2; Type B; Price 354 (1gp × 9 [the weapon's base DP]) + 45gp + 300gp
Base Design Points: 9
Additional Design Points x3 (0, +45gp)
Monk (1)
Grapple (3)
Deadly (4)
Improved Damage x4 (4)
Masterwork: +1 to hit (+300GP)
Two-Handed: Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks
Monk: Can use it with “Flurry of Blows”
Grapple: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action.
Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.
Strategy: Trip the enemy (I have Improved Trip), knocking them prone (-4 to AC) then land as many attacks on them as possible using ‘Flurry of Blows’. Eventually, it will critical and I’ll get a free ‘grapple’ attempt (I alo have Improved Grapple if I don't want to wait). Should I attempt to use that grapple attempt, I can use my ‘Stunning Blow’ to attempt to stun or sicken them, further reducing their ability to fight back. If I can shackle or knock the opponent unconscious, I can coup-de-grace them (sickening them gives them negatives to their fort save). Not sure if Deadly is worth the weapon trait, but I have a difficult time letting go of it.
I have never played a monk before, so I am not sure what playstyle I should focus on, although I know that I do not want to sacrifice unarmed strike potential just for the staff. I would therefore would prefer to avoid burning feats and such for this, unless you think the tradeoff would be worth it. The staff is for flavor; I just want it to also serve a purpose. He will be a Human Qinggong Monk, 20 point buy, using anything but unchained rules from the D20PFSRD site.
The staff is a quarterstaff, but is 2-handed due to the weight of his modifications. Here is what I have so far; please correct and optimize it as you can:
Ramick’s Quarterstaff of Mage Killing (Two-Handed, Masterwork):
Dmg (M) 1d10; Critical ×2; Type B; Price 354 (1gp × 9 [the weapon's base DP]) + 45gp + 300gp
Base Design Points: 9
Additional Design Points x3 (0, +45gp)
Monk (1)
Grapple (3)
Deadly (4)
Improved Damage x4 (4)
Masterwork: +1 to hit (+300GP)
Two-Handed: Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks
Monk: Can use it with “Flurry of Blows”
Grapple: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action.
Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.
Strategy: Trip the enemy (I have Improved Trip), knocking them prone (-4 to AC) then land as many attacks on them as possible using ‘Flurry of Blows’. Eventually, it will critical and I’ll get a free ‘grapple’ attempt (I alo have Improved Grapple if I don't want to wait). Should I attempt to use that grapple attempt, I can use my ‘Stunning Blow’ to attempt to stun or sicken them, further reducing their ability to fight back. If I can shackle or knock the opponent unconscious, I can coup-de-grace them (sickening them gives them negatives to their fort save). Not sure if Deadly is worth the weapon trait, but I have a difficult time letting go of it.