Gruftzwerg
2017-03-20, 07:46 AM
Introduction:
Welcome to my update of my first build (http://www.giantitp.com/forums/showthread.php?483535-Almighty-Claw-of-Malar) here on the forum. The first build contains some minor rule bugs and wrong interpretations. But now I am a bit more confident in my ruling skills and have refined my character building skills further and want to give it another try.
The Build is inspired by many cartoon/manga/anime super-heroes. If you want to have some Dragon Ball Z feeling (fly, "empowered" unarmed attacks, fast movement, charge/pounce..) with your hero, you are welcome:smallbiggrin:
Another big impact on the build had "Buddhas Hand", a special attack as shown in the comedy film Kung Fu Hustle (https://www.youtube.com/watch?v=5_Etw_BwRoY)
The original builds intend was to "rise the Powerlevel up to OVER 9000 !!!"^^. While the new build still has plenty of damage, my focus shifted to the predator aspect of the build. Now we have a predator with multiple layers of detection and deception.
After all, you "wanna be(come)" the prime alpha of the entire nature, namely the ...
Almighty Claw of Malar
Dogma
Survival of the fittest and the winnowing of the weak are Malar's legacy. A brutal, bloody death or kill has great meaning. The crux of life is the challenge between the hunter and the prey, the determination of who lives or dies. View every important task as a hunt. Remain ever alert and alive. Walk the wilderness without trepidation, and show no fear to the hunt. Savagery and strong emotions defeat reason and careful thought in all things. Taste the blood of those you slay, and never kill from a distance. Work against those who cut back the forest and who kill beasts solely because they are dangerous. Slay not the young, the pregnant, or deepspawn so that prey will remain plentiful.
Race:
Human
Ability Scores:
Str 16 + 5 lvlUp + 5 manual + 6 item = 32 total
Dex 14
Con 14
Int 12
Wis 14
Cha 8
2 flaws, some suggestions that fits the build/theme:
- Bestial Instinct: -2 to hit with anything other than unarmed strike & natural attacks
- Shaky: -2 to hit with ranged attacks
- Short Attention Span: can't take 20
Lvl Path A:
1) Monk - Combat Casting, Dodge*, Great Fortitude**, Power Attack**, Stunning Fist***
2) Monk - Combat Reflexes/Deflect Arrow*** (chose which one you prefer)
3) Warlock - Imp. Bull Rush (Invocation: See the Unseen)
4) Warlock - (Invocation: Serpent's Tongue)
5) Warlock
6) Barbarian - *ACF Pounce*, Eldritch Claws
7) Drunken Master
8) Drunken Master
9) Enlightened Fist - Beast Strike
10) Enlightened Fist - (Invocation: Entropic Warding)
11) Enlightened Fist
12) Enlightened Fist - Shock Trooper (Invocation: Fell Flight)
13) Fist of the Forest
14) Warblade - (Stance: Leading the Charge), (Maneuvers: White Raven Tactics, Wall of Blades, Iron Heart Surge)
15) Enlightened Fist - Darkstalker
16) Enlightened Fist
17) Enlightened Fist - (Invocation: Charm)
18) Mindbender - Mindsight
19) Enlightened Fist - (Invocation: Walk Unseen)
20) Enlightened Fist - (Invocation: Nightmares Made Real)
* = Human bonus feat
** = Feats from flaws
*** = Monk bonus feats
Lvl Path B:
(trades Evasion for Feign Death and buys instead a ring of Evasion @lvl11 to enter Drunken Master)
1) Monk - Combat Casting, Dodge*, Great Fortitude**, Power Attack**, Stunning Fist***
2) Monk - ACF: Feign Death, Combat Reflexes/Deflect Arrow*** (chose which one you prefer)
3) Warlock - Imp. Bull Rush
4) Warlock
5) Warlock
6) Barbarian - *ACF Pounce*, Eldritch Claws
7) Enlightened Fist
8) Enlightened Fist
9) Enlightened Fist - Beast Strike
10) Enlightened Fist
11) Enlightened Fist
12) Drunken Master - Shock Trooper
13) Drunken Master
14) Fist of the Forest
15) Warblade - Darkstalker (Stance: Leading the Charge), (Maneuvers: White Raven Tactics, Wall of Blades, Iron Heart Surge)
16) Enlightened Fist
17) Enlightened Fist
18) Mindbender - Mindsight
19) Enlightened Fist
20) Enlightened Fist
* = Human bonus feat
** = Feats from flaws
*** = Monk bonus feats
Note: the feats and PRC progression can be rearranged to some degree. Depending on what abilities you want to prioritize. (e.g. go from Barb directly into Enlightened Fist to get your HIPS with NMR faster).
760,000g budget @lvl 20
Pectoral of Maneuverability: 12,000g
Increases your maneuverability with Fell Flight to perfect.
Ghost Shroud: 5,000g
for ghost touch unarmed attacks
Third Eye (Conceal): 120,000g
For obvious reasons. You are a full melee in a world of dirty lil caster tricks. Don't give em the opportunity.
Hathran Mask of True Seeing: 75,000g
for almost the same reasons as the Third Eye. Further it helps you against the misschance/concealment of your own NMR invocation
KI Straps & Shadow Hands (Novice: "Cloak of Deception"): 5000g + 1.5x3,000g = 9,500g total
You need to apply the Shadow Hands on KI Straps. Because "Feral Trance" destroys Gloves. Cloak of Deception is a nice maneuver that let's you do your turn/full-attack with greather invisibility.
Strength Manual +5: 137,500g
flat bonus, not much to tell here
Sandals of the Tiger's Leap + Anklet of Translocation: 3,500g + 1.5x1,500g = 5,750g total
Apply the "Sandals of the Tiger's Leap"-ability to an Anklet of Translocation. Again, because of "Feral Trance", which destroys regular boots. The Sandals help with it's charge multiplier in your dmg output
Shadow Cloak: 5,500g
Why another method of short range teleport when you already have Anklet of Translocation you ask? Because you need more charges mainly. But the real deal with this cloak is, that it's an immediate action (!) and can be used on enemies turn. Abuse it to the max: dodge enemy ranged attack you are aware of, sidestep when someone charges at you.. endless options here
Monk's Belt of Giant Strength +6: 1.5x15,000g + 36,000g = 58,500g total
Monk's Belt + Fist of the Forest tops you at 20lvl worth of unarmed monk damage (when you hit lvl 20). +6 Str again just flat bonus which we need.
Bracers of (Soulfire) Armor +1(+5): 25,000g & +1 (+2) Armor Spikes (+1 Warning, + Spellbalde: Dispell Magic): 14,350g = 39,350g total
AC will be dumped by Shock Trooper, but we still need Death Ward against instakill effects. The armor spikes are just there to split costs and reduce the cost of the Warning ability. It would have cost much more if it would be on the necklace (+9 instead of +8). Spellblade helps if someone tries to dispel you, you can absorb it and trow it back if you want next round.
Neclace of Natural Attacks +5(+8): (+1 Impaling, +1 Whirlwind, +1 Valorous, + Sizing, + Spellbalde: Greater Dispell Magic) 139,600g
+5 is needed for the hit and extra dmg (which gets multiplied); Impaling lets you ignore AC for 3 attacks/day; Whirlwind is usable with pounce; Valorous & Sizing are great dmg boosts for this build. Note the unarmed attack always count as light weapon, even at colossal size (https://www.youtube.com/watch?v=H6kbdlm0bPo) (-8 to hit).
Greater Crystal of Lifedrinking: 6,000g
It doesn't have to be always the dedicated healer that heals your wounds. You are self sufficient to some degree. Further, now you can heal while hunting your next meal (for primal living).
Ring of Darkhidden & Chameleon Power: 1.5x2,000g + 12,700g = 15,700g total
Ring of Darkhidden is great in dark areas where your enemies rely (maybe sole) on darkvision. You are invisible to them. Chameleon Power is just a nice +10 hide bonus with at will Disguise Self which is handy by itself.
Ring of Nine Lifes & Entropic Deflection: 45,000g + 1.5x8,000g = 57,000g
Well, if the name doesn't turn you on (in terms of fitting the fluff of this build ;), I don't know what will. 9 charges which heal you immediately when you drop below 0 and you can even spent 1charge/day to auto-success a failed save (!!). Become a real predator cat with 9 lives^^.
While we already have Entropic Warding, we won't drop it due to trackless and can't be tracked by scent. The ring is just the better version for the deflection bonus. Monk's Belt qualifies for "movementspeed bonus from other magic items" and enables the 50% deflection against raged attack of the ring (including magical attack with a to hit roll!)
_________________________
LVL 20 WBL = 686,400g spent from 760,000g
Build A can take either one of the following optional:
Crystal Mask of Insight ontop of your other Mask: + 1.5x20,000g = 30,000g
+9/+9 to spot and listen is a big bonus on your perception skills.
or
Codex Advocare (Hideous Blow or Call of the Wild): 20,000g
Hideous Blow is ideal for prebuffing for your initial (charge) attack. Besides from that it's pretty nonflexible until epic where you can feat it for AoO.
Call of the Wild gives your Wild Empathy and Speak with Animals at will, which would fit the theme and can be handy in certain campaigns. You don't need both of em, but they can still be handy. Pick one if you like
Build B has requires (!) a Ring of Evasion (bought@ lvl 11 und upgraded later with the regular ring options on top of it.):
Ring of Evasion: 25,000g (base for lvl 11), combine with "Ring of Darkhidden & Chameleon Power", the Chameleon Power gets the 1.5 multiplier which totals to 56,350g. (= +31,350g to the WBL of the base magic item build)
_________________________
2 emergency Contingent Spells: (for both builds)
Body outside Body 15th = 10,500g (activation on command word)
Sometimes predators hunt in packs ;) When you get highly outnumbered or have to fight a really difficult target, you can rely on this.
Resurrection = 19,100g (activation on death)
(Ring of the) nine lifes ain't enough, huh? yeah, we definitively need a 10th Life! Cause Malar demands/grants it for his best predators!^^
Combat Stats & Tactics:
Beast Strike unarmed dmg = unarmed + Eldritch Claws = 2xunarmed + Eldritch Blast
= 2x(2d10) + 6d6
Sizing to colossal: (Necklace of Natural Attacks + Sizing)
24d8 +6d6
Headless Pounce every turn:
Stagger (from Drunken Master) lets you freely change directions as many times as you wish, while charging. In fact you could run back and forth, or make a looping for a diving pounce. Thx due to Shock Troopers Headless Charge, you can pounce for the full +15 bonus without worrying about missing your enemies. If staying close combat is to risky (low AC due to Headless Charge) , swift teleport to safer distances (in the air/behind cover).
max dmg (+15 PA & colossal Size) calculation for diving pounce:
= (24d8 + 6d6 + Str + PA +5 magic weapon + Leading the Charge) x4 (Diving Attack, Valorous, Sandals of the Tiger's Leap)
= 96d8 + 24d6 + 4x(Str + PA + 5 mw + 10 LtC)
= 96d8 + 24d6 + 4x(11 + 15 + 5 + 10)
= 96d8 + 24d6 + 164
min. rolls = 96 + 24 + 164
min. rolls = 284 dmg
~rolls = 96x4.5 + 24x3.5 +164
~rolls = 432 + 84 +164
~rolls = ~680 dmg
max. rolls = 768 + 144 +164
max. rolls = 1076 dmg
_________________________
BAB (fractional): +16
regular Full Attack: +32/+27/+22/+17
Flurry and Feral Stance Full Attack: (+30)/+30/+30/+25/+20/+15 the (+30) is the extra bite attack.
Don't forget the +1 bonus to hit form above and maybe another +2 for invisibility depending on Cloak of Deception usage.
_________________________
Dive + Pounce + Whirlwind (3x/day): make a single attack as full-attack against all targets in reach. Only 3 times a day, but should be enough unless you are constantly fighting large packs/armies of enemies.
Impale (3x/day) + Cloak of Deception: 3 times per day you can ignore most types of armor bonuses (only size & deflection left IIRC).
_________________________
Maneuvers (3 of 4 readied/encounter):
Cloak of Deception helps to deny your foes Dex mod and prevents some defenses (like setting up a weapon against a charger). Further you can abuse it as alternative to hide before your turn (and Greater Invisibility) ends.
Wall of Blades is a nice counter to parry an attack if someone caught you somehow off-guard.
Iron Heart Surge,because it's just so stupidly strong to just say "NO!" to almost any effect or condition that could annoy you and last longer than 1 round. "You have birthday, entered a new age category and are subject to aging penalties" - "IHS says NO!" xD
White Raven Tactics because it's even stwronger than IHS. Talk to your DM about ruling, but even with home-brew nerfs (if you can't target yourself which I highly suggest^^) and without other maneuvers to combo with it, it's still powerful as hell. Further this is a perfect combo with Body outside Body (Continent Spell). Assuming that you aren't allowed (by your DMs homebrew ruling) to target yourself, you can still chain it with your BoB clones. While you stay at your regular initiative, the clones will dump each others Initiative for as many extra turns as possible. Next round (2) on your (regular) initiative, your original self starts the loop (and stays out of it again). uses WRT on one of the clones while they are refreshing their maneuvers. On the following round (3) your original self refreshes his maneuvers, while the clones use their WRT combo. ...
Feign Death (Build B only!)
Feign Death gives us some dirty options.
- observe a location without being noticed at all. Mindsight ability comes in handy here.
- play dead after attack in combat if someone somehow penetrated your defenses (with your teammates on your side) to shift enemy focus.
- when you are really dead and Resurrection kicks in, don't let the enemies know it. Prepare to use standard action to stand up + Cloak of Deception and retreat if things should get to risky.
Fly Speed
Fell Flight speed = ground speed (+ bonuses) + bonuses to fly speed.
Fell Flight can double dip movement-speed-bonuses that apply to all forms of movement.
Monk/FotF's bonus movement applies to all forms of movement ^^
Fell Flight Speed = base movement + 2x (monk + FotF movement-speed-bonus)
= 30 + 2x (50 + 10) ft
= 150ft fly speed
Kill the Strongest.. so that the weaklings have a change to beg for mercy..
With a fly speed of 150ft & Stagger you can pounce over a distance of 300ft (or dive + charge = 600ft !). This should be enough to bypass all mundane lowlife enemies in an encounter (with a single tumble DC15 roll from Stagger) and to just straight up go for the root of the problem (the leader/caster whatsoever). Again, don't bother with those who are not worth to be your preys. Malar demands that you only hunt the strong ones ;)
Nightmares Made Real
I know that many people don't like NMR or even think it's weak. But imho it's a really great tool. Why you ask?
- it's big, I mean really really big. (5 + Clvl) x 10ft. cubes (16 cubes at 20). Heck you could drop it on a small army troop. And it gets more ugly inside of corridors, where you can line the cubes up, to escape enemies or just slow em down, so you can fight em one by one.
- gives (only) you basically HIPS inside it: Full-Attack > hide > swift teleport. not many enemies will penetrate hide & concealment at the same time to locate your position.
- you don't need to push the DC for this build, cause even with succeeded save roll, the concealing effect stays!
- you need True Sight to see trough it. And even if your enemies have that, it doesn't stop NMR to enable HIPS for you. (this is not just RAW but imho RAI too, to clarify: the double layered vision someone with True Sight receives is still enough to fluke him when the caster of NMR is trying to hide)
- you get it in this setup as capstone at lvl 20. But if you like the idea, you can rearrange feats and class progression to get it at character lvl 15-16 in exchange of getting your combat abilities and maneuvers later. Besides, Ranger doesn't get it that much earlier and if you really need to compete with others, as said just rearrange the build and take it earlier.
If you intend to play this (or a similar build) keep in mind that you need to either start at higher lvl (and solve the alignment issue via background story) or you have to roleplay the several states of your alignment change over the course of the early levels. But imho this can be a great fun and challenging.
"It's not hard to imagine that someone (monk) who is born with "Dark Gifts" (Warlock) will have a troublesome time trying to live a normal life under normal law. You tried to life a normal "lawful" life but others feared your powers and you got thrown out of the monk order.
Seeing how hard and harsh life outside of the order is, maybe again due to your dark gifts, you start to hate society and even yourself (change from lawful to neutral and finally chaotic). You start drinking and let your the alcohol fuel your anger and rage (Barbarian).
At a tavern fight one night, you meet a Drunken Master who acknowledged your growing skills, but thought you need some discipline to refine your skills and learn to treat the elder better. You followed the old mans teaching for a while.
Later you start to acknowledge yourself and your dark gifts that your are born with. You start to refine your combat skills with your personal powers (Enlightened Fist). You start to live in the wilderness and behave more and more like a predator. You hate moste "civilized humanoid" and their behavior against nature.
While you spend so many time in forests, you finally meet some Guardians of the Green. Their thinking and behavior fits your POV to good to be true. While you spent some time with them you realize your true nature and that your are chosen by Malar to be what you are: [B]a predator. After a final test, the Guardians of the Green acknowledge you as "Fist of the Forest".
Your time with the Guardians of the Green did give you insight into your true nature as predator. And a true predator isn't a copycat of other predators. He has his own tactics (Mindbender for Mindsight) and maneuvers (Warblade) and so you refine your personal skills to perfection (bring Enlightened Fist to lvl9)."
_________________________
thx for reading the wall of text post up till here. I am open for any kind of feedback. If I missed anything important (rules, errata, whatsoever^^), pls let me know.
I hope you enjoyed the build/post as much as I did with constructing the build & typing the post. ;)
END
edit1: edited the White Raven Tactics + Body outside Body combo. Forgot about the required swift action for both (WRT and maneuver refreshment). But still powerful to grant the clones an extra turn in round 1 and basically some bonus turns in the later rounds. Imho somewhat balanced.
edit2: added section about Fly Speed.
edit3:
- Added "Ring of Deflection" effect to one of the rings for base magic items.
- added 2nd Build Path (B) (lvls and optional/required items for both builds).
- build B makes use of monk ACF Feign Death. Added Feign Death combat option/tactic.
- minor changes for magic items: "Codex Advocare" moved to Build A optional
- Contingent Spells minor changes needed to make some gold free for other stuff.
edit4:
- corrected Fly Speed calculation
- added "Kill the Strongest" section
edit5:
- recalculated/corrected BAB (+15 > +16)
Welcome to my update of my first build (http://www.giantitp.com/forums/showthread.php?483535-Almighty-Claw-of-Malar) here on the forum. The first build contains some minor rule bugs and wrong interpretations. But now I am a bit more confident in my ruling skills and have refined my character building skills further and want to give it another try.
The Build is inspired by many cartoon/manga/anime super-heroes. If you want to have some Dragon Ball Z feeling (fly, "empowered" unarmed attacks, fast movement, charge/pounce..) with your hero, you are welcome:smallbiggrin:
Another big impact on the build had "Buddhas Hand", a special attack as shown in the comedy film Kung Fu Hustle (https://www.youtube.com/watch?v=5_Etw_BwRoY)
The original builds intend was to "rise the Powerlevel up to OVER 9000 !!!"^^. While the new build still has plenty of damage, my focus shifted to the predator aspect of the build. Now we have a predator with multiple layers of detection and deception.
After all, you "wanna be(come)" the prime alpha of the entire nature, namely the ...
Almighty Claw of Malar
Dogma
Survival of the fittest and the winnowing of the weak are Malar's legacy. A brutal, bloody death or kill has great meaning. The crux of life is the challenge between the hunter and the prey, the determination of who lives or dies. View every important task as a hunt. Remain ever alert and alive. Walk the wilderness without trepidation, and show no fear to the hunt. Savagery and strong emotions defeat reason and careful thought in all things. Taste the blood of those you slay, and never kill from a distance. Work against those who cut back the forest and who kill beasts solely because they are dangerous. Slay not the young, the pregnant, or deepspawn so that prey will remain plentiful.
Race:
Human
Ability Scores:
Str 16 + 5 lvlUp + 5 manual + 6 item = 32 total
Dex 14
Con 14
Int 12
Wis 14
Cha 8
2 flaws, some suggestions that fits the build/theme:
- Bestial Instinct: -2 to hit with anything other than unarmed strike & natural attacks
- Shaky: -2 to hit with ranged attacks
- Short Attention Span: can't take 20
Lvl Path A:
1) Monk - Combat Casting, Dodge*, Great Fortitude**, Power Attack**, Stunning Fist***
2) Monk - Combat Reflexes/Deflect Arrow*** (chose which one you prefer)
3) Warlock - Imp. Bull Rush (Invocation: See the Unseen)
4) Warlock - (Invocation: Serpent's Tongue)
5) Warlock
6) Barbarian - *ACF Pounce*, Eldritch Claws
7) Drunken Master
8) Drunken Master
9) Enlightened Fist - Beast Strike
10) Enlightened Fist - (Invocation: Entropic Warding)
11) Enlightened Fist
12) Enlightened Fist - Shock Trooper (Invocation: Fell Flight)
13) Fist of the Forest
14) Warblade - (Stance: Leading the Charge), (Maneuvers: White Raven Tactics, Wall of Blades, Iron Heart Surge)
15) Enlightened Fist - Darkstalker
16) Enlightened Fist
17) Enlightened Fist - (Invocation: Charm)
18) Mindbender - Mindsight
19) Enlightened Fist - (Invocation: Walk Unseen)
20) Enlightened Fist - (Invocation: Nightmares Made Real)
* = Human bonus feat
** = Feats from flaws
*** = Monk bonus feats
Lvl Path B:
(trades Evasion for Feign Death and buys instead a ring of Evasion @lvl11 to enter Drunken Master)
1) Monk - Combat Casting, Dodge*, Great Fortitude**, Power Attack**, Stunning Fist***
2) Monk - ACF: Feign Death, Combat Reflexes/Deflect Arrow*** (chose which one you prefer)
3) Warlock - Imp. Bull Rush
4) Warlock
5) Warlock
6) Barbarian - *ACF Pounce*, Eldritch Claws
7) Enlightened Fist
8) Enlightened Fist
9) Enlightened Fist - Beast Strike
10) Enlightened Fist
11) Enlightened Fist
12) Drunken Master - Shock Trooper
13) Drunken Master
14) Fist of the Forest
15) Warblade - Darkstalker (Stance: Leading the Charge), (Maneuvers: White Raven Tactics, Wall of Blades, Iron Heart Surge)
16) Enlightened Fist
17) Enlightened Fist
18) Mindbender - Mindsight
19) Enlightened Fist
20) Enlightened Fist
* = Human bonus feat
** = Feats from flaws
*** = Monk bonus feats
Note: the feats and PRC progression can be rearranged to some degree. Depending on what abilities you want to prioritize. (e.g. go from Barb directly into Enlightened Fist to get your HIPS with NMR faster).
760,000g budget @lvl 20
Pectoral of Maneuverability: 12,000g
Increases your maneuverability with Fell Flight to perfect.
Ghost Shroud: 5,000g
for ghost touch unarmed attacks
Third Eye (Conceal): 120,000g
For obvious reasons. You are a full melee in a world of dirty lil caster tricks. Don't give em the opportunity.
Hathran Mask of True Seeing: 75,000g
for almost the same reasons as the Third Eye. Further it helps you against the misschance/concealment of your own NMR invocation
KI Straps & Shadow Hands (Novice: "Cloak of Deception"): 5000g + 1.5x3,000g = 9,500g total
You need to apply the Shadow Hands on KI Straps. Because "Feral Trance" destroys Gloves. Cloak of Deception is a nice maneuver that let's you do your turn/full-attack with greather invisibility.
Strength Manual +5: 137,500g
flat bonus, not much to tell here
Sandals of the Tiger's Leap + Anklet of Translocation: 3,500g + 1.5x1,500g = 5,750g total
Apply the "Sandals of the Tiger's Leap"-ability to an Anklet of Translocation. Again, because of "Feral Trance", which destroys regular boots. The Sandals help with it's charge multiplier in your dmg output
Shadow Cloak: 5,500g
Why another method of short range teleport when you already have Anklet of Translocation you ask? Because you need more charges mainly. But the real deal with this cloak is, that it's an immediate action (!) and can be used on enemies turn. Abuse it to the max: dodge enemy ranged attack you are aware of, sidestep when someone charges at you.. endless options here
Monk's Belt of Giant Strength +6: 1.5x15,000g + 36,000g = 58,500g total
Monk's Belt + Fist of the Forest tops you at 20lvl worth of unarmed monk damage (when you hit lvl 20). +6 Str again just flat bonus which we need.
Bracers of (Soulfire) Armor +1(+5): 25,000g & +1 (+2) Armor Spikes (+1 Warning, + Spellbalde: Dispell Magic): 14,350g = 39,350g total
AC will be dumped by Shock Trooper, but we still need Death Ward against instakill effects. The armor spikes are just there to split costs and reduce the cost of the Warning ability. It would have cost much more if it would be on the necklace (+9 instead of +8). Spellblade helps if someone tries to dispel you, you can absorb it and trow it back if you want next round.
Neclace of Natural Attacks +5(+8): (+1 Impaling, +1 Whirlwind, +1 Valorous, + Sizing, + Spellbalde: Greater Dispell Magic) 139,600g
+5 is needed for the hit and extra dmg (which gets multiplied); Impaling lets you ignore AC for 3 attacks/day; Whirlwind is usable with pounce; Valorous & Sizing are great dmg boosts for this build. Note the unarmed attack always count as light weapon, even at colossal size (https://www.youtube.com/watch?v=H6kbdlm0bPo) (-8 to hit).
Greater Crystal of Lifedrinking: 6,000g
It doesn't have to be always the dedicated healer that heals your wounds. You are self sufficient to some degree. Further, now you can heal while hunting your next meal (for primal living).
Ring of Darkhidden & Chameleon Power: 1.5x2,000g + 12,700g = 15,700g total
Ring of Darkhidden is great in dark areas where your enemies rely (maybe sole) on darkvision. You are invisible to them. Chameleon Power is just a nice +10 hide bonus with at will Disguise Self which is handy by itself.
Ring of Nine Lifes & Entropic Deflection: 45,000g + 1.5x8,000g = 57,000g
Well, if the name doesn't turn you on (in terms of fitting the fluff of this build ;), I don't know what will. 9 charges which heal you immediately when you drop below 0 and you can even spent 1charge/day to auto-success a failed save (!!). Become a real predator cat with 9 lives^^.
While we already have Entropic Warding, we won't drop it due to trackless and can't be tracked by scent. The ring is just the better version for the deflection bonus. Monk's Belt qualifies for "movementspeed bonus from other magic items" and enables the 50% deflection against raged attack of the ring (including magical attack with a to hit roll!)
_________________________
LVL 20 WBL = 686,400g spent from 760,000g
Build A can take either one of the following optional:
Crystal Mask of Insight ontop of your other Mask: + 1.5x20,000g = 30,000g
+9/+9 to spot and listen is a big bonus on your perception skills.
or
Codex Advocare (Hideous Blow or Call of the Wild): 20,000g
Hideous Blow is ideal for prebuffing for your initial (charge) attack. Besides from that it's pretty nonflexible until epic where you can feat it for AoO.
Call of the Wild gives your Wild Empathy and Speak with Animals at will, which would fit the theme and can be handy in certain campaigns. You don't need both of em, but they can still be handy. Pick one if you like
Build B has requires (!) a Ring of Evasion (bought@ lvl 11 und upgraded later with the regular ring options on top of it.):
Ring of Evasion: 25,000g (base for lvl 11), combine with "Ring of Darkhidden & Chameleon Power", the Chameleon Power gets the 1.5 multiplier which totals to 56,350g. (= +31,350g to the WBL of the base magic item build)
_________________________
2 emergency Contingent Spells: (for both builds)
Body outside Body 15th = 10,500g (activation on command word)
Sometimes predators hunt in packs ;) When you get highly outnumbered or have to fight a really difficult target, you can rely on this.
Resurrection = 19,100g (activation on death)
(Ring of the) nine lifes ain't enough, huh? yeah, we definitively need a 10th Life! Cause Malar demands/grants it for his best predators!^^
Combat Stats & Tactics:
Beast Strike unarmed dmg = unarmed + Eldritch Claws = 2xunarmed + Eldritch Blast
= 2x(2d10) + 6d6
Sizing to colossal: (Necklace of Natural Attacks + Sizing)
24d8 +6d6
Headless Pounce every turn:
Stagger (from Drunken Master) lets you freely change directions as many times as you wish, while charging. In fact you could run back and forth, or make a looping for a diving pounce. Thx due to Shock Troopers Headless Charge, you can pounce for the full +15 bonus without worrying about missing your enemies. If staying close combat is to risky (low AC due to Headless Charge) , swift teleport to safer distances (in the air/behind cover).
max dmg (+15 PA & colossal Size) calculation for diving pounce:
= (24d8 + 6d6 + Str + PA +5 magic weapon + Leading the Charge) x4 (Diving Attack, Valorous, Sandals of the Tiger's Leap)
= 96d8 + 24d6 + 4x(Str + PA + 5 mw + 10 LtC)
= 96d8 + 24d6 + 4x(11 + 15 + 5 + 10)
= 96d8 + 24d6 + 164
min. rolls = 96 + 24 + 164
min. rolls = 284 dmg
~rolls = 96x4.5 + 24x3.5 +164
~rolls = 432 + 84 +164
~rolls = ~680 dmg
max. rolls = 768 + 144 +164
max. rolls = 1076 dmg
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BAB (fractional): +16
regular Full Attack: +32/+27/+22/+17
Flurry and Feral Stance Full Attack: (+30)/+30/+30/+25/+20/+15 the (+30) is the extra bite attack.
Don't forget the +1 bonus to hit form above and maybe another +2 for invisibility depending on Cloak of Deception usage.
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Dive + Pounce + Whirlwind (3x/day): make a single attack as full-attack against all targets in reach. Only 3 times a day, but should be enough unless you are constantly fighting large packs/armies of enemies.
Impale (3x/day) + Cloak of Deception: 3 times per day you can ignore most types of armor bonuses (only size & deflection left IIRC).
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Maneuvers (3 of 4 readied/encounter):
Cloak of Deception helps to deny your foes Dex mod and prevents some defenses (like setting up a weapon against a charger). Further you can abuse it as alternative to hide before your turn (and Greater Invisibility) ends.
Wall of Blades is a nice counter to parry an attack if someone caught you somehow off-guard.
Iron Heart Surge,because it's just so stupidly strong to just say "NO!" to almost any effect or condition that could annoy you and last longer than 1 round. "You have birthday, entered a new age category and are subject to aging penalties" - "IHS says NO!" xD
White Raven Tactics because it's even stwronger than IHS. Talk to your DM about ruling, but even with home-brew nerfs (if you can't target yourself which I highly suggest^^) and without other maneuvers to combo with it, it's still powerful as hell. Further this is a perfect combo with Body outside Body (Continent Spell). Assuming that you aren't allowed (by your DMs homebrew ruling) to target yourself, you can still chain it with your BoB clones. While you stay at your regular initiative, the clones will dump each others Initiative for as many extra turns as possible. Next round (2) on your (regular) initiative, your original self starts the loop (and stays out of it again). uses WRT on one of the clones while they are refreshing their maneuvers. On the following round (3) your original self refreshes his maneuvers, while the clones use their WRT combo. ...
Feign Death (Build B only!)
Feign Death gives us some dirty options.
- observe a location without being noticed at all. Mindsight ability comes in handy here.
- play dead after attack in combat if someone somehow penetrated your defenses (with your teammates on your side) to shift enemy focus.
- when you are really dead and Resurrection kicks in, don't let the enemies know it. Prepare to use standard action to stand up + Cloak of Deception and retreat if things should get to risky.
Fly Speed
Fell Flight speed = ground speed (+ bonuses) + bonuses to fly speed.
Fell Flight can double dip movement-speed-bonuses that apply to all forms of movement.
Monk/FotF's bonus movement applies to all forms of movement ^^
Fell Flight Speed = base movement + 2x (monk + FotF movement-speed-bonus)
= 30 + 2x (50 + 10) ft
= 150ft fly speed
Kill the Strongest.. so that the weaklings have a change to beg for mercy..
With a fly speed of 150ft & Stagger you can pounce over a distance of 300ft (or dive + charge = 600ft !). This should be enough to bypass all mundane lowlife enemies in an encounter (with a single tumble DC15 roll from Stagger) and to just straight up go for the root of the problem (the leader/caster whatsoever). Again, don't bother with those who are not worth to be your preys. Malar demands that you only hunt the strong ones ;)
Nightmares Made Real
I know that many people don't like NMR or even think it's weak. But imho it's a really great tool. Why you ask?
- it's big, I mean really really big. (5 + Clvl) x 10ft. cubes (16 cubes at 20). Heck you could drop it on a small army troop. And it gets more ugly inside of corridors, where you can line the cubes up, to escape enemies or just slow em down, so you can fight em one by one.
- gives (only) you basically HIPS inside it: Full-Attack > hide > swift teleport. not many enemies will penetrate hide & concealment at the same time to locate your position.
- you don't need to push the DC for this build, cause even with succeeded save roll, the concealing effect stays!
- you need True Sight to see trough it. And even if your enemies have that, it doesn't stop NMR to enable HIPS for you. (this is not just RAW but imho RAI too, to clarify: the double layered vision someone with True Sight receives is still enough to fluke him when the caster of NMR is trying to hide)
- you get it in this setup as capstone at lvl 20. But if you like the idea, you can rearrange feats and class progression to get it at character lvl 15-16 in exchange of getting your combat abilities and maneuvers later. Besides, Ranger doesn't get it that much earlier and if you really need to compete with others, as said just rearrange the build and take it earlier.
If you intend to play this (or a similar build) keep in mind that you need to either start at higher lvl (and solve the alignment issue via background story) or you have to roleplay the several states of your alignment change over the course of the early levels. But imho this can be a great fun and challenging.
"It's not hard to imagine that someone (monk) who is born with "Dark Gifts" (Warlock) will have a troublesome time trying to live a normal life under normal law. You tried to life a normal "lawful" life but others feared your powers and you got thrown out of the monk order.
Seeing how hard and harsh life outside of the order is, maybe again due to your dark gifts, you start to hate society and even yourself (change from lawful to neutral and finally chaotic). You start drinking and let your the alcohol fuel your anger and rage (Barbarian).
At a tavern fight one night, you meet a Drunken Master who acknowledged your growing skills, but thought you need some discipline to refine your skills and learn to treat the elder better. You followed the old mans teaching for a while.
Later you start to acknowledge yourself and your dark gifts that your are born with. You start to refine your combat skills with your personal powers (Enlightened Fist). You start to live in the wilderness and behave more and more like a predator. You hate moste "civilized humanoid" and their behavior against nature.
While you spend so many time in forests, you finally meet some Guardians of the Green. Their thinking and behavior fits your POV to good to be true. While you spent some time with them you realize your true nature and that your are chosen by Malar to be what you are: [B]a predator. After a final test, the Guardians of the Green acknowledge you as "Fist of the Forest".
Your time with the Guardians of the Green did give you insight into your true nature as predator. And a true predator isn't a copycat of other predators. He has his own tactics (Mindbender for Mindsight) and maneuvers (Warblade) and so you refine your personal skills to perfection (bring Enlightened Fist to lvl9)."
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thx for reading the wall of text post up till here. I am open for any kind of feedback. If I missed anything important (rules, errata, whatsoever^^), pls let me know.
I hope you enjoyed the build/post as much as I did with constructing the build & typing the post. ;)
END
edit1: edited the White Raven Tactics + Body outside Body combo. Forgot about the required swift action for both (WRT and maneuver refreshment). But still powerful to grant the clones an extra turn in round 1 and basically some bonus turns in the later rounds. Imho somewhat balanced.
edit2: added section about Fly Speed.
edit3:
- Added "Ring of Deflection" effect to one of the rings for base magic items.
- added 2nd Build Path (B) (lvls and optional/required items for both builds).
- build B makes use of monk ACF Feign Death. Added Feign Death combat option/tactic.
- minor changes for magic items: "Codex Advocare" moved to Build A optional
- Contingent Spells minor changes needed to make some gold free for other stuff.
edit4:
- corrected Fly Speed calculation
- added "Kill the Strongest" section
edit5:
- recalculated/corrected BAB (+15 > +16)