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Serafina
2023-10-07, 10:26 AM
So as mentioned here (https://forums.giantitp.com/showsinglepost.php?p=25883781&postcount=3), there are actually a number of class archetype for non-sphere, default Pathfinder classes that allow you to take both a Sphere of Guile, and either a Sphere of Power or Sphere of Might (or both) archetype.

This build is based off the Erudite Soul (http://spheresofpower.wikidot.com/erudite-soul) Unchained Monk while also taking the Master of Many Stances (http://spheresofpower.wikidot.com/master-of-many-stances) archetype. It gives a low Operative progression, focussed on the Investigation-Sphere, while also giving Inspiration and making the whole class Int-based. MoMS gives high Practitioner progression, while focussing on maintaining multiple SoM stances at once.

The following build is made for 11th level, but it could also be made to work at lower level by taking Focused Stamina (http://spheresofpower.wikidot.com/practitioner-feats#toc46), Greater Focus (http://spheresofpower.wikidot.com/practitioner-feats#toc50), or some other means than the 11th-level one to recover Focus.


First, the Sphere of Guile talents.
Erudite Soul gives us the Investigation-Sphere (http://spheresofpower.wikidot.com/investigation) as a bonus talent, and an additional talent from it at 4th, 12th, and 20th level. We thus have two talents from it to play with at least.
In my opinion, the Speculative Analysis (http://spheresofpower.wikidot.com/operative-feats#toc24) feat looks very neat, so we'll use our Trade Tradition to grab the Study-Sphere (http://spheresofpower.wikidot.com/study), and take that feat at 1st or 3rd level (depending on how soon you want Power Attack).

We take the Disrupt Focus (http://spheresofpower.wikidot.com/investigation#toc32) apply talent, so now we gain a +3 Insight Bonus to saves against any Analyzed creature. Analysis is normally a Swift Action, but can be done as a Standard Action to get a better read - since we get an attack from going into a Stance, this is actually acceptable. However, we also take the Group Analysis (http://spheresofpower.wikidot.com/investigation#toc12) talent, which allows us to analyze multiple targets (3 at this level) by using a full-round action.
We don't really spend on Analzye talents themselves, since we are short on talents - however, you can spend your Utility-talents on those. I am partial to Infer Connection (http://spheresofpower.wikidot.com/investigation#toc24).

By taking the Study-Sphere, we also gain one Theory-talent for free. We take Anticipate Hostility (http://spheresofpower.wikidot.com/study#toc23), which gives us a +3 Insight bonus to AC. We can also gather Notions and spend them on further defenses, though that eats up Immediate Actions, and we want to save our Swift Actions on activating Stances. We could take Collaborative Understanding (http://spheresofpower.wikidot.com/study#toc9) to grant the above bonus, and the ability to spend notions, to our allies, thus not wasting notions, however there isn't quite room for this in this build.

We also take the Faction-Sphere (http://spheresofpower.wikidot.com/faction), the Potion Supply (http://spheresofpower.wikidot.com/faction#toc39), Extra Faction Package (http://spheresofpower.wikidot.com/faction#toc15), and the extraordinarily useful Spellcaster Hireling (http://spheresofpower.wikidot.com/faction#toc28) which us a utility talent (!). Depending on your campaign, you may have to burn utility talents on Social Clout (http://spheresofpower.wikidot.com/faction#toc21) and Remote Requisition (http://spheresofpower.wikidot.com/faction#toc50) to get your requisitions reliably, but those are utility talents too.

Finally, our Utility-talents. One will be spent on Read the Rythm from the Boxing Sphere, which as per this is a Utility talent also (http://spheresofpower.wikidot.com/using-champions-of-the-spheres#toc2). One is spent on an Analyze-talent, presumably. The other four we have at this level can be spent on the excellent Focused Study (http://spheresofpower.wikidot.com/study#toc13), giving us an abundance of Knowledge-Skills to make use of - though you are of course free to focus less on that, and take other Utility-talents.


Now, for our Spheres of Might Combat Spheres.

From the Boxing Sphere (http://spheresofpower.wikidot.com/boxing), we take the Defensive Pugilist (http://spheresofpower.wikidot.com/martial-traditions#toc113) drawback. This grants us the Tight Guard (http://spheresofpower.wikidot.com/boxing#toc25) talent, giving us a +3 Shield Bonus on any attack with a light weapon (such as an unarmed strike). We also take Shoulder Roll (http://spheresofpower.wikidot.com/boxing#toc23), which once per round at the cost of an AoO gives +3 Dodge to AC, and on a miss of the enemy attack gives a free attack with a light weapon. Then, we take Read the Rythm (http://spheresofpower.wikidot.com/boxing#toc20) as a utility talent, because it is useful and counts as a talent for our unarmed damage progression.

From the Open Hand Sphere (http://spheresofpower.wikidot.com/open-hand) which gives us the ability to trip as a move action, we take Snap Kick (http://spheresofpower.wikidot.com/open-hand#toc30) to get AoOs on trip attempts with a potential stagger, and Thunderous Punishment (http://spheresofpower.wikidot.com/open-hand#toc36) which on any AoO forces a Fort-Save or be battered and staggered.We also take the Featherlight Positioning (http://spheresofpower.wikidot.com/open-hand#toc10) stance, for better movement (since we'll often use our Move-action on Tripping or Shoving). We also take Greater Trip (http://spheresofpower.wikidot.com/open-hand#toc13), of course.

From the Brute-Sphere (http://spheresofpower.wikidot.com/brute) which gives us the useful Shove (move half speed and deal some damage and batter), we take the Giant Physique (http://spheresofpower.wikidot.com/brute#toc14) stance to count as larger for maneuvers, and on activating that stance we can flex into Greater Shove (http://spheresofpower.wikidot.com/brute#toc16), because yay free talents.

The Dual-Wielding Sphere (http://spheresofpower.wikidot.com/dual-wielding) gives us a free off-hand attack (which can of course be unarmed) whenever we make an attack action. We also take Dual Opportunity (http://spheresofpower.wikidot.com/dual-wielding#toc13), for more AoO goodness.

And from the Berserker-Sphere, we take the Sword Eater (http://spheresofpower.wikidot.com/berserker) stance to break enemy weapons, Greater Sunder (http://spheresofpower.wikidot.com/berserker#toc11) to be better at that, the Heavy Swing (http://spheresofpower.wikidot.com/berserker#toc30) exertion talent to force fort-save or be staggered, or if battered dazed, and finally we can use the Stance to flex into any Adrenaline-talent that fits the situation.


For Feats, we take the aforementioned Speculative Analysis, Power Attack, Muscular Reflexes, Extra Combat Talent and Extra Skill Talent.


For our Ki Powers, we can those on Investigator Talents as well (name not related to Soheres. Sadly we can't take Combat Inspiration until 12th level, but we can take Inspired Intelligence to get really good with Knowledge-checks (and Linguistics and Spellcraft), Device Talent to improve with Use Magic Device, and Extend Potion. We also take Abundant Step for much better mobility, of course.


For ability scores, high Strength and good Intelligence suffice - assuming you are allowed to take Force Redirection Technique (http://spheresofpower.wikidot.com/equipment-sphere#toc100), which is a legendary talent. Otherwise, you'll need a mix of Strenght, Dexterity, and Intelligence.



Overall, this character is fairly good with knowledge skills and analysis, can requisition some magic scrolls and potions every day and make good use of them, and in combat fights by disabling enemies and being hard to hit and retaliating with attacks of opportunity.

Dr_Dinosaur
2023-10-07, 04:31 PM
I'm afraid this doesn't work, as Erudite Soul's skill expertise feature is replaced by MoMS' combat training per the "this replaces bonus feats but can be replaced by other archetypes" clause

Serafina
2023-10-08, 07:25 AM
I'm afraid this doesn't work, as Erudite Soul's skill expertise feature is replaced by MoMS' combat training per the "this replaces bonus feats but can be replaced by other archetypes" clauseLMAO, thanks, that's what I get for not triple-checking things. It also doesn't work with Street Fighter, alas.

AFAICT the following combos work:
Champion Bard/Thespian
Unchained Rogue Grifter/Canny Scoundrel

Castilonium
2023-10-08, 11:44 PM
Here are all of the current combos for SoG archetypes:

Bard: Champion Bard + Thespian. Mid magic/might, low guile.
Ranger: Sphere Ranger + Wayfarer. Low magic, low guile.
Ranger: Nature's Blade + Wayfarer. Mid might, low guile.
Unchained Rogue, Canny Scoundrel + Grifter. Mid might, high guile.
Paladin/Antipaladin: Dirt-Spattered Angel/Blood-Soaked Demon + Arbiter. Low might, low guile.
Hedgewitch: Martial Hedgewitch + Guileful Hedgewitch. Mid magic, low might, mid guile.