A Monster for Every Season: Summer 2
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    Ogre in the Playground
     
    Doorhandle's Avatar

    Join Date
    May 2011
    Location
    Australia
    Gender
    Male

    Default the Four Winds Drunken Master of The Sacred Mountain Monk

    Fun fact: provided their replacement class features do not overlap, you can have more than one archtype/character.
    Good sir Themetricsystem from the pathfinder forums had some fun with this. May I present you... A MONK-STER.

    Spoiler
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    Level 1- Elemental fist replacement for Stunning Fist
    Level 2- Iron Monk replacement for Evasion
    Level 3- Drunken Ki replacement for Still Mind
    Level 4- Bastion Stance replacement for Slow Fall
    Level 5- Iron Limb Defense and Drunken strength replacements for High Jump and Purity of Body
    Level 9- Adamantite Monk replacement for Imp Evasion
    Level 11- Drunken Courage replacement for Diamond Body
    Level 12- Slow Time replacement for Abundant Step
    Level 13- Drunken Resilience replacement for Diamond Soul
    Level 17- Aspect Master and Vow of Silence replacements for Timeless body and Tongue of Sun/Moon
    Level 19- Firewater Breath replacement for Empty Body
    Level 20- Immortality replacement for Perfect Self

    Are you ready for it?

    Also, I would like to play him as a Halfling with Low Blow and Underfoot traits. Of course using the Monk favored class option as well. Bullied as a child and with a Magical Talent with Mage Hand


    Spoiler
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    UBER MONK CR 19
    Male Human Monk (Drunken Master, Monk of the Four Winds, Monk of the Sacred Mountain) 20
    LN Medium Humanoid (Human)
    Init +10; Perception +31
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    DEFENSE
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    AC 27, touch 26, flat-footed 22 (+4 Dex, +1 natural, +1 dodge)
    hp 183 (20d8+60)
    Fort +14, Ref +16, Will +16
    Defensive Abilities Iron Limb Defense, Vow of Silence; DR Adamantine Monk (DR 4/–), 4/—, Drunken Resilience (DR 3/–); Immune Drunken Courage
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    OFFENSE
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    Spd 90 ft., Ki Stagger
    Melee Unarmed Strike +17/+12/+7 (2d10+2)
    Special Attacks Drunken Strength (max 4 Ki), Firewater Breath (DC 24), Flurry of Blows +18/+18/+13/+13/+8/+8/+3, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Pounce, Quivering Palm (DC 24)
    --------------------
    STATISTICS
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    Str 14, Dex 18, Con 14, Int 13, Wis 18, Cha 10
    Base Atk +15/+10/+5; CMB +22 (+26 Tripping); CMD 43 (45 vs. Trip)
    Feats Cockatrice Strike (DC 24) (Su), Combat Expertise +/-4, Deep Drinker, Dodge, Elemental Fist (5d6) (20/day), Gorgon's Fist (DC 24), Greater Trip, Improved Initiative, Improved Trip, Improved Unarmed Strike, Lunge, Medusa's Wrath, Mobility, Monk Weapon Proficiencies, Power Attack +8/-4, Scorpion Style (DC 24), Sidestep, Spring Attack, Toughness +20, Tripping Strike, Whirlwind Attack
    Traits Reactionary, Wisdom in the Flesh: Climb
    Skills Acrobatics +27, Climb +17, Diplomacy +10, Escape Artist +17, Intimidate +13, Perception +31, Sense Motive +21, Stealth +21, Survival +14, Swim +15Modifiers Vow of Silence
    Languages Elven
    SQ AC Bonus +9, Aspect of the Tiger (1/hour) (Su), Bastion Stance (Ex), Drunken Ki (Su), Fast Movement (+60'), Immortality (Su), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Slow Time (Su), Unarmed Strike (2d10), Wholeness of Body (40 HP/use) (Su)

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    SPECIAL ABILITIES
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    AC Bonus +9 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
    Adamantine Monk (DR 4/–) (Ex) Gain Dr/-, 1 Ki: Double DR until next turn.
    Aspect of the Tiger (1/hour) (Su) 1/hour, move at 10x normal land speed when charging.
    Bastion Stance (Ex) Cannot be moved if you start and end the round in the same space.
    Cockatrice Strike (DC 24) (Su) Full-round: 1 unarmed attack vs. hampered target - on a critical, target must save or be petrified.
    Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
    Damage Reduction (4/-) You have Damage Reduction against all attacks.
    Deep Drinker Drunken Ki provides 2 Ki, rather than 1.
    Drunken Courage (Su) Immune to fear as long as you have 1 Drunken Ki.
    Drunken Ki (Su) Drunken Ki pool allows the use of Ki powers.
    Drunken Resilience (DR 3/–) (Ex) DR/- as long as you have 1 Drunken Ki
    Drunken Strength (max 4 Ki) (Su) Add 1d6 per Ki point spent to a melee attack.
    Elemental Fist (5d6) (20/day) You can add 1d6 energy damage to an attack.
    Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
    Firewater Breath (DC 24) (Su) 4 Ki: Breath weapon deals 20d6 in a 30' cone.
    Flurry of Blows +18/+18/+13/+13/+8/+8/+3 (Ex) Make Flurry of Blows attack as a full action.
    Gorgon's Fist (DC 24) Standard action: stagger a target whose speed is reduced.
    Greater Trip +2 to Trip, target provokes AoO when tripped.
    Immortality (Su) You no longer age and will reincarnate 24h after death.
    Improved Trip You Trip at +2 and don't cause an attack of opportunity.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Iron Limb Defense (Ex) +2 Shield AC if you start and end your turn in the same space.
    Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
    Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
    Ki Stagger (Su) As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a move action to move 5 feet without provoking attacks of opportunity.
    Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
    Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
    Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
    Lunge -2 to hit for +5' reach
    Maneuver Training (Ex) CMB = other BABs + Monk level
    Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
    Mobility +4 to AC against some attacks of opportunity.
    Pounce (Ex) You can make a full attack as part of a charge.
    Power Attack +8/-4 You can subtract from your attack roll to add to your damage.
    Quivering Palm (1/week) (DC 24) (Su) Once a week, make an attack that can kill with your thought.
    Scorpion Style (DC 24) Standard action: Unarmed strike also reduces target's land speed by 5'
    Sidestep When an opponent misses you in melee, you can immediately take your next 5' step, as long as you remain within their threatened area.
    Slow Time (Su) 6 Ki points: +2 standard actions this round, movement does not provoke AoO.
    Spring Attack You can move - attack - move when attacking with a melee weapon.
    Tripping Strike Critical hit's confirmation roll is a Trip maneuver check.
    Unarmed Strike (2d10) The Monk does lethal damage with his unarmed strikes.
    Vow of Silence (Su) +2 AC, CMD, +4 Sense Motive, Stealth, Perception, all lost for 24h if you speak.
    Whirlwind Attack Instead of making a full attack, you attack all nearby opponents.
    Wholeness of Body (40 HP/use) (Su) Self-heal 2 * monk level in damage for 1 Ki point.
    Wisdom in the Flesh: Climb Climb becomes a Wisdom-based, class skill.
    Created With Hero Lab® - try it for free at http://www.wolflair.com!


    Discuss. Such as: Is this the build of Monkey, from journey to the west, or what?
    Last edited by Doorhandle; 2011-08-05 at 05:09 AM.
    Can't write. Can't plan. Can draw a little.
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    "In his free time, he gates in Balors just so he can kill and eat them later!"

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