Level 5 Dwarf Monk (Drunken Master, Master of Many Styles, Monk of the Sacred Mountain)

I was playing around with a monk build and I was curious if I could get some feedback on it? Suggestions, comments, potential weaknesses or things to be wary of?

The ability scores were rolled randomly (4d6 drop lowest).

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Offense
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Speed 30 ft., ki stagger
Melee Quarterstaff +7 (1d6+6/x2) and
. . Unarmed strike +7 (1d8+6/x2)
Special Attacks drunken strength (max 1 ki), hatred, ki strike, magic
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Statistics
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Str 18, Dex 14, Con 13, Int 10, Wis 18, Cha 7
Base Atk +3; CMB +9 (+11 Grappling); CMD 26 (26 vs. Bull Rush, 28 vs. Grapple, 26 vs. Trip)
Feats Dragon Ferocity +2, 1d4+4 rds, Dragon Style, Improved Grapple, Improved Unarmed Strike, Skill Focus (Sense Motive), Snake Style, Stunning Fist (5/day) (DC 16), Toughness
Skills Acrobatics +10, Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +11, Perception +12 (+14 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +17, Swim +8
Languages Common, Dwarven
SQ ac bonus +5, bastion stance (except mind-affecting or teleporta, drunken ki, fast movement (+10'), fuse style (2 styles), greed, hardy, ki defense, ki pool, maneuver training, slow and steady, stability, stonecunning +2, stunning fist (stun, fatigue), unarmed strike (1d8)
Other Gear Quarterstaff, Belt of giant strength +2, Cloak of resistance +1, Headband of inspired wisdom +2, Backpack, masterwork (empty), Bedroll, Blanket, Canteen (5), Soap, Spider's silk rope, Trail rations (10), Waterskin, 1341 GP, 8 SP, 9 CP
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Special Abilities
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AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Dragon Ferocity +2, 1d4+4 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Drunken Ki (Su) Drunken Ki pool allows the use of Ki powers.
Drunken Strength (max 1 Ki) (Su) Add 1d6 per Ki point spent to a melee attack.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
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 Wisdom 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, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Slow and Steady Your base speed is never modified by encumbrance.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (5/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
 

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Ramaster

Adventurer
Power wise... well, dwarven monks are not on the upper side of the curve!

But I actually like the drunken master, and the archetype certainly suits a Warhammer drink-until-you-faint dwarf-guy. Master of many styles is a big nerf IMO. Just go Snake Style (or Dragon) and don't bother with the others. This overall seems like a fun character.

Are you using the standard wealth by level? If you are actually going to play a low magic/wealth game, then take Vow of Poverty (you will then, indeed, be a hobo). Otherwise, try to get an amulet of mighty fists (I would see if I could convince the DM to cost the amulet like a magic weapon, i.e. +1 for 2k, +2 for 8k etc). Bracers of armor are cheap and generally worth it and, of course, a couple of masterwork weapons like a quarterstaff and some shurikens are always a good investment.
 

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