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Designing a half-celestial monk8
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<blockquote data-quote="Pielorinho" data-source="post: 1095235" data-attributes="member: 259"><p>For a one-shot battle that's coming up, our DM asked a few of us to design funky celestial characters. There's an ancient dwarven fighter hero; a couatl sorcerer; some sort of air-djinn rogue/fighter type; an awakened flying entangle-happy wizardly large patch of briars(!), and my PC, a half-celestial elvish Monk8.</p><p> </p><p>I wanted to throw the idea out to the EN World, to see what ideas folks have for building such a character. (I'm not sure if my DM is amenable to the idea of my tweaking the PC I already gave him for the one-shot; if not, this'll be an even more academic exercise <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />).</p><p> </p><p>I'm figuring on a 30-point buy. My original build had been a grapple-monk, but I realized that with all the advantages toward grappling I can give him, the couatl and the rosebush will both be better grapplers than him; rather than be outshined in this area, I'm now thinking that he should be a stun-monk.</p><p> </p><p>So far, I'd given him the following stats:</p><p>S 20 (14 +4 celestial +2 class levels)</p><p>D 18 (14 +2 celestial +2 elf)</p><p>C 16 (14 +4 celestial -2 elf)</p><p>I 14 (12 +2 celestial)</p><p>W 18 (14 +4 celestial)</p><p>Ch 14 (10 +4 celestial)</p><p>He's got holy fists -- basically, his unarmed attacks are +1 holy weapons, doing +2d6 vs. evil critters. Other than that, he gets 2,000 gp of starting treasure.</p><p> </p><p>I gave him as feats:</p><p>Expertise</p><p>Improved Disarm</p><p>Weapon Focus (Unarmed)</p><p>(Improved Trip)</p><p>(Combat Reflexes)</p><p>(Improved Grapple)</p><p> </p><p>Skillwise, he's maxed out in tumble, spot, listen, and sense motive, with a few ranks in balance, move silently, hide, and knowledge (religion).</p><p> </p><p>His AC is 20 (+4 wis, +4 dex, +1 monk, +1 natural from being half-celestial). He can bump it up to 22 with Protection from Evil, 26 from an ally's mage armor, or 29 from an ally's barkskin.</p><p> </p><p>What do folks think? How would you change him around? I'm thinking of dropping a couple points of intelligence and charisma in order to up his wisdom to 20, and giving him stunning fist -- that way, he'll get +1 AC, and his stunning fist DC will be 19, fairly respectable. Fightwise, he'll make his first attack each round be a trip attack; if it succeeds, he'll use improved trip to follow up with a stunning blow, and the rest of his attacks will be normal punch attacks (unless an opportunity for disarming presents itself).</p><p> </p><p>I'd lose some ranks in balance, move silently, and hide if I did this, probably.</p><p> </p><p>What do y'all think? Is there a cooler way to play such a character?</p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1095235, member: 259"] For a one-shot battle that's coming up, our DM asked a few of us to design funky celestial characters. There's an ancient dwarven fighter hero; a couatl sorcerer; some sort of air-djinn rogue/fighter type; an awakened flying entangle-happy wizardly large patch of briars(!), and my PC, a half-celestial elvish Monk8. I wanted to throw the idea out to the EN World, to see what ideas folks have for building such a character. (I'm not sure if my DM is amenable to the idea of my tweaking the PC I already gave him for the one-shot; if not, this'll be an even more academic exercise :D). I'm figuring on a 30-point buy. My original build had been a grapple-monk, but I realized that with all the advantages toward grappling I can give him, the couatl and the rosebush will both be better grapplers than him; rather than be outshined in this area, I'm now thinking that he should be a stun-monk. So far, I'd given him the following stats: S 20 (14 +4 celestial +2 class levels) D 18 (14 +2 celestial +2 elf) C 16 (14 +4 celestial -2 elf) I 14 (12 +2 celestial) W 18 (14 +4 celestial) Ch 14 (10 +4 celestial) He's got holy fists -- basically, his unarmed attacks are +1 holy weapons, doing +2d6 vs. evil critters. Other than that, he gets 2,000 gp of starting treasure. I gave him as feats: Expertise Improved Disarm Weapon Focus (Unarmed) (Improved Trip) (Combat Reflexes) (Improved Grapple) Skillwise, he's maxed out in tumble, spot, listen, and sense motive, with a few ranks in balance, move silently, hide, and knowledge (religion). His AC is 20 (+4 wis, +4 dex, +1 monk, +1 natural from being half-celestial). He can bump it up to 22 with Protection from Evil, 26 from an ally's mage armor, or 29 from an ally's barkskin. What do folks think? How would you change him around? I'm thinking of dropping a couple points of intelligence and charisma in order to up his wisdom to 20, and giving him stunning fist -- that way, he'll get +1 AC, and his stunning fist DC will be 19, fairly respectable. Fightwise, he'll make his first attack each round be a trip attack; if it succeeds, he'll use improved trip to follow up with a stunning blow, and the rest of his attacks will be normal punch attacks (unless an opportunity for disarming presents itself). I'd lose some ranks in balance, move silently, and hide if I did this, probably. What do y'all think? Is there a cooler way to play such a character? Daniel [/QUOTE]
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