Minor thread necro!
Dandu again linked to here recently, and instead of making a new thread, I figured I'd post in here. I had an idea for a Monk/Duelist build recently using Pathfinder rules and the new Ultimate Combat, trying my absolute hardest to twink it out. I think i actually have a decent melee fighter...for what that's worth at level 20. Thoughts?
[sblock]Unarmed Fighter 1 / Master of Many Styles Qinggong Monk 1 / UF +1 / Monk +3 / Inquisitor 3 / Duelist 9 / Shadowdancer 2
Str 8, Dex 15, Con 12, Int 16, Wis 16, Cha 8 (initial, pre-race 25 PB)
Str 8, Dex 16 (22), Con 12 (14), Int 16 (22), Wis 20 (26), Cha 8 (level 20, pre-race)
Undine (final): Str 6, Dex 18 (24), Con 12 (14), Int 16 (22), Wis 22 (28), Cha 8
Ophiduan (final): Str 8, Dex 18 (24), Con 12 (16), Int 16 (22), Wis 22 (28), Cha 6
HP: xxx (11d10 +9d8 +60)
AC: 51 (10 +4 armor +7 dex +6 int +11 monk +1 insight +6 natural +5 deflect +1 dodge)
*+7 (8?) fighting defensively
Saves: Fortitude +22, Reflex +25, Will +25 (+2 vs. enchantment)
BAB +17; CMB +17 (27 unarmed; +4 trip); CMD 51
Feats: Crane Style, Crane Wing, Snake Style, Snake Fang, IUS, Dodge, Mobility, Weapon Finesse, Monastic Legacy, Stunning Fist, Tandem Trip, Lookout, Combat Reflexes, Combat Expertise, Improved Trip, Greater Trip, Crane Riposte, Coordinated Charge, Vicious Stomp, Fury’s Fall
1 Improved Unarmed Strike [Fighter]
1 Crane Style [Fighter]
1 Weapon Finesse
2 Crane Wing [Monk]
2 Stunning Fist (Fort DC 29; 9/day) [Monk]
3 Snake Style [Fighter]
3 Dodge
4 Snake Fang [Monk]
5 Mobility
7 Combat Expertise
9 Improved Trip
9 Tandem Trip [Inquisitor]
11 Greater Trip
13 Lookout
13 Combat Reflexes [Duelist]
15 Monastic Legacy
17 Crane Riposte
18 Deflect Arrows [Duelist]
19 Coordinated Charge
Class: Stunning Fist (Stun 1 round or Fatigue), Evasion, AC bonus, Still Mind, Ki Pool (11 points), True Strike (1 ki point), Fast Movement +10 ft, Maneuver Training, Stern Gaze (+1 intimidate/sense motive), Monster Lore (+Wis to ID creatures), Travel Domain (+10 speed; 12/day ), Judgement 1/day, Orisons, Cunning Initiative (+Wis to init), Detect Alignment, Track +1, Solo Tactics, Canny Defense, Parry, Riposte, Precise Strike (+9 damage), Improved Reaction +4, Enhanced Mobility, Grace (+2 Reflex), Acrobatic Charge, Elaborate Defense, No retreat, Hide in Plain Sight, Uncanny Dodge, Darkvision +30 ft, Improved Evasion?
Key gear:
Amulet of Mighty Fists (Guided)
+X Guided Rope Dart?
Monk’s Robe
Mage armor
Ring of Freedom of Movement
Ring of Deflection +5 and Featherfalling
Cloak of Resistance +5 and Minor Displacement
Winged Boots?[/sblock]
It's so feat heavy, I never even got to take everything from my "wish list": Crane Style, Crane Wing, Snake Style, Snake Fang, IUS, Dodge, Mobility, Weapon Finesse, Monastic Legacy, Stunning Fist, Tandem Trip, Lookout, Combat Reflexes, Combat Expertise, Improved Trip, Greater Trip, Crane Riposte, Coordinated Charge, Vicious Stomp, Fury’s Fall
Stats were based assuming the 3rd party psionic race, since it has the most favorable ability modifiers and +1 nat armor, even though the build had no use whatsoever for being psionic. I have ability score arrays for Undine, otherwise. Shadowdancer 2 is for lack of a better idea of how to cap it off. Has the unfortunate need of a caster for Greater Magic Weapon/Fang, cause hell no am I paying for a +5 amulet of mighty fists!
What the build does:
- Gets a free AoO every time he is missed
- Can take an immediate action when he hits with one of said AoOs to get yet another attack
- Can instantly turn one melee hit per round into a miss via Crane Wing, triggering the above
- Can use Parry and Riposte to reliably turn another hit into a miss at the price of an attack
- Gets a free AoO from Crane Riposte upon using Crane Wing
- Can gain +8 AC fighting defensively for only a -1 attack penalty
- Can further buff AC with Expertise, though at the normal +1/-1 ratio
- Has a sizable trip mod and grants AoOs to self and others upon success (if you can squeeze Vicious Stomp in, it becomes 2 AoOs per trip)
- Can use True Strike (swapped Slow Fall via Qinggong) to make sure a trip works. Also gets to roll twice and take the better on basically every trip
- Can immediate action charge (and bypass obstructions w/ Acrobatic Charge) whenever an ally does.
- Can purposely provoke AoOs by moving around and get +8 mobility AC if he hasn't already run out of them just hangin' out
- Can always act in the surprise round if an adjacent ally can (combine w/ immediate action charge)
And more. Again, purely a melee domination build, and still has some issues with forcing the enemy to not avoid him, and does low damage per hit, but can probably "death of a thousand cuts" any melee challenger to death quite effectively, at least.