Monday, 30 April 2012

Ninja / Monk Grandmaster

Here I will be posting my findings around the web regarding what I consider to be fairly optimized builds for Pathfinder Roleplaying Game. These builds may even be played by me one day, that is the reason for gathering them all in one place.

DISCLAIMER: Many cases where a build I post is NOT MY CREATION; I merely copy pasta; if available I will give credit to those that originated it.


NINJA 10/ MONK 10


Here are the goals of the build:
1.) Wisdom for as much as possible (AC, ki points, to hit, ability DC)
2.) The ability to use dastardly finish as much as possible (crane riposte - stunning fist - coup de grace)
3.) Decent mix of damage, buffing (both self and party) and weird abilities.
And here is the build:
Ability scores (Assuming 20 point buy):
Str 10
Dex 14
Con 15
Int 10
Wis 18 (+2 from human)
Cha 8
Feats:
Mnk 1 (Sensei, Qinggong, Drunken Master): Improved unarmed strike (free), Stunning fist (free), Dodge (Monk bonus feat), Endurance (Human Bonus feat), Drunken Brawler (1st lvl)
Mnk 2 / Ninja 1 (Scout): Sap adept (3rd level)
Mnk 4 / Ninja 1: Fast Drinker (5th level)
5th level overview:


Interesting combination here, while trying to make a quickly ki-replenishing character (fast drinker and drunken master), I found that drunken brawler combines well with the ability to down a tankard as a swift action, it's basically (with the right equipment) free temporary hit points every round.
Note, to get the 18 con required for fast drinker, the extra stat point goes into Con at 4th level and a belt of Con +2 is required ASAP, might work better in some games than others. Hopefully Paizo puts an endless tankard in Ultimate equipment and shows the drunken masters some love.
Mnk 4 / Ninja 2: Crane Style (Ninja trick: Style Master)
Mnk 4 / Ninja 3: Crane Wing (7th level)
Mnk 4 / Ninja 5: Sap Master (9th level)
Mnk 4 / Ninja 6: Weapon Focus (Unarmed Strike) (Ninja trick: Weapon Training)
10th level overview: 


So basically 6th to 10 level is to fill out the sap mastery line, as well as to pick up crane style and crane wing for added defense. This character is quite competent in both dealing damage as well as avoiding it at this level.
Mnk 4 / Ninja 7: Crane Riposte (11th level)
Mnk 4 / Ninja 9: Dastardly Finish (13th level)
Mnk 6 / Ninja 9: Vital Strike (15th level)
15th level overview: 
This is where the dirty tricks mentioned earlier come in, this character can riposte when he is hit, do a stunning fist which is hard to resist and then on his next turn coup de grace the enemy (any enemy, really that fails his stunning fist) via dastardly finish.
I could have gone for a 10th level of ninja here, but I chose to hold it off for last so I could slot in a small bonus later, not sure its worth it but you can tell me if my judgement was correct.
Vital strike is there because the scout's charge kicks in now whenever you move more than 10 ft, after which you can just vital strike them along with SA for even more damage.
Mnk 8 / Ninja 9: Knockout Artist (17th level)
Monk 10 / Ninja 9: Quicken Spell Like ability (True Strike) (19th level), Medusa's Wrath (Monk bonus feat 10th level)
20th level overview: 
Really, these last 5 levels are just icing on the cake. Knockout artist is for more damage, Quicken SLA (True strike) is a nice bonus from Qinggong and finally being CL 10 and Medusa's wrath is for when enemys are stunned during a full attack.
Ninja Tricks:
Ninja 2nd: Style Master (Crane Style)
Ninja 4th: Vanishing Trick
Ninja 6th: Weapon Training (Weapon Focus: Unarmed Strike)
Ninja 8th: Forgotten Trick
Ninja 10th: Unarmed Combat Mastery
Tricks overview: 
Pretty self explanatory, unarmed combat mastery is a nice capstone at Ninja 10, and while invisible blade would have been nice (for both me and the party, from Sensei), I already have vanishing trick and would be hard pressed to turn down the extra damage. Maybe when they release the extra ninja trick feat?
Oh, forgotten trick is awesome for this character, 4 replenishable floating ki points means that you basically have access to any basic ninja trick at any time you want to use it. Just chug as a swift action the next turn to fill up.


This but; black clothing.

I think it turned out rather well, but what do you, the Paizo public think? Do two wrongs (Monk and a rogue alternate class) make a right?

BUILD by prototype00 of the Paizo Pathfinder Forums