Mandate of Heaven (Inactive)

Game Master rorek55


1 to 50 of 174 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Silver Crusade

1 person marked this as a favorite.

OK, Here it is, a proposal for an all monk party game.

The concept is that you, Are a mix of monks from several Orders/Temples, You were selected to go to this decades trials and arena combat Held at Mount. Chai. However a foreign army as of unknown origin has attacked the peaceful land of Hexie, crushing what little defense it had. Your order's temples are being pillaged and burned for an unknown reason and the people of the land are being slaughtered. There is resistance however, and you are a major part of that resistance, whether for personal gain, selfless sacrifice, or a sense of duty, you have come to be an integral part of the resistance. The monastic Orders have, for a time, put most of their differences behind them, however old traditions are hard to break.

The world- Hexie is a small kingdom blocked from the world by mountains and ocean, the kingdom is ruled by an emperor and 6 Monastic Orders, althrough the Emperor is the main power, he cannot do anything without the backing of at least 3 of the orders. Their is little magic in this world, Spellcasters, both arcane and divine are a rare and valued commodity, magical Items, save great artifacts (named Items) are all but non-existant. As such no magical Items will be available for purchase excluding Named Items, and potions.

You, the PC-
You are a monk from one of Hexie's monastic orders that govern the land. Many rivalries have arisen among the orders and many alliances. Each order views the world in its own unique way, and each order seeks to achieve a unique end.

Order of the Jade dragon- this order focuses on the perfection of body and spirit, masters of their Ki they can use it to strengthen their body or project their will onto the world around them. They seek enlightenment through the mastery of the energy within. Many of the monks within this order are ki mystics, qinggong, and monks of the healing hand. Many of this order are seen as wise teachers, magical, and calm of emotions. The Jade Dragon order greatly distrusts the Opal ghosts, and has a long rooted rivalry with the Emerald Tortoise.

Order of The Topaz Tiger-
This order focuses on the perfection of the body, they focus more on technique, physical training and strength more than their counterparts. They hone their bodies into weapons. They seek enlightenment through the perfect body, many within this order are martial artists, weapon adepts, and masters of many style . many see monks from this order as brash, ferocious, and full of emotions. This order has a long standing rivalry with the Order of the Ruby Bull.

Order of The Emerald Tortoise-
Masters of body and mind, those within this order focus their discipline on mastery of ones body and mind. These monks believe the way to enlightenment lies with ones mind. These monks hone their mind to a mastery above most others. They seek to resolve conflicts without suffering or conflict if conflict occurs, they seek to incapacitate and not harm and as such are excellent users of holds, pins, and other tricks. Many of this order are sensei's, tetori, monks of the mountain, and ki mystics. This Order distrusts The Topaz Tigers for their ferocity, and see's the Jade Dragons as worthy rivals.

Temple The Opal ghost-
These monks believe enlightenment non-obtanable and instead seek to better their own lives. The richest and most luxurious of the orders, these monks are not to be taken lightly, their strange training and self serving ways are dangerous to all. Some within the order savor drawing life energy from others and using it to enhance their own selves, at least so the rumours say. Many of this order are hungry ghost monks, qinggong monks, drunken masters, and sohei. Many of these monks are seen as tricksters, dark, and manipulators. Those of the Opal Ghost see noone as their equal, they are the masters, the others merely tools.

Order The Sapphire monkey-
These monks are considered the strangest of the orders, like the Opal ghosts they consider enlightenment a non-obtainable goal, however, these monks believe that a close second is to have a good time in their life. They train in whatever style they enjoy, and so are extremely unpredictable in combat. They usually seek to baffle their foes, flowing around them and having them strike areas they are not at, and taking advantage of the openings this causes. Do not mistake their mirth for I'll discipline, in the martial studies that interest them there are few who suppass them. however many within this order are drawn towards similar forms. Many are masters of many styles, drunken masters, flowing monks, monks of the empty hand, and maneuver masters. The Sapphire Monkeys seek no relationships with the other Orders, They merely wish to be allowed to follow their own paths.

Order of The ruby bull-
Focusing on strength and power these monks have the largest following of combat trained members. Focusing on weapons to increase their strength and animal training to aid them in combat. They seek not enlightenment, or other goal. They seek merely to make a name for themselves and be remembered. Some in the order believe the best weapon is one none expect and master the art of using improvised weapons. Many among this order are weapon masters, sohei, monk of the empty hand, and zen archers. See the Opal Ghosts as dishonorable scum, they feel the Jade Dragons are weak, and view the Topaz Tigers as a rival, whenever a Ruby Bull meets a Topaz Tiger it is a long standing tradition that they must spar to see who is superior in combat.

Each Order (or, faction if you like) will receive an additional bonus feat, and a homebrewed trait for free at character generation.

Deities- Pathfinder Deities will be used.

houserules credited to Nazard IMPORTANT TO READ:

I am eliminating some of the more basic magic items. (Weapons, armor, shield, cloaks of resistance, stat boosting items). Instead you will get bonuses every level to compensate for not getting these items. This will require a spot on your character sheet keeping a log of what you chose and when. The bonuses come from training and experience, and are therefore not magical, and cannot be dispelled or negated.

At every even level, your character will receive a +1 enhancement bonus to an ability score of your choice. Ability score raises that come every 4 levels are unchanged from core rules, and therefore are not considered enhancement bonuses. This means that a character could raise his Strength at 4th level per the normal rules, and apply a +1 enhancement bonus to Strength at the same level, for example.

Every level (including first) you can choose from one of the following six categories: melee, ranged, armor, and saves. You will get a +1 bonus to that category every time it is chosen. You can choose any one of the six once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.) And yes, this starts at 1st level. You Can enhance one ability score by a maximum of 8.

The six bonus types work as follows:
Melee (enhancement): +1 to attack and damage with manufactured melee weapons, natural attacks, and unarmed strikes. +1 to CMB checks and to CMD. +1 to attack (but not damage) to melee touch attacks (but not those used as part of a spell). For purposes of bypassing damage reduction, any weapon you wield counts as a magical weapon with a straight bonus equal to your melee bonus

Ranged (enhancement): +1 to attack and damage with manufactured ranged weapons. +1 to attack (but not damage) with splash weapons. +1 to attack (but not damage) to range touch attacks (but not those used as part of a spell). For purpose of bypassing damage reduction, these bonuses work the same as the melee bonuses indicated above.

Armour (enhancement): +1 bonus to AC (regular AC, touch AC, and flat-footed AC). You do not have to wear or use Armour to receive this bonus.

Saves (resistance): +1 bonus to all saving throws

Spells (enhancement): +1 to attack and damage with spells. For spells that target multiple creatures independently (magic missile, scorching ray) the damage bonus applies once per spell to one target of the caster’s choice. For spells that affect multiple creatures simultaneously (fireball) the damage bonus applies to all. The damage bonus only applies to spells which deal hit point damage, not ability damage, or spells which do not deal damage at all. Cure spells used to heal are not affected by this bonus (though the attack bonus would apply if it were required), but cure spells used to harm undead creatures would be affected.

Character Generation-
Level 5
25Pt buy or roll 7 4d6 reroll all 1's drop lowest die, then drop lowest score.
All alignment restrictions are removed.
Max HP at first, Since we are all the same class 6HP(half die rounded up +1) + con after that.
2 traits, 1 drawback for additional (plus the trait from your chosen Order)
Starting gold- 7000 (remember, no +1 items however Masterwork Items are acceptable.)
Power attack, combat expertise, weapon finesse, and deadly aim are all combat option for any character, you do not need the feat to use them, and you count as having the feat for any prerequisites

Class dips are allowed on a case by case basis, no more than 2 levels of dip period.

No 3pp all other paizo material is available.

I would prefer a monk from each order, however it is not necessary.

If I forgot anything please let me know.

Order Traits:

Member of the Jade Dragon
You have trained your spirit long, and have started down the long path of mastering it. You have greater control over your spiritual energy than others.
You receive 1 addition Ki point, once per day, you may reduce the cost of one ki ability by 1.

Member of the Topaz Tigers
You have honed your body into a weapon. Long hours of training have allowed you to master how your body strikes.
you gain +1 unarmed damage, and have the ability to cause piercing or slashing damage in addition to bludgeoning damage with unarmed attacks.

Member of the Emerald Tortoise
Your long hours of study and meditation have garnered you a control of your mind and body few others poses. Your movements are precise and controlled.
You gain +1 to your CMB and CMD, you also may spend 1 ki point as a free action to gain a +1 trait bonus to any one save of your choice.

Member of the Opal Ghosts-
You have learned that the only real important thing in life, is to be better than and have more than others they are but tools to be used. You also gain strength when you prove your power over others.
you gain a +1 bluff bonus and bluff is always a class skill for you, also whenever you confirm a critical hit on an enemy you regain one ki point.

Member of the Sapphire Monkey
A life of following your interests has lead you to be self dependent and fiercely free willed.
Gain +1 to will saves

Member of the Ruby Bull
Long training in the field and hours on horseback have given you insight into weapons and animal alike.
Pick one weapon of your choice, you gain +1 to your CMD and CMB for all maneuvers and effects for that weapon, You also gain +2 to your initiative when mounted.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Ohhhhhhhh an all monk campaign? Yes!
I have wanted to try a Sensei monk before. I'd love to go for an older, more experienced monk intent on helping others in finding perfection. Definitely shooting for the Emerald Tortiose order. Possibly brought in/sent by the Emerald Tortiose to help judge/ensure participants in the tournament are not cheating/keep an eye on things.

I'll look into getting something together tomorrow.
Edit:
I would love to dip him a level in cleric for healing/support as well, but seeing as it is a low-magic campaign this might not be possible. Is there any form of readily available non-magic healing?


Sounds very interesting, I played a one shot all monk game a a convention a few years back and had a lot of fun with it.

I'm thinking a Zen Archer (Ruby Bull), Master of Many Styles (Sapphire Monkey) or Maneuver Master (Sapphire Monkey).

I will try to get something in the next day or two.

What about races?

JD

Silver Crusade

JDragon_ITTS wrote:

What about races?

JD

I know I would forget something, I spent so long on the post T.T sigh,

All core races will be in use, however, dwarves and elves are Rarer than normal pathfinder, especially dwarves as they keep to themselves, living in the mountain range between Hexie and the mainland, sometimes dwarves come down to learn a martial arts or two.

Orc, aasimar, and tieflings are also allowable races. Most anything else will be a no.


4d6 ⇒ (5, 1, 1, 4) = 11
4d6 ⇒ (6, 6, 2, 5) = 19
4d6 ⇒ (5, 1, 5, 4) = 15
4d6 ⇒ (4, 6, 5, 2) = 17
4d6 ⇒ (6, 3, 5, 2) = 16
4d6 ⇒ (4, 4, 6, 2) = 16
4d6 ⇒ (6, 3, 4, 6) = 19

Nazar revised his AC houserules to give +2 per point spend on it. Just a heads-up.

Also, there's only four things to spend our points on, not six.

11-17-15-14-14-16

That's pretty nice. I can even have a positive int or cha.


Which armor rules are we following for sohei?

It seems to me that they get to flurry in armor, but don't get their fast movement etc.

People have disagreed with me on that in the past, so I thought I'd ask before I set off to create a full-plated Sohei Monk/Paladin that 'dumps' wisdom.

Can we grab prestige classes? I'm think of the Champion of the Enlightened/Irori, specifically.

Silver Crusade

The Dragon wrote:

Which armor rules are we following for sohei?

It seems to me that they get to flurry in armor, but don't get their fast movement etc.

People have disagreed with me on that in the past, so I thought I'd ask before I set off to create a full-plated Sohei Monk/Paladin that 'dumps' wisdom.

Can we grab prestige classes? I'm think of the Champion of the Enlightened/Irori, specifically.

I don't see where Sohei are treated any differently than regular monks where armor is concerned.

also, the prestige class certainly can be a possibility, but I would prefer prestige classes be entered after the game has started.

also you forgot to reroll your 1s on your rolls.

and there are 5, melee, ranged, armor, spells, saves, (since I don't think any archetype class of monk allows for a shield) though I formatting error on my part kinda hides the melee option.


Right, I missed spells. I suspect that won't be terribly usefull, however.

Anyway, there's a faq to that effect, for one thing, based on the fact that sohei replaces armor and weapon proficiencies, and the limitation on flurry of blows lies in the armor and weapon proficiencies of the regular monk, not in the flurry of blows class feature itself.

There's no basis in the text for the heavy and medium thing, but they instated that for balance, i suspect.

Thanks for reminding me about the dice.

2d6 ⇒ (5, 5) = 10
-
1d6 ⇒ 1


Do I reroll that 1 again or just go with it?

1d6 ⇒ 6

Also, can we grab variant aasimar heritages, or should we stay core?

I'm wrangling with whether to go Jade Dragon or Emerald Tortoise. I think I'll go Jade Dragon and leave ET to Sedoriku.


Curious, will templates be allowed?


I'd like to know the reason for not allowing Path of War in this campaign.


I could have fun playing a hedonistic (drunken master) petty prince of the Opal Ghost. The devil always gets the best lines, after all. What race is the emperor's line?


1d6 ⇒ 21d6 ⇒ 31d6 ⇒ 61d6 ⇒ 5
1d6 ⇒ 61d6 ⇒ 21d6 ⇒ 31d6 ⇒ 3
1d6 ⇒ 31d6 ⇒ 61d6 ⇒ 31d6 ⇒ 3
1d6 ⇒ 11d6 ⇒ 51d6 ⇒ 61d6 ⇒ 4
1d6 ⇒ 41d6 ⇒ 61d6 ⇒ 11d6 ⇒ 3
1d6 ⇒ 41d6 ⇒ 11d6 ⇒ 21d6 ⇒ 4
1d6 ⇒ 11d6 ⇒ 11d6 ⇒ 51d6 ⇒ 6


1d6 ⇒ 2
1d6 ⇒ 2
1d6 ⇒ 3
1d6 ⇒ 51d6 ⇒ 3


Which makes for stats of:

14
12
12
15
13
11 (discard)
16

Silver Crusade

I will be testing the waters for the Path of War maneuvers, I haven't read all of them but they look interesting,

Consider your monk level = to your Initiator Level.

-I hold the ability to change this as I see fit however-

also, the line of the emperor is human, with a dabble of teifling.

with allowing path of war (basically it looks like watered down version of Tome of Battle maneuvers so far) I think I will say no to templates unless you have a specific reason to want one.


4d6 ⇒ (5, 3, 5, 2) = 15
4d6 ⇒ (1, 6, 5, 3) = 15
4d6 ⇒ (5, 4, 5, 6) = 20
4d6 ⇒ (1, 3, 4, 3) = 11
4d6 ⇒ (6, 3, 4, 4) = 17
4d6 ⇒ (2, 5, 5, 6) = 18
4d6 ⇒ (5, 5, 1, 1) = 12

reroll: 4d6 ⇒ (4, 3, 4, 1) = 12 reroll: 1d6 ⇒ 4

13
15
16
10 <- drop
14
16
14

Im going to go with a frontliner. Probably ruby bull or topaz tiger.


No worries. Will just edit normally.

Pc down. I hope to order new parts this weekend


Ahh well. No sohei. I think I'm going to take monk of the healing hand, for the flavor mostly, I'm probably not going to end up with 7 levels of monk until level 19.

Character Image

Preliminary character sheet

I'm honestly unsure of what to do with my 7000 gp. All monk-relevant items I want to buy are either around double that price, or just outside the range. I guess I'll stock up on consumables or something.

We can't buy bracers of armor, right?

Maybe I'll hit up a pair of boots of striding and springing.


Idea:
Female tiefling. Erinyes flavour
Zen archer :)

Silver Crusade

The Dragon wrote:

Ahh well. No sohei. I think I'm going to take monk of the healing hand, for the flavor mostly, I'm probably not going to end up with 7 levels of monk until level 19.

Character Image

[uel=http://www.myth-weavers.com/sheetview.php?sheetid=1128245]Preliminary character sheet[/url]

I'm honestly unsure of what to do with my 7000 gp. All monk-relevant items I want to buy are either around double that price, or just outside the range. I guess I'll stock up on consumables or something.

We can't buy bracers of armor, right?

Maybe I'll hit up a pair of boots of striding and springing.

The faq seems clear that sohei can flurry, although it loses other benefits of Wisdom to AC and the like.

I rule that boots of striding and springing work with monk's enhanced movement.

also other options are cloak of elvenkind, ring of sustenance, things of that sort.


Im going to submit a tiefling (oni-spawn) monk of the iron mountain from the topaz tigers.

Are you opposed to me taking a vow of silence?


4d6 ⇒ (6, 2, 6, 5) = 19 17
4d6 ⇒ (4, 5, 6, 1) = 16 16
4d6 ⇒ (1, 2, 6, 5) = 14 16
4d6 ⇒ (1, 6, 4, 3) = 14 14
4d6 ⇒ (5, 5, 3, 1) = 14 13
4d6 ⇒ (4, 4, 1, 2) = 11 12

2. 1d6 ⇒ 1
3. 1d6 ⇒ 5
4. 1d6 ⇒ 4
5. 1d6 ⇒ 2
6. 1d6 ⇒ 4

2. 1d6 ⇒ 3

4d6 ⇒ (4, 5, 4, 2) = 15 forgot 7th :P

Silver Crusade

Billybrainpan wrote:

Im going to submit a tiefling (oni-spawn) monk of the iron mountain from the topaz tigers.

Are you opposed to me taking a vow of silence?

in a RL game vow of silence is fun, however I am hesitant to allow it in a PbP game.


I'm looking at an Aasimar flowing monk, Sapphire Monkey order. Will have more as I assemble it. Looking at heritages now.

Sczarni

4d6 ⇒ (2, 1, 2, 2) = 7 = 9
4d6 ⇒ (5, 3, 5, 6) = 19 = 16
4d6 ⇒ (5, 4, 2, 3) = 14 = 12
4d6 ⇒ (6, 2, 6, 4) = 18 = 16
4d6 ⇒ (2, 1, 4, 3) = 10 = 10
4d6 ⇒ (2, 2, 5, 3) = 12 = 10
4d6 ⇒ (1, 1, 6, 4) = 12 = 15

1d6 ⇒ 5
1d6 ⇒ 3

2d6 ⇒ (5, 4) = 9

Final stat scores appear to be 16, 16, 15, 12, 10, 10, which is certaintly very, very workable.

I wonder if it would be possible to play a Kata Master from the temple of the Jade Dragon. The 'projecting your will' sounds applicable to the swashbucker's panache.

Assuming this is allowed, I am presenting Graceful Shen, a charismatic halfling from the Temple of the Jade Dragon. He is not the usual Jade Dragon, seen as a bit too outgoing and talkative for them, but still carries the grace and inner strength of the Jade Dragons, if in a smaller package.

STR 8, DEX 18(+2 enh), CON 12, INT 10, WIS 16(lvl bonus), CHA 18.

Feats
From Levels
Weapon Focus(IUS)
Slashing Grace
Disarming Threat Deed (Because it is awesome and flavourful)
From Monk
Scorpion Style
Dodge

I will finish the rest later, but Graceful Shen is mainly a talker and occasionally joker, with a deeper spiritual side.


That's what I was thinking. I won't take it then, however Monk of the iron mountain gets it as a class ability at 17th level. Do you think that will be a problem?

Also can we pick our alternate ability if we take fiendish heritage?

Silver Crusade

Billybrainpan wrote:

That's what I was thinking. I won't take it then, however Monk of the iron mountain gets it as a class ability at 17th level. Do you think that will be a problem?

Also can we pick our alternate ability if we take fiendish heritage?

most likely not, however we shall cross that bridge when we get to it :P it would be easy to replace with vow of X

if you take the feat you may select one, then roll for the other 2.

@ Lion Cleric, I don't see why not. also, Monk of the seven winds should be listed with jade dragons, that was an oversight by my part.


4d6 ⇒ (1, 6, 5, 6) = 18
4d6 ⇒ (5, 2, 6, 6) = 19
4d6 ⇒ (6, 3, 4, 4) = 17
4d6 ⇒ (5, 6, 6, 4) = 21
4d6 ⇒ (1, 6, 1, 3) = 11
4d6 ⇒ (2, 6, 2, 5) = 15
4d6 ⇒ (5, 3, 3, 4) = 15

Rerolling 1s, as per Chargen

1d6 ⇒ 6
1d6 ⇒ 1
1d6 ⇒ 4

Final scores are: 18 (23), 17 (19), 14 (17), 17 (21), 13 (14), 13 (15), 12 (15)

Dropping the 12, that leaves 18, 17, 14, 17, 13, 13. I'll take it.

EDIT: If I screwed that up, please let me know. It's looking like a 54 point buy, which seems a bit...unfair.


Cool. Do we get maneuvers and stances, or is it just that our initiator level is high for the purpose of picking them up via feats or dips?

If we do get maneuvers, can I make a proposition as to how to make it work? I'm personally envisioning one of two options:

1, Everyone gets one discipline, for maximum diversity.

Spoiler:
The monk knows two maneuvers at first level, learning a new one at third level and every two levels after that.
The monk knows one stance at first level, learning additional stances at 5th level, then again at 9th or 11th level, players choice, and the last at 15th level.
The monk can ready maneuvers according to this table:
Monk lvl/Readied maneuvers
1:2
2:2
3:2
4:3
5:3
6:3
7:3
8:4
9:4
10:4
11:4
12:5
13:5
14:5
15:5
16:6
17:6
18:6
19:6
20:7

As a standard action, the monk can recover a single expended maneuver. Alternatively, she may recover a number of maneuvers equal to their wisdom modifier as a swift action by expending a ki point.
The monk cannot initiate maneuvers in the same turn she is recovering a maneuver.

2, It makes sense that monks have the Broken Blade discipline as 'basis training' of sorts, so everyone gets that + one discipline of their choice.

Spoiler:
The monk uses the table underneath for maneuvers known, stances known, and maneuvers readied.
Monk lvl/Maneuvers Known/Maneuvers Readied/Stances Known
1:3/3/1
2:4/3/2
3:5/3/2
4:5/3/2
5:6/4/3
6:6/4/3
7:7/4/3
8:7/5/3
9:8/5/4
10:8/5/4
11:9/6/5
12:9/6/5
13:10/6/5
14:10/7/5
15:11/7/6
16:11/7/6
17:12/8/6
18:12/8/7
19:13/8/7
20:13/9/7
At fourth level, and again every even level after that, the monk can exchange one of her maneuvers for another of equal or higher level for which she qualifies.

As a standard action, the monk can recover a single expended maneuver. Alternatively, she may recover a number of maneuvers equal to their wisdom modifier as a swift action by expending a ki point.
The monk cannot initiate maneuvers in the same turn she is recovering a maneuver.

The second is basically a powered down warder progression, while the first is entirely original.


Im confused about the bonuses we get every level. you said there were six options but I only see five. Also since I can only take one of each every 4 level Im stuck with a bonus to either my ranged attacks or spells, neither of which I use.

Silver Crusade

@billy derp, I thought I changed that.

You may select the armor bonus twice at every block.

@the dragon.for now I like option 2. I had been looking for that thank you.


4d6 ⇒ (3, 1, 5, 4) = 13
4d6 ⇒ (2, 3, 6, 1) = 12
4d6 ⇒ (6, 1, 1, 6) = 14
4d6 ⇒ (6, 4, 2, 6) = 18
4d6 ⇒ (3, 5, 3, 3) = 14
4d6 ⇒ (1, 3, 4, 2) = 10
4d6 ⇒ (3, 6, 6, 6) = 21

Ones Re-Roll:

1d6 ⇒ 5
1d6 ⇒ 4
1d6 ⇒ 1
1d6 ⇒ 4
1d6 ⇒ 1

14, 13, 16, 16, 11, 9, 18. Dropping the 9 ==> 11, 16, 16, 14, 18, 13

Jade Dragon, Human (Ki Mystic/Monk of the Four Winds/Sensei)


Tortoise
+1 ranged
+1 melee
+1 AC
+1 Saves

Not added in the crunch

Erin Monk:

Erin
Asura-spawn tiefling monk (zen archer) 5 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Advanced Race Guide 168)
LN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 21, touch 21, flat-footed 16 (+4 Dex, +1 dodge, +6 untyped bonus)
hp 37 (5d8+9)
Fort +5, Ref +8, Will +9
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee dagger +6 (1d4+6/19-20) or
. . mwk temple sword +7 (1d8+6/19-20) or
. . unarmed strike +6 (1d8+6)
Ranged or
. . mwk adaptive composite longbow flurry of blows +9/+9 (1d8+4/×3+2 flurry) or
. . mwk adaptive composite longbow +10 (1d8+4/×3+2 flurry)
Special Attacks flurry of blows, zen archery
Spell-Like Abilities (CL 5th; concentration +6)
. . At will—deathwatch
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 13, Int 12, Wis 20, Cha 13
Base Atk +3; CMB +6 (+7 disarm, +7 steal); CMD 28
Feats Combat Expertise, Deadly Aim, Dodge, Far Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-blank Shot, Power Attack, Precise Shot, Ranged Disarm, Ranged Trip, Weapon Finesse, Weapon Focus (longbow)
Traits acrobat, pillager
Skills Acrobatics +9 (+18 to jump), Climb +9 (7 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Escape Artist +9, Fly +8, Intimidate +9, Knowledge (religion) +9, Perception +13, Stealth +12, Swim +8; Racial Modifiers +4 Fly
Languages Abyssal, Common, Infernal
SQ fast movement, high jump, ki archery, ki arrows, ki pool (7 points magic), slow fall 20 ft.
Combat Gear durable arrow (40); Other Gear blunt arrows (20), dagger, mwk adaptive composite longbow, mwk temple sword, boots of the earth, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, masterwork backpack, mug/tankard, sewing needle, signal whistle, spider's silk rope (50 ft.), string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, 67 gp
--------------------
Special Abilities
--------------------
Acrobat When doing an accelerated climb, penalty is reduced to -2.
Boots of the earth Move action to gain fast healing 1 and +4 to CMD vs. bull rush, reposition, trip.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Far Shot Halve the range increment penalty for extended range.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+5/+25 with Ki point) (Ex) +5 to Acrobatics checks made to jump.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Perfect Strike (2d20, 5/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Disarm As full-rd act, attempt to disarm with ranged wep as -2 penalty.
Ranged Trip As full-rd act, attempt to trip with ranged wep at -2 penalty.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.


Do we pick the free feat?


rorek55 wrote:

@billy derp, I thought I changed that.

You may select the armor bonus twice at every block.

@the dragon.for now I like option 2. I had been looking for that thank you.

Nice. I'm going to go Silver Crane, obviously. There really aren't any other option for a monk/paladin.

Like I said, I'm shooting for Jade Dragon; her paladin levels represent ex-samurai levels. Personal reasons had her give up the samurai way of life for the monastic one, where she took paladin vows for reasons I'll get into in the background. It's going to be good.


Im a but confused by the path of war stuff.

what's the difference between stances and maneuvers?
what level maneuvers can we use?
Edit: Also which ones can I really use if I'm not armed? Steel serpent is about stealth kills, Thrashing dragon is mostly focusing on dual-wielding not unarmed strikes, and iron tortoise which is the only one that really fits my flavor requires a shield.

On a different note, I have added the master of many styles archetype to my character for crane style and grabbing style. Essentially the concept is that he stands in place and grapples someone with one hand while simultaneously putting up an iron defense with the other hand.

Sczarni

I took a look at the disciplines, and Thrashing Dragon is in fact usable while unarmed. I think If we pick disciplines, it's the one I'll take.

Silver Crusade

Gonna say for all maunervers requiring a shield treat them as if your off hand is s shield. As always this is a play test of them for me. So I hold the right to change what I see fit.


4d6 ⇒ (6, 5, 5, 3) = 19 = 16
4d6 ⇒ (6, 4, 3, 4) = 17 = 14
4d6 ⇒ (4, 6, 3, 5) = 18 = 15
4d6 ⇒ (1, 3, 5, 5) = 14 = 14
4d6 ⇒ (4, 4, 5, 1) = 14 = 13 DROP
4d6 ⇒ (2, 4, 3, 6) = 15 = 13
4d6 ⇒ (5, 3, 6, 6) = 20 = 17

2d6 ⇒ (1, 4) = 5
1d6 ⇒ 4

17,16,15,14,14,13

Unsure what to make yet, but will hopefully have something together


I think I did it right but Im just checking in. Here are my stances/maneuvers.

maneuvers known
iron shell
flurry strike
tactical snap
bronze knuckle
tortoise defense
flat iron riposte

stances known
stance of the defending shell
iron tortoise stance
pugilist stance

Silver Crusade

I will be coalescing information on everything in the campaign info tonight when I get home.

Silver Crusade

From what I see, every two levels of initatior (in this case monk) you gain a new level set of maneuvers. I don't see anything limiting you to a certain level, so starting at 5, I'll say pick the manuevers you want for now.

@Ixos for all, I think I will drop the additional feat instead going for a more flavourful approach with path of war, giving benefits to certain styles based on which order you have trained with.

Sczarni

Graceful Shen:

Male Halfling Monk (Quiggong/Kata Master) 5
NG Small Humanoid
Init +5(9); Senses Darkvision 60ft; Perception +3
--------------------
DEFENSE
--------------------
AC 23, touch 23, flat-footed 18 (dex +5, Wis +4, Untyped +1, Size +1, enhancement)
hp (5d8+10) 38
Fort +7, Ref +11, Will +9
--------------------
OFFENSE
--------------------
Speed: 30 ft
Melee:
Unarmed Attack +9 1d6+7 x2 B or S or
Flurry +9/+9 1d6+7 plus 2d6 bleed* x2 B or S + or
Ki Flurry +9/+9/+9 1d6+7 plus 2d6 bleed* x2 B or S + or
Battle Dragon's Ki Flurry +11/+11/+11 2d6+12 plus 2d6 bleed x2 bleed

Ranged: +8/+8 Shuriken 1d2 x3 P or B Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 8, Dex 20, Con 12, Int 10, Wis 16, Cha 18
BAB +3, CMB +9, CMD 19
Feats: Boar Style, Weapon Focus(US), Slashing Grace, Scorpion Style, Dodge,
Traits: Mizu Ki Hikari Rebel, Convincing Liar(Bluff), Dilettante Artist(Perform(Oratory)), Member of the Jade Dragon
Skills: 20 points
Diplomacy (5 rank, 3 class, 1 trait, 4 stat) +13
Intimidate (4 rank, 3 class, 4 stat, 2 feat) +14
Acrobatics (5 rank, 3 class, 5 stat, 2 racial) +15
Stealth (4 rank, 3 class, 5 stat, 4 size) +16
Perform(Oratory) (1 rank, 3 class, 4 stat, 1 trait) +9
Perception (1 rank, 3 class, 3 stat) +7

--------------------
SPECIAL ABILITIES
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. At 4th level, a kata master can treat ki points as panache points for any swashbuckler deed gained through this archetype. This ability modifies ki pool.
Panache (4/day) At 1st level, a kata master gains the swashbuckler's panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than his Charisma bonus (minimum 1). A kata master gains the swashbuckler's derring-do and opportune parry and riposte deeds. A kata master can use an unarmed strike or monk special weapon in place of a light or one-handed piercing melee weapon for granted swashbuckler class features and deeds.
Barkskin (1 ki)
--------------------
PATH OF WAR MANEUVRES
--------------------
SCHOOLS: BROKEN BLADE
Maneuvres:
Flurry Strike
Brawler's Attitude
Counter Step
Steel Flurry Strike

Stances:
Pugilist's Stance

SCHOOLS: THRASHING DRAGON
Maneuvres:
Leaping Dragon
Offensive Roll

Stances:
Inner Sphere Stance
Battle Dragon's Stance

Languages Common, Halfling,

Gear: Shurikens x40, Rations x5, Rope with hook, Waterskin, riding dog(with saddle and Saddlebags)

I present to you, Graceful Shen, halfling, negotiator, fighter, purveyor of fine food. Also, a halfling fighting with brutal grace. There is such a thing. Apparently.


Very interesting campaign. I will see what I can make. Dotting in for now.

I have never been a fan of random rolls, so I will be using the point buy option.


Dotting for interest. Not sure which path, and I think I'll need to read up on the Path of War stuff.

R1: 4d6 ⇒ (4, 4, 1, 2) = 11
R2: 4d6 ⇒ (2, 6, 4, 4) = 16
R3: 4d6 ⇒ (5, 6, 6, 6) = 23
R4: 4d6 ⇒ (5, 6, 2, 5) = 18
R5: 4d6 ⇒ (6, 6, 5, 6) = 23
R6: 4d6 ⇒ (5, 2, 5, 1) = 13
R7: 4d6 ⇒ (6, 4, 3, 2) = 15

Reroll 1 from R1: 1d6 ⇒ 4
Reroll 1 from R6: 1d6 ⇒ 1

Reroll 1 from reroll of R6: 1d6 ⇒ 5

R1: (4,4,4) = 12
R2: (6,4,4) = 14
R3: (6,6,6) = 18
R4: (5,6,5) = 16
R5: (6,6,6) = 18
R6: (5,5,5) = 15
R7: (6,4,3) = 13

Holy Toledo. That's 18,18,16,15,14,13.

Silver Crusade

Ladies and gentleman, the super monk ^


May we use a style feat (such as Snake Style) at the same time we have a Stance from Path of War going?

Silver Crusade

Yes, though I feel I should limit it... I'll post a finally decisions tonight


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Still interested. Going to have to look closer at the path of war stuff later. But, unless our champion of Irori is going for two levels of paladin or path of war gives us some options I don't think any of the submissions will have healing until level 7... Is there something we can do to help mitigate this?

And just for fun:
4d6 ⇒ (1, 4, 1, 1) = 7
4d6 ⇒ (5, 6, 6, 4) = 21
4d6 ⇒ (4, 3, 6, 4) = 17
4d6 ⇒ (6, 4, 1, 6) = 17
4d6 ⇒ (3, 5, 3, 3) = 14
4d6 ⇒ (3, 2, 1, 4) = 10
4d6 ⇒ (1, 5, 5, 5) = 16

3d6 ⇒ (3, 2, 2) = 7
3d6 ⇒ (1, 5, 3) = 9

1d6 ⇒ 1
1d6 ⇒ 3
So a:
9 (dropped) 17 14 16 11 10 and 15

1 to 50 of 174 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Heavens Mandate, a full monk party low magic Homebrew game. All Messageboards

Want to post a reply? Sign in.