Grab a couple of colleagues in each paw, and up the wall you go! 2. 145 of the PHB impose a DC 15 Fortitude save to survival 50 points of damage or more. Pun-Pun has a NI manifester level for his psi-like abilities. Pun-Pun then commands a god clone to make him a proxy. Pun-Pun dismisses the Giant Size effect on himself. Str: 14 Int: 10 Wis: 20 Dex: 14 Con: 12 Cha: 13, Dire Bear form Each drink takes one move action and grants +2 to Strength or Constitution but -2 to Intelligence and Charisma. (I don't really think it is important, since anyone that defeats a 5th level kobold pre-ascencion isn't really accomplishing much, minus the Omniscificer.). What good is limitless reach if you are limited to one plane? Without magical or psionic buffs, the progression does 4d8 base damage with an unarmed strike, or 4d8 + 1d4 with an improvised weapon. This increases the capacity they have to increase someone else's strength score. This build requires Lawful alignment. +5 effective monk level for AC and movement bonuses, and unarmed strike damage. Use the Crossbow Expert feat and maxed out Dexterity. Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana). Regaining your psionic focus requires a full-round action (unless you expend a feat slot on Psionic Mediatation, which allows you to regain your focus as a move action), and provokes attacks of opportunity. All beneficial feats. Pun-Pun dismisses his Giant Size effect, and he goes back to a small size with strength 36. That is enough time to buff himself accordingly. Contrawise, the progression assumes the monk will acquire Metamorphosis at the appropriate level via Psychic Chirurgery. This process is repeated until Pun-Pun decides he is satisfied with his current strength score. 4. An item of Shapechange or Greater Metamorphosis would avoid the need for the feat, since supernatural abilities are assumed with Shapechange and GM. Ectoplasmic Fist Quori shards increase the damage of the monk's unarmed strike as if he or she were one size category larger. Properly optimized, an unarmed monk can overpower a barbarian, out-maneuver a rogue, provide his own buffs, and do more than hundred points of damage four to five times a round. Magic of Eberron (Power Link Quori Shards), Races of Eberron (changeling 41, Racial Emulation 110), Eberron Campaign Setting (Shifter, Changeling, and Kalashtar races; Quori Shards (Ectoplasmic Fist, Ectoplasmic Armor)), Draconomicon (initiate of the draconic mysteries 131), Dragon Magic (fanged ring 101), Faiths of Eberron Races of Eberron (changeling 41, Racial Emulation 110), Races of the Dragon (greater mighty wallop 115, mighty wallop 114), Tome of Battle (Superior Unarmed Strike 33, Snap Kick 51), Races of Destiny (Mongrelfolk), Complete Psionic (Practiced Manifester feat), Secrets of Sarlona. 3. Racial options are many, but humans, perhaps surprisingly, hold their own. Iron Fist (Complete Warrior) Expend a use of Stunning Fist to gain +1d6 to damage. Please check out his comment below for the full explanation and build. A lot larger.). If these are less of a concern in your campaign, you may not need Superior Unarmed Strike. These are statistics such as armor class, ability checks, initiative checks, saving throw DC's, skill points, weapon damage, hit points, etc. +2 armor bonus; up to five shards stack with each other. Ectoplasmic Form can be a handy tool for escaping from areas protected by Dimensional Lock. Furthermore, this means that Pun-Pun no longer has to rely on active spells (epic or not), they can all be incorporated into himself as extraordinary (that is, non-magical) abilities of any duration/method of activation desired. He uses it to copy an arbitrarily high number of gods. A monk need not have any of the prerequisites normally required for these feats to select them. So, each time the familiar manifests Synchronicity, Pun-Pun gets a standard action. For the average tiny viper, that means his strength score went from 4 to 36. For example, Manipulate Form is normally a supernatural ability. Additionally, Metaphorphosis is spell-like ability, so it provokes attacks of opportunity before it can take advantage of the increased Con/Dex/natural armor bonuses (unless Quickened, which pushes the cost to 13PP). Polymorph/Metamorphosis: Basically, any caster/manifester with access to this spell or power can transform into a Sarruhk (casters at 14 HD, manifesters at 14th manifester level). What do you do?". Variant Class Feature: Wall Walker (instead of Slow Fall) -- you can walk or run over vertical surfaces as easily as horizontal ones, to the limit of what would be your "slow fall" capacity (20ft at 4th level, 30ft at 6th) (see Dungeonscape, pg 12). 2. Basically, you kill the Sarruhk and eat his brain. Ten of these is not too many. At 2,000gp, these weapons are expensive, but at ECL 1-3, they triple your unarmed damage. Chopsticks, meat cleavers, playing cards. There are potential problems with this build ("A problem with the familiars HD progression stops the limitless HD loophole": see talk page), but this shall remain as-is as a piece of much-discussed D&D homebrew history, and as a warning about the unpredictable nature of giving PCs access to a monster's features.. So, if I have a strength score of 20, I can increase someone's else strength score all the way up to 20. His Quicken Power feat is one example. Deep crystal weapons: +2d6 damage (via a modified gauntlet, for example) after charging up the weapon with the expenditure of a power point. 6. As such, Pun-Pun is assumed to have any ability that is beneficial to him or makes him more threatening as an opponent. If you can think of any combination of abilities possible within the rules, Pun-Pun can do it. Shifter Savagery feat (stacks with nothing; requires one to be both shifting and raging; rarely worthwhile). Decisive Strike doubles the base damage, and also doubles the damage of any other unarmed strike made before the beginning the the next turn -- the Snap Kick feat adds one such attack, so at the cost of a -4 (or -3 after 5th level) penalty on all attacks, the monk can strike twice per round for double damage on each strike (extra attacks can also be added via buffs; a Hustle or Haste effect, for example). Planar Breaches. A drunken master can use improvised weapons at no penalty, doing unarmed strike +1d4 damage with them. Eldritch Adept Feat 5E Guide. Reach weapons have no downside for the monk, as his or her unarmed strike does not require empty hands and always threatens the adjacent squares. * Pun-Pun was originally a Kobold Egoist 12. Omniscificer: As seen here in LoP's thread. Fight? Keeping a few on your person will be helpful in many situations: striking opponents vulnerable to a given type of damage; striking at a distance (improvised weapons have a range increment of 10 feet); striking through otherwise disabling barriers (such as hurling a chopstick through the half-inch gaps in the bars of a Forcecage). Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Gameplay notes: Many other progressions are possible. Q: Kobalds are dragonblooded and not in the scalykind list in kingdoms of the serpent, so doesn't that disqualifies them doesn't it (dragons are not scalykind)? The limit to this ability is your own ability score. The viper then uses Manipulate Form to increase Pun-Pun's dexterity score up to 10,000. With respect to the 3.0e build, disallowing the martial arts style bonus of OA reduces the build's mobility bonuses and, more importantly, base damage (although as the 3.5e variants show, it is quite possible to reach 150+hp strikes without any of the rules from Oriental Adventures). The viper goes back down to tiny size and 4 strength. Pun-Pun can grant himself an ability as innocent as: Benefit: If Pun-Pun would go unconscious due to any effect, he instead remains conscious. Premise 2: The Conjure, Fortify, and Life seeds can be used in conjunction to create entirely new creatures. The more often you do the skill check, the better this feat gets. His base damage is therefore the maximum, 2d10. Premise 1: Pun-Pun has access to Epic Spellcasting, and can create any pretty much Epic Spell he imagines. Alternative Build. The 5th level ability of the Savant class allows you to acquire one special attack from a devoured brain. Boring, yes. This means all damage taken by Pun-Pun (if any) is non-lethal, and then his Fast Healing makes it go away. Although superficially Decisive Strike trades equivalent abilities -- a double attack for a single attack doing double damage -- this effect is more advantageous than the conventional Flurry of Blows effect for a number of reasons: one-shot bonuses (via a True Strike spell, smiting attack, luck bonus, or whatever) to attack and damage are more useful, extra attacks are more potent, and effects in which the character expends their psionic focus can be put to better use (Psionic Fist's +2d6 becomes +4d6, for example.). Resilient: Pretty much a free-for-all. This build uses the Monk (SRD), the Psionic Fist (SRD) and the Psychic Warrior (SRD), as well as the Fighter, Ranger and Psion classes (SRD), as well as the Drunken Master, Dervish and Warshaper prestige classes from Complete Warrior. Q: Does the divine minion template really let you qualify for Master of Many Forms? Pun-Pun uses his Bellflower Tattoo to add his charisma score as an enhancement bonus to dexterity. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. In adventures involving repeated combat encounters at short intervals, the monk will have to invoke his ki-fueled psionic enhancements sparingly, or he will quickly find his power point reserve exhausted. Here is a list of abilities that he has (the list is nowhere near exhaustive): The list goes on and on. The optimal approach for power at all levels is to pick the feats that are most useful for the short term, and when you are ready to upgrade to the feats useful at higher ECL (to qualify for prestige classes, or other feats, or to optimize or because you made a mistake), use Psychic Reformation to reselect your feats (and/or your skills, powers, class options and spells). Improved Natural Attack (unarmed strike) (via the feat or an item such as a Fanged Ring). Basically, nothing is beyond the power of Pun-Pun, due to unrestrictive text in Manipulate Form. Among other feats ( ), the Omniscificer should be able to obtain the Manipulate Form ability at level 4. Pun-Pun dismisses the spell effect on the familiar and it goes back down to tiny size. Pun-Pun can then feed on humanoids to gain HD. But instead of adding his charisma bonus, he uses Void Release to add his strength bonus. It's very important for the DM to distinguish between free actions and swift actions and observe the limit of one swift action per round. This is increased to 8d8 if using the Battle Jumper feat or the Decisive Strike class feature, or 12d8 if using both. 1.5 oz. In particular, it will allow for the diversification of his abilities and get past some of the inherent rancor to the "sheer player-invention" aspect of Manipulate Form. The 3.0E progression, which takes levels of the Shintao Monk prestige class, requires Lawful Good alignment. This means that Pun-Pun wouldn't be able to increase his strength score while using TA or become a proxy of an ice assassin god clone (though I think he might still be able to invest divine ranks and recall them, not sure though). The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. Calling Pazuzu's name 3 times will summon him. On the subject of high-damage strikes, the DM may disallow the Beast Strike feat, or rule that claws or slams are "used up" when stacked with unarmed strikes, and cannot in the same round be used as secondary weapon. This build makes use of several optional rules from Unearthed Arcana including the use of traits, the use of flaws, and fractional BAB advancement. He uses Manipulate Form to bestow that very same ability (Manipulate Form) to his viper familiar. Optimal choices also depend upon what magic items and spells are available in your campaign, what sort of foes the monk can expect to encounter, and so forth. The sample build uses a human. Since Pun-Pun is a pathetic Kobold, he qualifies as a Scaled One (though a human or other creature could simply Wild Shape into a form that qualifies as a Scaled One). At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. Level 14 for wizards and sorcerers. With the dire bear's +20 Str., ladders are a thing of the past; a Str. Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. Adventurer 1 [Gibbering]: Pull through? This build specializes in unarmed strikes, and hardly needs ranged attacks, given speeds that range from 100ft. Since your perform check is an infinity, your damage will likewise be infinite.). Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Allowing one to grant itself any ability it can conceive is ridiculousness beyond words. Stagger (Ex): At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 Tumble check, is immune from attacks of opportunity whilst doing so. * Thanks to RadicalTaoist for the Energy Charge discovery. This feat is theoretically good with any class, as long as that build has a specific, out-of-combat (or even in-combat) focus on a particular skill. Pun-Pun was never created with the intention of being played, and any game that allows a Pun-Pun character will quickly degenerate from there. Ectoplasmic Armor Quori shards give a +2 armor bonus. Example: An ECL 2 character with no magical items or buff spells, whose feats include Flying Kick and Psionic Fist, and who has acquired deep crystal gauntlets, charges an ogre; a successful hit will do 1d6 (base) + 1d12 (Flying Kick) + 2d6 (Psionic Fist) + 2d6 (deep crystal): 5d6 + 1d12 + Str, average 24 points damage + Str. (You should also be gaining another ability point every 3 HD too). Pun-Pun casts Giant Size on himself. Given this level of power with Manipulate Form, it would be easy to say he can do anything and no one can stop him. A sarrukh may use this ability to change a minor aspect of the target creature, such as the shape of its head or the color of its scales. Initiate of the Dranconic Mysteries (IoDM) 4, IoDM 8. Any ability score may be decreased to a minimum of 1 or increased to a maximum equal to the sarrukh's corresponding score. Primarily: free multiclassing for monks, stacking of monk and monk prestige-class levels for purposes of determining unarmed attacks per round, and the prestige classes themselves. (That is at least all of the ones in the book and includes the awesome Alter Reality. Nevertheless, there are a number of items which are particularly useful to the monk, especially once he or she has attained the Drunken Master prestige class. Here is the low down: Okay, here's a little combo that will help clarify things even more for Pun-Pun. The War Troll is in trouble. The Initiate of the Draconic Mysteries prestige class, from the Draconomicon, is used. Pun-Pun repeats this process a NI number of times. PHB, DMG, MM. Whether these abilities are spell-like, supernatural, or extraordinary is up to the creator of the spell. The abilities are Invulnerability and Split respectively. The target falls unconscious for 2d4 rounds due to the shock of changing form. Divine Minion is simply one of the quicker ways to obtain this level of power, not the only way. 2nd: Hustle, Psionic Lion's Charge, (Or Animal Affinity). Quori shards may only be used by Kalashtar PCs or those with a special ability to emulate them (such as a Changeling with the Racial Emulation feat) can use Quori shards (however, you might design a custom item using a Quori shard as the base and enhancing it with the 3rd-level Artificer spell Suppress Requirement (duration 10 min/lvl).

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