Aasimar Build, Help!

So my DM has asked us to build 15th level characters for a one-shot at the end of Oct. (Pathfinder based homebrew) My husband and I decided to make characters that would play off of one another. He is playing an Incubus turned good (not his alignment, he just isn't evil). I thought it might be cool to build an angelic like a character that has been helping lead him on a path to good. 
Thus, I have decided to make an Aasimar. However, I have been having trouble finding a good build that would compliment his character. He is using the Incubus (enhancer) for leveling. If you aren't familiar with this, it has abilities that allow you to siphon Cha from others to increase your abilities. Given the role-playing concept that we decided on, he would most likely be taking those points from me, meaning that I couldn't rely on my Cha for abilities or spell casting. 
I have been considering making a monk or some other class that doesn't rely on Cha, but I am still wanting my character to resemble an angel as a nice contrast to his demon. 
Any suggestions are greatly appreciated. Thank you!
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Comments

  • This is an aasimar unchained monk build. 

    It has a lot of flexibility in what it can do. The AC is at 30 when using Crane Style and having the Ring of Force Shield on. You can get this much higher using Defensive Spin, Furious Defense, spending 1 Ki point to cast Barkskin to get +5 to AC for 150 minutes, and the Just Out of Reach feat (which gives +4 dodge to AC when an foe makes a melee attack using reach). 

    I'd recommend picking up a wand of mage armor or a pearl of power level 1 to have your mage cast mage armor on you for another +4. 

    Saves are decent. 

    Mobility is solid - using the flying kick monk style strike any target within 50 feet can get a full attack. 

    You have good tanking potential with the Foot Stomp monk style strike to keep opponents next to you and if for some reason they get away you can spend KI to use the Step up and Strike feat. 


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    Aasimar build
    Archon-blooded aasimar (lawbringers) unchained monk 15 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder Unchained 14)
    LG Medium outsider (native)
    Init +4; Senses darkvision 60 ft.; Perception +31
    --------------------
    Defense
    --------------------
    AC 30, touch 28, flat-footed 23 (+2 Dex, +5 dodge, +5 monk, +2 shield, +6 Wis)
    hp 154 (15d10+60)
    Fort +17, Ref +16, Will +16; +2 vs. enchantments
    Defensive Abilities improved evasion; Immune disease, poison; Resist acid 5, cold 5, electricity 5
    --------------------
    Offense
    --------------------
    Speed 80 ft.
    Melee unarmed strike +27/+27/+27/+22/+17 (2d10+12/19-20)
    Special Attacks flurry of blows (unchained), stunning fist (16/day, DC 23), style strike
    Spell-Like Abilities (CL 15th; concentration +15)
       1/day—continual flame
    Monk (Unchained) Spell-Like Abilities (CL 15th; concentration +15)
       —barkskin (self only, 1 ki)[UM]
    --------------------
    Statistics
    --------------------
    Str 24, Dex 14, Con 16, Int 8, Wis 22, Cha 10
    Base Atk +15; CMB +21; CMD 50
    Feats Combat Reflexes, Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Critical (unarmed strike), Improved Unarmed Strike, Just Out Of Reach, Medusa's Wrath, Mobility, Skill Focus (Perception), Stunning Fist, Weapon Focus (unarmed strike)
    Traits reactionary, seeker
    Skills Acrobatics +20 (+40 to jump), Intimidate +2, Perception +31, Sense Motive +26; Racial Modifiers +2 Intimidate, +2 Sense Motive
    Languages Celestial, Common; tongue of the sun and moon
    SQ fast movement (unchained), ki pool (16 points, cold iron, lawful, magic, silver), ki powers (freedom of movement, furious defense, qinggong power, qinggong power, qinggong power, sudden speed), monk vow (vow of truth[UM]), style strikes (defensive spin, flying kick, foot stomp)
    Other Gear +5 amulet of mighty fists, belt of giant strength +6, cloak of resistance +5, headband of inspired wisdom +6, monk's robe, ring of force shield, winged boots, 5,500 gp
    --------------------
    Special Abilities
    --------------------
    Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
    Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus.
    Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
    Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
    Dragon Ferocity +3, 1d4+7 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
    Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
    Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
    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.
    Fast Movement (Unchained) (+50 ft.) The Monk adds 10 or more feet to his base speed.
    Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
    Flying Kick (max 50 ft.) Before kick attack, move up to fast move bonus as part of flurry.
    Foot Stomp On kick hit, foe can only move to adj squares for 1 rd unless use std action to break free.
    Freedom of Movement (Su) As a swift action, use 1 ki for freedom of movement for 1 round.
    Furious Defense (Ex) As imm action, 1 ki to gain +4 AC until end of next turn. Combo with formless mastry for 3 ki.
    Immunity to Disease You are immune to diseases.
    Immunity to Poison You are immune to poison.
    Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Just out of Reach Gain +4 dodge AC bonus vs. foes attacking more than 5 ft. away with a melee reach weapon.
    Ki Pool (16/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
    Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
    Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
    Step Up and Strike Costs 2 ki points to activate.

    When a foe tries to move away, you can follow and make an attack.

    Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against th
    Stunning Fist (16/day, DC 23) You can stun an opponent with an unarmed attack.
    Style Strike (2/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
    Sudden Speed (Su) As a swift action, use 1 ki to increase base speed by 30 ft for 1 min.
    Tongue of the Sun and Moon (Ex) Speak with any living creature, as if under a permanent tongues effect.
    Vow of Truth (+3 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where


  • This is an aasimar unchained monk build. 

    It has a lot of flexibility in what it can do. The AC is at 30 when using Crane Style and having the Ring of Force Shield on. You can get this much higher using Defensive Spin, Furious Defense, spending 1 Ki point to cast Barkskin to get +5 to AC for 150 minutes, and the Just Out of Reach feat (which gives +4 dodge to AC when an foe makes a melee attack using reach). 

    I'd recommend picking up a wand of mage armor or a pearl of power level 1 to have your mage cast mage armor on you for another +4. 

    Saves are decent. 

    Mobility is solid - using the flying kick monk style strike any target within 50 feet can get a full attack. 

    You have good tanking potential with the Foot Stomp monk style strike to keep opponents next to you and if for some reason they get away you can spend KI to use the Step up and Strike feat. 


    ---

    Aasimar build
    Archon-blooded aasimar (lawbringers) unchained monk 15 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder Unchained 14)
    LG Medium outsider (native)
    Init +4; Senses darkvision 60 ft.; Perception +31
    --------------------
    Defense
    --------------------
    AC 30, touch 28, flat-footed 23 (+2 Dex, +5 dodge, +5 monk, +2 shield, +6 Wis)
    hp 154 (15d10+60)
    Fort +17, Ref +16, Will +16; +2 vs. enchantments
    Defensive Abilities improved evasion; Immune disease, poison; Resist acid 5, cold 5, electricity 5
    --------------------
    Offense
    --------------------
    Speed 80 ft.
    Melee unarmed strike +27/+27/+27/+22/+17 (2d10+12/19-20)
    Special Attacks flurry of blows (unchained), stunning fist (16/day, DC 23), style strike
    Spell-Like Abilities (CL 15th; concentration +15)
       1/day—continual flame
    Monk (Unchained) Spell-Like Abilities (CL 15th; concentration +15)
       —barkskin (self only, 1 ki)[UM]
    --------------------
    Statistics
    --------------------
    Str 24, Dex 14, Con 16, Int 8, Wis 22, Cha 10
    Base Atk +15; CMB +21; CMD 50
    Feats Combat Reflexes, Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Critical (unarmed strike), Improved Unarmed Strike, Just Out Of Reach, Medusa's Wrath, Mobility, Skill Focus (Perception), Stunning Fist, Weapon Focus (unarmed strike)
    Traits reactionary, seeker
    Skills Acrobatics +20 (+40 to jump), Intimidate +2, Perception +31, Sense Motive +26; Racial Modifiers +2 Intimidate, +2 Sense Motive
    Languages Celestial, Common; tongue of the sun and moon
    SQ fast movement (unchained), ki pool (16 points, cold iron, lawful, magic, silver), ki powers (freedom of movement, furious defense, qinggong power, qinggong power, qinggong power, sudden speed), monk vow (vow of truth[UM]), style strikes (defensive spin, flying kick, foot stomp)
    Other Gear +5 amulet of mighty fists, belt of giant strength +6, cloak of resistance +5, headband of inspired wisdom +6, monk's robe, ring of force shield, winged boots, 5,500 gp
    --------------------
    Special Abilities
    --------------------
    Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
    Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus.
    Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
    Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
    Dragon Ferocity +3, 1d4+7 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
    Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
    Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
    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.
    Fast Movement (Unchained) (+50 ft.) The Monk adds 10 or more feet to his base speed.
    Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
    Flying Kick (max 50 ft.) Before kick attack, move up to fast move bonus as part of flurry.
    Foot Stomp On kick hit, foe can only move to adj squares for 1 rd unless use std action to break free.
    Freedom of Movement (Su) As a swift action, use 1 ki for freedom of movement for 1 round.
    Furious Defense (Ex) As imm action, 1 ki to gain +4 AC until end of next turn. Combo with formless mastry for 3 ki.
    Immunity to Disease You are immune to diseases.
    Immunity to Poison You are immune to poison.
    Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Just out of Reach Gain +4 dodge AC bonus vs. foes attacking more than 5 ft. away with a melee reach weapon.
    Ki Pool (16/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
    Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
    Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
    Step Up and Strike Costs 2 ki points to activate.

    When a foe tries to move away, you can follow and make an attack.

    Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against th
    Stunning Fist (16/day, DC 23) You can stun an opponent with an unarmed attack.
    Style Strike (2/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
    Sudden Speed (Su) As a swift action, use 1 ki to increase base speed by 30 ft for 1 min.
    Tongue of the Sun and Moon (Ex) Speak with any living creature, as if under a permanent tongues effect.
    Vow of Truth (+3 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where


    Thank you so much. I love what it happening here. I hadn't had a chance to look through all the possible set ups on the monk. Even more so on the unchained monk. 
    You didn't have to go through all the trouble of making a complete build. But I really appreciate the effort and information that you put into this. I was considering taking the angel wings racial feat, but that jump and damage is what better. Not to mention makes better use of the available feats. 
    Thank you again. 
  • Glad to help out!   

    :-)
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