I was putting together an unarmed type for an upcoming Wrath of the Righteous campaign. I wanted to see if there was anything significantly wrong with the Champion of Irori character I'm creating.
Chargen rules: No Ultimate Combat or Ultimate Magic. All other sources are fine. We rolled stats, and I got a pretty lucky (11, 14, 10, 17, 14, 13). I was thinking about a monk/paladin combo called the Champion of Irori.
The campaign will go to level 20 plus Mythic. I need to actually live through each level, though, so builds where I suck at e.g. level 6 are off the table. I'm just going to build to level 12 as a touchstone. Opponents will be largely demons and we'll be in a demi-Abyss plane most of the time, so it's a hard decision as to when to stop in monk and/or paladin because those immunities to disease, poison, etc. will probably come in handy... I'm not as interested in gear as in the core build so I've included no gear. I'm concerned about my AC; also, I'd love more smite evil uses. No "bronze gong infinite ki cheese" either.
The rest of the party is life oracle, melee paladin, ranged paladin, sorcerer, one TBD.
Are there any significant improvements to make for a vs. demons campaign with this or a very similar character? I am pretty tied to the build concept and don't want to change way outside it (alchemists, summoners).
Human (Tian-Shu) Champion of Irori 6/Monk (Monk of the Sacred Mountain) 3/Paladin 3 (Pathfinder RPG Advanced Player's Guide 0)
LG Medium humanoid (human)
Init +2; Senses Perception +11
AC 18, touch 17, flat-footed 15 (+2 Dex, +1 natural, +1 dodge, +4 untyped)
hp 93 (3d10+9d8+27)
Fort +12, Ref +11, Will +13; +2 vs. enchantment spells and effects
Immune disease, fear
Speed 40 ft.
Melee sansetsukon +16/+11/+6 (1d10+7/19-20) and
unarmed strike +17/+12/+7 (1d10+6+1d4 bleed)
Special Attacks flurry of blows, sweeping smite, smite chaos, smite evil, stunning fist (5/day, DC 19)
Spell-Like Abilities (CL 12th; concentration +14)
At will—detect chaos, detect evil
Str 20, Dex 14, Con 12, Int 10, Wis 14, Cha 14
Base Atk +11; CMB +17 (+21 grapple); CMD 33 (35 vs. grapple)
Feats Belier's Bite, Demon HunterISWG, Dodge, Extra Ki, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Power Attack, Stunning Fist, Stunning Fist Adept, Toughness, Weapon Focus (unarmed strike)
Traits quain martial artist, stolen fury
Skills Acrobatics +17, Climb +9, Diplomacy +8, Escape Artist +6, Heal +6, Intimidate +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +12 (+14 to know the powers and abilities of demons), Knowledge (religion) +11, Perception +11, Sense Motive +7, Spellcraft +4, Stealth +10, Swim +10
Languages Common, Tien
SQ ac bonus, aura of courage, aura of good, fast movement, ki pool, lay on hands, maneuver training, mercies (mercy [sickened]), shield the weak, skill mastery, stunning fist (stun), unarmed strike, valiant stand
Other Gear sansetsukon, 142 gp
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Demon Hunter Gain Knowledge and combat bonuses vs. demons
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +10/+10/+5/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Greater Sweeping Smite (Ex) Keep smiting additonal adjacent targets as long as you hit.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Lay on Hands (7d6, 3/day) (Su) You can heal 7d6 damage, 3/day
Maneuver Training (Ex) CMB = other BABs + Monk level
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield the Weak (2 allies) Give up your save against area effect to grant allies +4 Ref. and improved evasion.
Skill Mastery (Acrobatics, Stealth, Perception) You can always take 10 with (3 + int modifier) skills.
Smite Chaos (Su) +2 to hit, +9 to damage, +2 deflection bonus to AC when used.
Smite Evil (2/day) (Su) +2 to hit, +9 to damage, +2 deflection bonus to AC when used.
Stolen Fury +2 trait bonus to CMB vs. Demons
Stunning Fist (5/day, DC 19) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Valiant Stand +3 (Su) Bonus to attack and AC if adjacent to multiple opponents but no allies.
When all jacked up on Power Attack and smiting and ki, he gets +14/+14/+14/+9/+4 for 1d10+23+1d4 bleed vs evil opponents, and he can pull 4 smites a day easy. And an extra +2 to hit vs demons specifically from his Demon Hunter feat and a DC 19 stunning fist.
He'll go Champion mythic path given that no one else was going to do it in the party, to my surprise.
I did an alternate Iroran Paladin build, who when jacked up on "personal trial" (non-vs-evil-smite), Power Attack and ki, pulls +18/+18/+13/+8 for 1d8+18+1d4 bleed. He can also divine bond that for another +3/+3 or specials. So a better to hit but lower damage; it also doesn't bypass DR unless you spend 1 ki/round, which is a significant hindrance in this campaign. He has 108 hp and AC 24 with nonmagical elven chain, and equal ki. It seems "better" except inasmuch as Wrath of the Righteous is going to be vs evil things all the time, and it has less random special doodads (hard to quantify).