Flamefist (3.5e Optimized Character Build)
From D&D Wiki
This build utilizes the abilities of the Enlightened fist and the sacred fist to enchant your unarmed strikes with all manner of cool things.
- complete arcane(enlightened fist, shugenja)
- complete divine (sacred fist)
- complete warrior (tatooed monk)
- core rules
Game Rule Components
Spells, Powers, Soulmelds, Stances, etc...
- Enlarge Person.
- Enlarge Weapon.
- Mighty Wallop.
- Corrosive Grasp.
Starting Ability Scores (Before Racial Adjustments): in order of importance: charisma, wisdom, strength, constitution, dex, int. max out cha, keep wisdom over 16
Race (Templates): Any. I use human, but any with +0 la can suffice
Starting Racial Traits:
|1st||sorcerer 1||+0||+0||+0||+2||combat casting||arcane spells|
|2nd||shugenja 1||+0||+0||+0||+4||divine spells|
|4th||sorcerer 3||+1||+1||+1||+5||ability increase (charisma)|
|5th||monk 1||+1||+3||+3||+7||improved unarmed strike, stunning fist|
|6th||monk 2||+2||+4||+4||+8||combat reflexes|
|8th||monk 4||+4||+5||+5||+9||ability increase (charisma)|
|9th||enlightened fist 1||+4||+5||+7||+11||Ascetic Mage|
|10th||enlightened fist 2||+5||+5||+8||+12|
|11th||enlightened fist 3||+6||+6||+8||+12|
|12th||sacred fist 1||+7||+7||+9||+12||ability increase (charisma)|
|13th||sacred fist 2||+8||+8||+10||+12|
|14th||sacred fist 3||+9||+8||+10||+13|
|15th||sacred fist 4||+10||+9||+11||+13|
|16th||tatooed monk 1||+11||+11||+13||+15||bellflower tatoo||ability increase (charisma)|
|17th||tatooed monk 2||+12||+12||+14||+16||ability increase (charisma)"|
|18th||tatooed monk 3||+13||+12||+14||+16||tatoo||ability increase (charisma)|
you cast spells as a lvl 5 sorcerer/4 shugenja. you can invoke sacred flames for a 4+ wisdom modifier damage bonus on your unarmed attacks, but because of the bellflower tatoo you can add charisma on any ability score. if you had, say 18 cha/16 wis starting, you would end with 22 charisma, for a +6 modifier. 16+6=22, which is a +6 modifier. thats 4+6=10 bonus damage for 1 minute. you can also evoke energy 7 times per day for 1d6 extra fire/electricity damage. and you can use touch spells in your unarmed attacks.
swap shugenja, tatooed monk and sacred fist levels for 4 more enlightened fist levels and take 3 spellwarp sniper (complete scoundrel) levels and a rogue level. you can cast as a 11th level sorcerer, warp area spells into rays, and imbue your unarmed attacks with rays.
Ascetic Mage. Also, add some items (such as a ring of Mighty Wallop and Monk's Belt), to increase unarmed damage. Perhaps Enlarge Person + Permanency (by another caster). Also add more useful feats (maybe rapid stunning, to use two spells per round). Force of Personality gives better will save (if cha is higher than wis). Also Superior Unarmed attack and Improve natural attack.
your bab isn't as good as a single classed monk. you are weak at low levels because of (at that time) very bad multiclassing
none needed. whlie good, this isn't powerful enough that it require the DM to counter it. but if he want, he can use spell imunnity. Or spell resistance. Any monster with high AC can also give problems.