Contract Devil

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It says each time you cast a summon spell that summons more than one creature, you can add an additional creature. So does this mean if you use a summoning spell that can summon 1d3 of a creature the possible outcomes are 1,3,4, or 2,3,4? I'm assuming the first one, but there is a little voice in the back of my head that keeps saying it doesn't feel right.


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TriOmegaZero wrote:
Pact making is influenced by both Int and Cha, and even Wis.

Careful, that level of nuance may cause this thread to implode.


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ciretose wrote:
ProfessorCirno wrote:
Maddigan wrote:
I imagine it is a tightrope they're walking in monk design. They're hands do 2d10 damage at max level which they can get about lvl 15. Which is more than any weapon a fighter or any other melee type can use. They eventually get 7 attacks and with a ki point 8 attacks on their own. Toss in haste and they can get up to 9 attacks per round. Full Power Attack for every attack.

Honestly? That's not a whole lot.

2d10 is 11 damage. That's what and all it is. 2d10 is an average of 11 damage.

You claim that's more then any weapon a fighter can use but that's not true. Even a fighter who has taken no feats at all can hit 10.5 with a greatsword, and he has a much higher power attack to boot. That's without adding in any of the feats that then go on to increase his damage even more, and he's already going to be hitting the same stride that the monk hits.

Big dice do not neccissarily equate to big damage.

As for monks, I think it was in Evolved Arcana that Monte Cook outright said monks could have their "natural attack" enchanted as if it were a weapon. That always seemed one of the best solutions to me, alongside letting monks do "monk damage" with all monk weapons rather then just "unarmed damage."

I think you would have to make that a mid-level monk ability/feat lest it become a dip and abuse thing.

The reason the amulet is so expensive is it allows you to functionally enchant two weapons (both your hands) or more in the case of monsters.

I agree that enchanting hands is important (which was the intent of the brass knuckles) but it is a fine line.

Let monk's enchant their own bodies (as one weapon) as though they had the Craft Arms and Armor feat, using their monk level as their spellcraft check. For each 1000gp in the enchantment cost they have to spend one day in a training montage.


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Maybe an archetype for purely physical monks, something to take out the weird mystic powers and make a decent brawler. Why reflavoring is certainly possible, I'd like to see something non-eastern takes on the class. And lastly a legitimate way to make non-lawful monks. I think the class has the potential to be given the same level of versatility that the bard and alchemist gained through their archetypes, since they have so many fiddly bits, so I'd really like to see that pushed. I'd really like to see them get away from the monk = eastern thing, it's holding the class back.