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FullStar Venture-Lieutenant, Netherlands—Utrecht. 90 posts. No reviews. No lists. No wishlists. 4 Pathfinder Society characters.

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....no need to put anything in any build or stuff like that.

Buy the following item:

Cracked Vibrant Purple Ioun stone (or..check for spelling errors)

Get a wand of enlarge person.

Put a charge in the Ioun stone...or let it be put in there (having use magic device or not)

And then use the spell whenever you want.

I think the Ioun stone costs 2500 gp or something? It's basicly a 1st lvl spell storing item which activates the spell. Can even use it to store a shield spell in it or other personal spells like that.

Most simple way to do it.

Great thing is: you can keep putting spells in there. No downtime:)


Pressure points...

I just became a fan of that one, because a lot of monsters have Damage Reduction. Especially if you don't have 100 types of weapons (adamantine/good/lawfull/magic/silver/cold iron/whateverthe...)
You will still bring down the bad guy!

* Venture-Lieutenant, Netherlands—Utrecht aka Valiant

1 person marked this as a favorite.

Just to inform you rabble lot of....rabble...

I...myself...me...and Auke will be attending! Yaaay! Last year was terrible for me, but I promise I'll make it up and liven up your PaizoCon UK this year with my ever insane personality!

Guard your alcohol!
Guard your women!
...

wait...

no..

DON'T!

IR will be there!


Hey guys!

Spoiler alert

I am running the Harrowing at the moment and I've done the 'Sonnorae' encounter where she acually turns out to be a Mute Hag.

Now the adventure states that she (if under some conditions) will bargain with the players for her token and does not immediately attack straight off the bat...

Now...how am I supposed to have her 'talk' if she's a mute hag...

I had her talk anyway and did some bargaining...only to realise this iffy thing later.

Any thoughts on this?

Thanks!


About the lying:

This is the question my players asked:

"Will you become angry if we would break your teacups?"

He answered with a 'no'.

Then, they slowly commenced in shattering the teacups one by one....eventually bringing him to a howl of: "Allright! Stop that! Fine, you win!"


Quote:

I've never seen D&D/PF imply that petrified people are still conscious or aware in any manner. (If they were, a petrified Psion on a handtruck would be a scary enemy. :D )

Allright, sounds fair. So how are you going to handle the rehabilitating of the prisoner while petrified? :)


Sounds good then!! :)


Shar Tahl wrote:
What is inhumane about being turned to stone? They don't die, they don't age, they don't harm anyone else. No prison overpopulation, just big rooms of passive, stone people. Zero maintenance. The happy happy view of everyone being able to be rehabed to be productive members of society is overly optimistic.

Hmn, let me put it this way:

In real life, you will participate in a test for me, ok?
Go stand in a room with no people...any room will do.
Stand in the center, and do not move. Not a single inch. Do not look around. Focus on one spot. If you move or if you look at something else then that one spot, you fail the test.

Stand that way for 5 minutes. You are not allowed to speak or make any other sound.

Now...if you manage that without going nuts, you imagine having to do that for..what...10 years?

When the punishment is over, you will have created a monster and have set it loose on the world. Quite insane.

And if you are of the opinion that it's a 'happy happy' idead about rehab, then hey..why do we have prisons at all? Lets just execute everybody...right? Cheaper then prisons and hell, it has no use anyway!

I still say my option is the most humane, cheap, and practical to do it:)


Does anybody else notice that all the suggestions here are very 'non humane'?

After all, imprisonment has TWO goals. Two duties!
1. Keep 'em locked up.
2. Rehabilitate them so when they re-enter society, they will not go back to their old ways.


I ment taking only 2 levels in the alchemist for the mutagen....the rest in barbarian.


The most effective, cheap and executable by any prison guard is:

Keep them exausted and don't give them enough sleep. Simple as.

Keep them at work all the time and make sure the guards never allow them 8 hours of rest per day.

They never regain their spells and all that, plus you don't need to find yourself fancy, expensive magic....

Sweet, simple, effective, cheap, realistic.


The build up to Mastyer Chymist will be less effective in my eyes. Less survivability and damage and all that.
Master Chymist only gives you the very best flavor and RP options.
In my eyes the build with barbarian levels gives you the acual hulk style fighting/toughness. I was sad to see that. If you really look at the Master Chymist, it doesn't give you anything really functional compared to the barbarian levels, since you have to stack multiple alchemist levels to get to the Master Chymist, which are better used on barb levels for functionality/survivability/toughness.


Something like this...but you can adapt it always :)

Hulk
Male Human (Chelaxian) Alchemist (Ragechemist) 2 Barbarian (Breaker, Beast Totem) 2
CN Medium Humanoid (human)
Init +0; Senses Perception +5
--------------------Defense
--------------------AC 16, touch 8, flat-footed 16 (+7 armor, +1 natural)
hp 51 (2d12+2d8+20)
Fort +12, Ref +5, Will +2; +2 bonus vs. poison
Defensive Abilities uncanny dodge; Resist poison resistance +2
--------------------Offense
--------------------Speed 20 ft.
Ranged Bomb +4 (1d6+1 Fire/x2)
Special Attacks bomb 1d6+1 (5/day) (dc 12), destructive (+1), rage (11 rounds/day), rage powers
(hurling, lesser, smasher [1/rage])
Alchemist (Ragechemist) Spells Prepared (CL 2):
1 (3/day) Shield, Enlarge Person (DC 12), Bomber's Eye
--------------------Statistics
--------------------Str 27, Dex 10, Con 20, Int 13, Wis 7, Cha 7
Base Atk +3; CMB +11 (+13 Sundering); CMD 19 (21 vs. Sunder)
Feats Catch Off-Guard, Extra Bombs, Extra Rage Power, Improved Sunder, Power Attack -1/+2, Throw
Anything
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +4 (+0 jump), Climb +15, Escape Artist -3, Fly -3, Intimidate +5, Perception +5, Ride -3,
Stealth -3, Survival +5, Swim +12 Modifiers alchemy +2
Languages Common, Draconic
SQ discoveries (feral mutagen), mutagen (dc 12), poisoning (standard action), rage mutagen
Other Gear +1 Agile breastplate, Amulet of natural armor +1, Belt of giant strength +2, Cloak of
resistance +1, Headband of vast intelligence +2 (Climb), 150 GP
--------------------Special Abilities
--------------------Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+1 (5/day) (DC 12) (Su) Thrown Splash Weapon deals 1d6+1 fire damage.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your
improvised weapons.
Destructive (+1) (Ex) + 1/2 barbarian level to sunder damage.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Hurling, Lesser (Ex) Throw large objects while raging.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for
20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Smasher (1/rage) (Ex) 1/rage, ignore the hardness of an unattended object.
p1
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


2 levels of Rage Alchemist, and 2 levels of Barbarian (any barbarian that fits your idea of the incredible hulk.)

Rage powers also to be decided for flavor: Do you want to throw improved weapons (like that huge rock, or that piece of wall you just ripped apart?) then go for Smasher to sunder stuff, or Hurler (or whatever it's called)
You can also take the rage power that gives you improved unarmed strike...or the power that gives you a bite and two claws....

In my opinion, only 2 levels of ragechemist will suffice to get the mutagen. The Master Chymist prestiegeclass is a perfect 'hulk/banner' build, but it's only fluff... If you want to be effective, just take 2 ragechemist and then stack on barbarian.


Thanks for the explaination. So basicly rulewise they built in a bite/grapple/drink mechanic that doesn't do what it probably was supposed to do, flavor wise.

Thanks, I know what to do now:)


Hey guys...I've been trying to read up on this, but I just can't get it clear. Hope you can shed some light on the matter.

Dhamphir's can chose to opt for the alternate racial trait Fangs, which gives them a bite attack of 1d3.

But then again, does that grant a regular bite attack, or just a bite attack when you are grappling/biting someone helpless?

And how does this translate to the feat: Blood Drinker.

And how does this combine with the Sanguine bloodline of Sorcerers?

I know the issue has been debated, but I just need to know if you can acually use the bite attack the Dhamphir gets, or that he needs to get a regular bite attack from some other source to do his stuff without having to grapple/bite helpless people?

thanks for your help in advance


I like the way pathfinder society works: After every adventure you get 1 xp. Each 3xp points you level up.

so, lvl 2 = 3 xp, lvl 3 = 6 xp....exc.

It works really well for me. Maybe you can get inspiration from that?

edit: Superfast xp like every adventure = lvl up...doesn't work for me. Your character will feel disposable and the levels you gain won't feel an accomplishment. I'll never get a real attachment to my characters that way. No time and no real events to get a bond with them.


I play a monk of the four winds in pathfinder society. I've not had the need to get these bonus feats. In my opinion if someone wanted those feats, he could easily get them through the normal ways. But hey, thats just me.


Here is my lvl 10 Monk. Maybe it helps.

Kira Darkmoon
Female Human (Chelaxian) Monk (Drunken Master, Monk of the Four Winds) 10
LN Medium Humanoid (human)
Init +3; Senses Perception +12
--------------------Defense
--------------------AC 23, touch 22, flat-footed 19 (+1 armor, +3 Dex, +2 deflection, +1 dodge)
hp 63 (10d8)
Fort +11, Ref +14, Will +14; +4 to avoid being knocked prone
Defensive Abilities evasion, improved evasion
--------------------Offense
--------------------Speed 60 ft.
Melee Cold Iron Brass knuckles +14/+9 (1d3+7/x2) and
Silver Brass knuckles +14/+9 (1d3+7/x2) and
Unarmed strike +15/+10 (2d6+8/x2)
Ranged Shuriken +10/+5 (1d2+7/x2)
Special Attacks flurry of blows +8/+8/+3/+3, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic
--------------------Statistics
--------------------Str 24, Dex 16, Con 11, Int 7, Wis 16, Cha 7
Base Atk +7; CMB +17 (+19 Disarming, +19 Grappling); CMD 37 (39 vs. Disarm, 39 vs. Grapple, 41 vs.
Trip)
Feats Combat Reflexes (4 AoO/round), Dodge, Elemental Fist (3d6) (10/day), Improved Disarm, Improved
Grapple, Improved Unarmed Strike, Mobility, Power Attack -2/+4, Skill Focus (Sense Motive), Snake Fang,
Snake Sidewind, Snake Style
Traits Accelerated Drinker, Suspicious
Skills Acrobatics +16 (+20 to avoid being knocked prone, +28 jump, +26 to jump), Climb +11, Perception
+12, Ride +7, Sense Motive +25, Stealth +7, Swim +11
Languages Common
SQ ac bonus +6, drunken ki, fast movement (+30'), high jump, ki defense, ki pool, maneuver training,
monk vows (vow of truth [+2 ki]), slow fall 50', unarmed strike (2d6), wholeness of body
Combat Gear Gloves of arrow snaring (2/day), Potion of cure light wounds, Potion of shield of faith +2,
Wand of cure light wounds, Wand of Mage Armor, Wand of Shield; Other Gear Cold Iron Brass knuckles,
Shuriken (10), Silver Brass knuckles, Amulet of mighty fists +1, Bag of holding I (empty), Belt of giant
strength +2, Bracers of armor +1, Cloak of resistance +4, Headband of inspired wisdom +2, Ioun stone
(deep red sphere), Ioun stone (vibrant purple prism), Monk's robe, Ring of protection +2, Backpack
(empty), Bedroll, Chain (10 ft.), Flint and steel, Grappling hook, Manacles, Rope, Waterskin, 150 GP
--------------------Special Abilities
--------------------AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start
your turn with the potion in your hand.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Drunken Ki (Su) Drunken Ki pool allows the use of Ki powers.
Elemental Fist (3d6) (10/day) You can add 1d6 energy damage to an attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +8/+8/+3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
p1
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Gloves of arrow snaring (2/day) Once worn, these snug gloves seem to meld with the hands, becoming
almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows
feat (see Chapter 5 for details), even if he does not meet the prerequisites for the feat. Both gloves must
be worn for the magic to be effective, and at least one hand must be free to take advantage of the
magic.
Construction
Requirements: Craft Wondrous Item, shield; Cost 2,000 gp
High Jump (+10/+30 with Ki point) (Ex) +10 to Acrobatics checks made to jump.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you
fail you take half damage.
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 Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for
1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to
overcome DR.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC against some attacks of opportunity.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Slow Fall 50' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Sidewind Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm
critical hits
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Vow of Truth (+2 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
Wholeness of Body (10 Hp/use) (Su) Use 2 ki to heal own wounds as a standard action.


Thanks for them awesome tips!! I'm looking into them right now:)


Hey all!

Through some evil magic I've gained access to the Dhamphir race.

Now I'm looking for a good build that would make it play like a close combat fighter, but with a bit of 'vampire' flavor. So prefably unarmed combat/biting natural attack you can swap out... Having high strength, speed and still do something with the charisma...

I have no clue how to put something like that together?

A melee Bard? (does that work?)
A melee sorcerer (does that work?)
Barbarian?
Fighter?
...Oracle?

I'm a bit lost. Who has good ideas to make such a concept work?

Thanks for your time! :)


Weirdo wrote:

Unarmed Strikes are also light weapons. (link)

Valiant wrote:
Dragon Style is impossible for a Drunken Master, since the prereq is that you give up Stunning Fist, which you don't have as a Drunken Master.

I think you mean that a Monk of Four Winds gives up Stunning Fist. A Drunken Master certainly doesn't. (They give up Still Mind, Purity of Body, Diamond Body, Diamond Soul, and Empty Body.)

Dragon Style says nothing one way or another about Stunning Fist. Dragon Ferocity (the second feat in the style) requires that you have Stunning Fist. So a Monk of Four Winds can't get Dragon Ferocity unless they take Stunning Fist first (meeting the BAB +8 prerequisite at level 11).

Yeah! All the above including me saying the wrong thing but meaning what you said!

(thats what she said?)

Thanks for clarifying, I was a Drunken Master while posting....


Dragon Style is impossible for a Drunken Master, since the prereq is that you give up Stunning Fist, which you don't have as a Drunken Master.


Whoa, all great advices here. I'll look at them all!


Heya!

I'm in need of advice:

What class/build is best used to resemble a character being the 'master' of the element Earth?

Flavor wise, think from the avatar cartoon series earth benders.

Would this be a wizard/Cleric/Oracle/Sorcerer....?

And what race/build?

Thanks for the advice!:)


I acually have a 9th level 4 winds/drunken master Monk.

My feats:
1st lvl: Belier's Bite
1st lvl Human feat: Blind Fight
3rd lvl feat: Weapon Focus Unarmed Strike
5th lvl feat: Mobility
7th lvl feat: Power attack
9th lvl feat: Greater grapple

Monk class extra feats:
1st lvl: Dodge
2nd lvl: Improved Grapple
6th lvl: Improved Disarm

In a fight I have the option to do lots of damage, bleed someone to death, be mobile and help out a character on the other side of the battlefield, capture the badguys, go on a disarm spree leaving the enemies useless and invisible stuff doesn't bother me that much:)

Plus, I burn Ki like crazy, but that's ok, since we are drunken masters:)

If needed you can take up the role of a tank. Just switch from high damage to higher defences :)

Touch attack AC is through the roof too. Hope this all helps. Always remember: this is a team game. As such, make use of your allies:)


FiddlersGreen wrote:

Tengu drinking flask gives 1 gallon of drinks per day. 1 gallon = 8 pints, so that's about 8 drinks per day?

Alternatively, the drinking horn of bottomless valor gives unlimited alcohol (and other things) for 24000 gp.

Both have always struck me as excellent items for a drunken master.

My monk uses a bag of holding stuffed with absinth :)

Oh, and 2 springloaded wristsheeths of course, holding a drink of absinth in a vial each for really fast consumption if really needed.


...I don't have Purity of Body....heh...

But I have the ultimate 'free' healing! 2 Ki points = 8 hp healing due to Wholeness of Body...

Then I just drink up to replenish those 2 Ki points from my drunken Ki points pool....and heal again!

Drink drink drink and all the pain goes away :))


Eben: My monk can drink more alcohol then any of your characters.

That makes mine superior in any and every way you can think of.

Muwhahahah.

*grin* *wink*

Awesome overpoweredness to the max! Wheee!:))
I just broke and solved the whole thread now, eh!?:)

Edit: Noooooo don't shoot me with Con based rules about getting drunk! I'm a drunken master! Let me live in my delusion and be happy!:)


Eben: Spot on!
My party makes it possible for me to tank indeed, while I was kinda hoping I wouldn't have to and we'd have a dedicated tank in our party to fill up that spot. Lacking that they usually prop me in front, buffing me and screaming: "Go tank, ya Monk!" Hehe.

I see what you are trying to say and understand it: You're discussing something waaaaaay more in depth then just a 1 time experience I had with my Monk. As such, continue your discussion so I can learn from it :)


Thank you for clarifying, Dabbler :) I will be following your theories and ideas in this thread, since I am learning a lot because of it.


You are all more then welcome :)

Concerning the feats: As pointed out, I selected them at the wrong level. This doesn't mean that I can't swap some out to have the same result if you look at the damage only issue.

My monk is also not superbly optimised like others pointed out. Some people even gave me advice to build it even better! Thanks for that :)

Concerning the gold: My character is level 8, but has played 2 pathfinder society adventures into level 8, giving it more gold then a 'fresh lvl8' indeed. Plus I think I played a module or so with it, which usually provides a bit more gold then regular PFS adventures. So yeah, I have a bit more gold available then a 'newly' created lvl 8 monk from the standard gold table book thingy.

Concerning my monks hitpoints: Yes, they are very low. Something I am very much aware of. This is the whole reason why I let my party buff me before I go into action cause I'd probably not survive a full round of attacks of a big monster without them. Then again, I think not many characters can. Maybe they are unbuffed a bit better at it, but they still need the help of the party, just like everybody else, to be able to stand there and tank big bad guys.

As soon as I get to lvl 9 and have enough cash to get the Boots of Speed, I do not need to chose between damage and defence any more, since the Haste effect of the boots make my extra Ki point attack obsolete, freeing it up to put into defences as a standard.
My AC without any buffs at all is 23.
With Mage Armor: 26 (I have bracers of armor +1)
With Shield: 30
With Ki point +4 dodge bonus: 34
With the free action haste from boots: +35.

Those are the buffs I already have running or are able to provide myself (after filling up the Ioun stone and having mage armor pre-cast) and thats how I usually run around in combat.

Other buffs that sometimes happen just top my AC up. (think about some cavaliers power that gives me more AC if I follow his command, Cats reflexes, Owls wisdom, Barkskin, +4 dodge from Mobility if I'm running around the map)

So yeah, I can be an AC monkey and acually the parties I play with expect me to tank.

I have read all your comments and I know what you are talking about. Remember that it all started with me going: "Hey, I scored this nice damage once as a Monk, and people -then- were like: Wow! Thats awesome" Making me feel like the Monk isn't underpowered.

Going further back with the information you provided me about your discussion, I can imagine that you would think differently. You guys are discussing the core monk stripped down of any extra's I'm using.

So yeah, the Monk can be great! Is that a safe thing to say?:)
I'll leave the theorycrafting and the numbercrunching on comparing the core class in standard cases to you guys for the rest of the discussion:)

Thanks so much for taking a look at my Monk, giving the advice for it and pointing out some issues. Because of that I am able to correct these and have a 'better' character.

Lastly: Yeah! Isn't that Ioun Stone a nice trinket for that cash, eh? I love it:)
Just don't take a Vow of Silence if you ever acually wanna use it......hehe...voice activated:)

Edit: Yeah, I'm burning through Ki points like nobodies business! Thats why I have the drunken master thingy, effectively making it reeeally hard for me to ever burn through them all in a combat.


Thanks for the explanation and translation of Opaque, I get it now:))


Lorekeeper, thank you for pointing out the feat at lvl 1 issue. To correct this i would have to shufle stuff a bit indeed. Also thanks for your suggestions to improve on the concept. Ill gladly look into them.


Fun to see your ranger meepo, thanks for your effort and sharing that.
Grenmeera, you are most welcome!


Eben TheQuiet wrote:
master arminas wrote:
No, his ability scores are a 20-point buy. He started out, I think, with Str 18 (17 points), Dex 14 (5 points), Con 11 (1 point), Int 7 (-4 points), Wis 14 (5 points), and Cha 7 (-4 points).

Ah. That's my bad. I had it in mind that dropping to a 7 was a -3 cost. That makes sense.

I don't want to bag on his monk, but I don't think it proves our concerns wrong. It's a strength-loaded offensive glass cannon who -- without the aid of at least two of his arcane team members -- wouldn't last very long once the baddies realized he was a threat. Low HP + Low AC = KO time.

I'd still like to know what the opponent was that received such a beating in one round. It might give a fuller picture of how the monk was able to succeed so brilliantly.

You are right that my monk is an offensive glass canon. It chose to build it that way. It can only really shine in the defence department when getting help of partymembers. You got allthat right. My idea though was to mention that i do not find it underpowered, as the stated issue was, and that at this one round of damage it really shined.


2 people marked this as a favorite.
master arminas wrote:

It is mean to say that I would never allow such a lop-sided character to be played at my table? Well, I guess I am mean, then. But I have six regular players and three more who show up every now and then, and none of them would bring something like that to my table. And any new character that did, and insisted on playing it, would be shown the door.

MA

Since you incist in insulting me and being mean, i would like to wish you a peacefull life and hope you find a better place then my posts to read so you can still have a fun day. I will not reply to you or adress my further posts to you so you will not feel harmed by them any more.


Yeah, i build it to be a damagedealer and had no interest in skills whatsoever at that time. The creature was a numeran hound or something named alike, indeed. It was 20 point buy with the human plus 2 in strength indeed.
My ac still is high when having the mage armor, shield and ki point dodge bonus of plus 4 andhthe haste ac bonus i get to 35.
If i wanted to go ac crazy, i could get around ac 42 or so if really focussed in needing that. And yes that requires help from my partymembers


2 people marked this as a favorite.

Hey, get one thing straight here. I did not claim my monk was the best thing since the invention of alcohol! My claim is that monks are not underpowered and that at th8s one rond of attack in the game people thought "whoa, thats a lot" and had an idea that the monk i had was overpowered due to also having a high ac at the point.
Now i was asked to post my build and situation to show what happened and i did. You can have your own ideas about it and everything.
Also remember that in a real game you play with allies who help you and provide you with buffs, so this is a realistic situation in a game and a fun thing to have happened to a player who rolled nice for once.

As such i do object to any comments like the one stating that i should be thrown from the table. That is a plain mean and very unreasonable thing to say when i was just posting to show my character and that one time i got a nice result from my dice. You sir are mean if you mean what you type and i would like you to reconsider your remark.

Monks are not underpowered at all, great fun to play and can do some amazing things, just like any character class should be able to do and that is what i aimed to point out with my post.

And i think i have done just that. Thankyouverymuch.....


Human Monk lvl 8
Drunken Master/Monk of Four Winds.

Speed: 50

Str: 24/+7 Base: 20
Dex: 14/+2 Base: 14
Con: 11/+0 Base: 11
Int: 7/-2 Base: 7
Wis: 16/+3 Base: 14
Cha: 7/-2 Base: 7

BaB: 6

Items used:
Headband of Inspired Wisdom +2
Amulet of Natural armor +1
Cloak of Resistance +2
Monks Robes (AC and Unarmed Damage like a Monk 5 levels higher)
Bracers of Armor +1
Ring of Protection +2
Belt of Giant Strength +2
Ioun Stone: Cracked Vibrant Purple (Stores 1 1st lvl spell, usually Shield)
Wand of Mage armor, Wand of Shield

Feats:
1st lvl feat: Weapon Focus Unarmed Strike
1st lvl Human feat: Power Attack
3rd lvl feat: Belier's Bite. (Unarmed attacks deal 1d4 bleed damage)
5th lvl feat: Mobility
7th lvl feat: Blind Fight

1st lvl Monk feat: Dodge
1st lvl class feature: Improved Unarmed Strike
1st lvl class feature: Flurry of Blows
2nd lvl Monk feat: Improved Grapple
2nd lvl Monk feature: Evasion
3rd lvl Monk feature: Maneuver Training (BaB equal to monk lvl when calculating CMB)
4th lvl Monk feature: Ki Pool (8 Ki. Half lvl + 3 from wisdom +1 Vow of Truth)
4th lvl Monk feature: Slow fall 40ft
4th lvl Monk feature: +3 AC and CMD (boosted from Monk's Robes)
5th lvl Monk feature: High Jump
6th lvl Monk Feat: Improved Disarm

Drunken Ki: (Pool of 4 drunken Ki, replenishable by drinking 1 drink per Ki point. 1 drunken ki point lasts 1 hour or until used)

4th and 8th Ability Point spent in Strength.

Trait: Accelerated Drinker
Trait: Iron Liver

Unarmed Strike:
Atk: +14/+9
Damage: 2d6+7 +1d4 Bleed damage.

Flurry:
Atk: +14/+14/+9/+9
Damage: 2d6+7 +1d4 Bleed Damage

Now the trick here is the following:
Buffs: Make sure you got a Mage Armor on at all times, asking the casters or UMD people in the party to put it on you. This will give you a long time AC of 26.

Just before combat or during combat where you don't get your full attack in, buff yourself with a Shield cast from your Ioun Stone. Your AC is then 30.
Get a Haste cast on yourself if possible, this gives you more freedom in deciding where to put your Ki points in. (You don't need to spend it in an extra attack)
Also considering buffs: I had my fellow players provide me with extra AC and Atk point due to bard song and bless and such.

(Yes, I know, the bracers of armor are a waste of cash....still usefull when your mage armor is not on for some odd reason)

Now, you got a choise: Do you wanna do more damage, or do you wanna have 1 less attack and have more survivability?

Survivability: Put the Ki Point in +4 Dodge.
Extra damage: Put the Ki point in Elemental Fist. (which I did when doing the 137 points of damage.

Problem with the Monk is: You only have 1 swift action to spend per round, so you gotta chose what ability you use with that 1 action. Haste is a 'must', so I'm getting the Boots of Speed at lvl 9, which my Monk will be after tomorrow evening.

Now, to describe what happened with the 137 points of damage:

I was fighting a young nerubian hound which had vulnerability to Cold Damage.

I used Flurry, was Hasted and used my swift action and Ki point to do an Elemental Fist of Cold damage for extra 2d6 damage, which will be times 1.5 since the monster was vulnerable to it.

I had 5 attacks.
I used Power Attack for them all, giving me not a +7, but a +11 to all damage rolls of every attack.
Due to buffs from the other players (bard I think?) I got another +2 on my damage, making the total a +13 damage bonus for every hit.

So, I had the following attacks:
5 Attacks at around +17/+17/+17/+11/+11
Damage: 2d6 + 13 Regular damage for every hit.
First hit only did 2d6 x1.5 damage (frost damage)

When rolling the hits, I hit them all, and even critted once.

Meaning I did a base damage of:

6x 13 = 78 set regular damage.
12d6 regular damage
2d6 x 1.5 Cold damage

Totalling up to 137 points of damage in 1 round.

Edit: This is all using Unarmed Strikes and NO amulet of mighty fists.


Of course. Give me a sec to write it up.


Thanks for the explanation. My first language not being english, I had and still have no clue what Opaque means :)


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Monks are not underpowered in my opinion. My dear monk did 137 points of damage in 1 round while being lvl 8 while having an armor class of 37 and saves like +8, +10 and +11. This all in a lvl 7-9 adventure.

The rest of the party informed me that they think my character is too overpowered.


I have an additional question about this spell:

Does the wall of fire prevent vision/line of effect of spells, arrows and all that? It isn't mentioned in the spell itself, but I do know an oracle of fire can have an ability to look through flames....so what would you rule?


The way I read it, it pulses towards 1 direction. So if you say it pulses inward and the heat crosses over to the other side of the circle and even surpasses that, thats allright. No problem at all. Just not further then the 20 ft. The firewall itself in circular form is not a barrier that stops the heat eminating from the firewall part on the other side of the firewall ring. It lets it through.

That side it passes through might not be intended to be hot because the source of the heat eminating from that side goes inward, but it doesn't pose a barrier to let the heat from the other side of the ring through.
So that side would be hot, yes, just not as hot and not as far eminating as if you would chose to make the heat face outward of the circle.


And does this means that if combat starts with lets say 4 mummies, all players must roll the save 4x? 1 Each mummy?


Despair (Su)

All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.


1. Their Mummy Rot: ability is both a Curse and a Disease. How does this hold up against people immune to disease, like for instance a Paladin?

2. Despair (su): Is this a standard action the mummy uses on his turn, or is this 'always on', meaning the second the encounter starts people start throwing saves?

Thanks for the help!


Yeah, but look at it this way: There is a DC 32 perception check needed to discover a magical trap on an altar that does for instance a lightning bolt damage.

But hey, the players can just cast a cantrip and know that this altar holds a strong evocation magic...

And with a spellcraft check they would know it's a lightning bolt...whats the DC on that one? 19 or so?

I kinda find that a bit unbalanced somehow..

Is my assumption here about right?


Is the casting of detect magic enough to instantly highlight and discover that something is trapped with a magical trap?

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