20th lvl monk


Pathfinder First Edition General Discussion


hello, my friends were messing around and we wondered what a monk who only took the fleet feat would be like. i decided to build one.

made him human, took run feat and then 10 fleet. boots of striding and springing were my choice for sustained outcome. so it was a base speed of 150.

next step was to figure out acrobatics skill. decided to focus on jump, and with boots and the hefty 28 dex score after items, my jump skill bonus totalled 105. thanks to the monk class adding lvl to jump and apparently every 10ft over 30 in base speed = a +4 bonus

at this point i'm saying wow, how does that play out for jumping?

horizontal formula is dc 5 per 5ft. so looking at 105ft jump from standing if i roll a 1

here is the part that bothered me.
vertical formula = dc 4 per 1 ft... that comes out to 26 ft high.
i repeat, a skill of 105 is only 26 ft high... not much imo

my question is should i be using run speed of 525 or just base of 105 movement when calculating a running jump?

another point. i used the chart on 12-4 for starting gold at lvl 20, and since my grp gets power stats i use 18,16,16,14,12,10 for starter stats. this is what i got:
34 str, 28 dex, 20 con, 12 int, 28 wis, 10 cha
AC 47, touch 39, flat footed 29
22 fort, 26 reflex, 26 will, Spell resistance of 30.
used monk feats to spring attack(lol) and disarm

as for items: amulet of might fists +5, bracer of armor +8, belt of physical perfection +6, boots of striding/springing, cloak of resistance +5, glove of storing (for disarm, lol), ring of prot +5, 3 +5 manuals (str, dex, wis) headband of Wis +6, and a Monks Robe from wondrous items.

this brings me to another question, while wearing it treats AC and unarmed dmg as a monk 5 lvls higher. going by the chart i guessed that meant a +6 total ac bonus from class and unarmed dmg value goes up from 2d10. question is to what, i guessed 4d6. if so dmg looked like this:

flurry (if i ever choose to stand still) +35/35/30/30/25/25/20
and dmg was 4d6+17

i know this article may not be the most organized, but if u can answer my questions, i thank you


The "Run" feat description gives a bonus of +4 to jumping, but it seems like it would be significantly bigger since your base is bigger. Assume that for a normal character, "running" is moving at 120 ft per round normally, but 150 ft per round with the Run feat (thus a net of 30 ft/s). Even if you limited it to every 30 ft/round extra in running coming to a +4 bonus, then the extra 150 ft/round would give you a +20 (!!!) bonus.

To give you some sense of scale, your running speed would be 750 ft per round, or 125 feet per second. This is about half as slow as a musketball :O

I don't have much to say in terms of any other mechanics, but the whole concept of flying around with a base speed of 150 and jumping a few stories into the air brings to mind a certain golden-haired alien defender of the Earth.

I'm sure there's stats somewhere lying around for Spirit Bomb technique :P


thx for reading. but u didn't answer questions!


Jason Hormann wrote:
made him human, took run feat and then 10 fleet. boots of striding and springing were my choice for sustained outcome. so it was a base speed of 150.

Nope. In PF the land speed bonus by fast movement is an enchantment bonus not stacking with boots of springing and striding.

Jason Hormann wrote:
my question is should i be using run speed of 525 or just base of 105 movement when calculating a running jump?
Quote:
Acrobatics...Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet.

Your jump check is not influenced with running except for a +4 bonus granted by the feat itself. Keep in mind that you can not jump farther than your normal movement. I would base this on the type of movement (so x5 while running). But since you jump bonus is much less than your base speed you will not come into this position...

Jason Hormann wrote:
this brings me to another question, while wearing it treats AC and unarmed dmg as a monk 5 lvls higher...

The Table ends at LVL 20. Either you wait for an Epic Handbook or make a deal with your DM. I do not think that there is a RAW answer to this question yet.

Good luck
Ploppy


well, since boots of springing/striding is out probably spider climb boots or boots of haste, thx for pointing that out /sadface


Here's some answers (as best I can answer them):

made him human, took run feat and then 10 fleet. boots of striding and springing were my choice for sustained outcome. so it was a base speed of 150.

The Monk's Fast Movement ability is an enhancement bonus. It does not stack with the spells: expeditious retreat, longstrider or haste, or magic items made using those effects (boots of springing and striding or boots of speed), as they are all enhancement bonuses.

So your base speed is only 140 (base 30, +60 enhancement, +50 feats).
That's 700ft per 6 seconds when running (almost exactly 80mph, or 129kph), which is as fast as (or faster than) highway speeds, depending on where you live.
When looking at the old 3.5e overland movement rules (since I can't find them in Pathfinder), you are looking at walking 14 miles in an hour (or hustling for 28 miles), or 112 miles a day (without a forced march).

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next step was to figure out acrobatics skill. decided to focus on jump, and with boots and the hefty 28 dex score after items, my jump skill bonus totalled 105. thanks to the monk class adding lvl to jump and apparently every 10ft over 30 in base speed = a +4 bonus

Here's the breakdown...
Ranks: 20
Class skill: +3
Monk levels: +20
Run feat: +4 (always treated as running start, so bonus always applies)
Dex 28: +9
Base speed 140: +44

Total: 100

However, as a monk you may spend 1 Ki point to gain a +20 for 1 round, so you can temporarily (and limited times per day) boost it to 120 for your check (note that you can alternatively temporarily boost your base speed by +20', however that's only a +8 to your check, and both require a swift action so it's better to get the +20 bonus).

That's a long jump of 101' (or 121' if boosted by Ki).
For high jumps, it's 25' (or 30' with Ki).

Now, if you decided to spend money on a custom-made +15 to Acrobatics item (22,500gp base cost), you'd be looking at a 115 (135) skill bonus, and a minimum +15' to your long jump and +4' to your high jump (min roll 1 + 15, 16 divided by 4).

Also note that if you took the Acrobatic and Skill Focus (acrobatics) feats instead of two of the fleet feats, you'd get a net bonus of +6 to your checks (-4 from the loss of 10' movement, but +10 from those two feats).
You'd lose 10' movement though when it comes to other areas (such as spring attacking, or traveling the speed of a car that would get a ticket on most streets/highways near where I live).

.
not much imo

Yes. This falls under the "non-spellcasters shouldn't have good things" argument (if anyone is watching their bingo card).
There have been some suggestions to make the High Jump class ability alter the DC (say, to 2 per foot, so a 50' high jump, or even just 1:1 like a long jump).
I think there was another suggestion in a similar vein that had the requirement of kicking off a surface to get the extra height (similar to the slow fall restrictions).

But yes, RAW high jumps, even for monks, are fairly low (for the bonus involved).

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my question is should i be using run speed of 525 or just base of 105 movement when calculating a running jump?

The Acrobatics skill entry says that the distance travelled is based on your check. If you have a running start of at least 10', your DCs don't get increased (although the Monk feature eliminates this requirement).

For the +4 bonus for every 10' over the base 30, that is talking about your flat bonus to all Jump checks, and is based on your base speed only. It applies to whether you run or not (as not running simply increases the DC). Since it's talking about base speed, not running or single move action, etc, you look at your base 140 speed.

If this isn't what you are talking about, then please clarify (as your totals of 525 and 105 are not matching your earlier base speed math).

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this brings me to another question, while wearing it treats AC and unarmed dmg as a monk 5 lvls higher. going by the chart i guessed that meant a +6 total ac bonus from class and unarmed dmg value goes up from 2d10. question is to what, i guessed 4d6.

This depends on how you look at epic levels. In 3.5e, the SRD shows that at Epic levels, unarmed damage isn't increased. AC did.

Pathfinder Epic rules, the little they have, states under Scaling Powers: "Hit dice, base attack bonuses, and saving throws continue to increase at the same rate" and "Class abilities that have a set, increasing rate, such as a barbarian's damage reduction, a fighter's bonus feats and weapon training, a paladin's smite evil, or a rogue's sneak attack continue to progress at the appropriate rate."

Since the monk's unarmed damage isn't a "set, increasing rate", and rather a changing die, it stands to reason that the unarmed damage is capped out there too.

However, this allows for an interesting development. Instead of going 20th Monk, you could instead start off as a 1st level Barbarian, then change over your alignment and go for 19 levels of Monk. This gives you the "non-enhancement bonus" +10 speed from the Barbarian, getting you back up to 150 base speed again (or keeping it at 140 and swapping out for those two alternative feats for a net +10 acrobatics check over my math above).

Since your Monk speed bonus is +60 at 19 or 20, your Monk Robe can make up for your unarmed damage loss, and still get the +6 AC (since in pathfinder it increases every 4 levels, it just catches the +6 at 24th Monk level).

I think that's about as much as you can tweek the core rules regarding running speeds and jumping.


Heh, ninja'd a little on some of my answers. Took me 30 minutes to do up all the math and check my references... bah.

Hope the rest helps though.


i've actually been toying around with the fleet monk idea for a while. the other things to keep in mind are your speed also affects the tumble and balance uses of acrobatics, stealth, swim, climb, survival. if you were to actually try and play such a character, those are the skills you should try to max out.

also, to totally cheese out the speed, in addition to one level of barbarian, take one level of cleric with the travel domain. yay for another untyped +10 boost to your base speed. monk18/barb1/cleric1 speed =160.

other ideas, depending on what you want:
2 levels of rogue can get you either fast stealth, ledge walker, or rogue crawl (yes, a prone movement speed of 70. tell me that's not a freaky image)

if you're looking for a magic item, you want to try and get a ring of airwalk. should be perfectly allowable by the rules for creating magic items, and this would be HUGE for a fleet monk.

if you're allowing 3.5 psionics, a couple of levels of psychic warrior gets you up the walls, and i think there's something else movement related they can take.


I think this could be a fun idea if you could pair with Spring Attack. Your damage would be relatively poor for a 20th level character, but you'd also be untouchable.


I wonder if a 20th-level monk would be able to run across water. That would probably be one hell of a tumble check.


There are two theories I am aware of:

1) Deniz Ertas postulated that your foot needs at least the kinetic energy of your body weight to walk over water. He estimated an approx. speed of 72 km/h (=20m per sec or 400' per round)

2) Second idea is that you have to be faster that the reaction time of water molecules (160 km/h = 44.4 m/s = 888' per round)

Obviously it was not tested by humans. But I would not count on the idea, that a monk will be fast enough to run across water without magic...


epic rules lawyer is scary


sounds like someone needs to watch Hero or Crouching Tiger Hidden Dragon. on a plus note, this is fiction


Ploppy wrote:

There are two theories I am aware of:

1) Deniz Ertas postulated that your foot needs at least the kinetic energy of your body weight to walk over water. He estimated an approx. speed of 72 km/h (=20m per sec or 400' per round)

2) Second idea is that you have to be faster that the reaction time of water molecules (160 km/h = 44.4 m/s = 888' per round)

Obviously it was not tested by humans. But I would not count on the idea, that a monk will be fast enough to run across water without magic...

Honestly... the Monk might be able to hit those numbers...

30 Base
+60 Monk
+10 Barbarian
+10 Cleric Domain
+50 Feats
+20 Ki point

That's a 180' base speed. With x5 running (run feat), that's 900' per round.

So at least for as long as you have Ki points, you can run on water...


It woud be based on the cohesiveness of water and the area of his feet that were in contact wiht the water.

Now if he was able to be DRAGGED along and not actually run such as a barefoot skiier, he would need to be moving at 26 MPH, 38.13333 Feet per second or 228.8 feet per round. When running he only will have the ball of one foot on the ground at any one time. Lets ASSUME this is 10 percent of the area of 2 feet barefoot skiing. Multiply speed by 10 and you are now needing to cover 2228 feet per round or a base speed of 445.6 and the run feat.


I am greatly pleased by the direction this thread has taken.

Would anything, like wearing special "lily-pad" shoes a la Mythbusters enable a monk to run across water? (Just some ideas here)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Jason Hormann wrote:
sounds like someone needs to watch Hero or Crouching Tiger Hidden Dragon.

Or more likely has been watching it way too much :)


lol, i brought up the high jump of monks in my grp and my DM specically put part of the dungeon up 30 ft so that the monk couldn't jump up there


Jason Hormann wrote:
lol, i brought up the high jump of monks in my grp and my DM specically put part of the dungeon up 30 ft so that the monk couldn't jump up there

Ever heard of "wall jump"?

... Crap. Now I need to make that feat for my group XD


Jason Hormann wrote:
lol, i brought up the high jump of monks in my grp and my DM specically put part of the dungeon up 30 ft so that the monk couldn't jump up there

Well, if this is your level 20 monk, you can call your DM on this: Jumping height is distance cleared. A monk clearing a jump check for 25 feet would easily be able to catch a ledge 30 ft. up.

On the other hand, if a 30 ft. rise is actually a barrier to your group, you must not actually be very high level.

Feat idea:
Pole Vaulter
Prerequisites: Str 13, Dex 13, Acrobatics 5 ranks.
Benefits: As long as you are wearing light or no armor, have a running start, and are carrying a spear, polearm, quarterstaff, or other long-handled pole or weapon, you may jump vertical distances equal to your jump check result in feet.


cercanon wrote:
I think this could be a fun idea if you could pair with Spring Attack. Your damage would be relatively poor for a 20th level character, but you'd also be untouchable.

I was thinking the same thing. All you'd need then was a red suit with a lightning bolt on the front.


Frogboy wrote:
cercanon wrote:
I think this could be a fun idea if you could pair with Spring Attack. Your damage would be relatively poor for a 20th level character, but you'd also be untouchable.
I was thinking the same thing. All you'd need then was a red suit with a lightning bolt on the front.

I wonder if you could set against a charge with a person who's spring attacking like that. They're moving even quicker than a person rushing in for a charge, and if you're expecting it and they're rushing in there should be some extra contact damage.


We were looking at this possibility a few months ago. I don't have the link, but we calculated that a 20th level monk with all Fleet feats (and Run), and a couple pieces of gear could safely jump the Grand Canyon.

He'd have to use his abundant step (and we assuming no loss of momentum), and Safe Fall when he finally hits it close to the bottom, but just being able to make that jump is pretty darn impressive.

Sovereign Court

give him horseshoes of the zephyr and he can run on water while standing still... LOL

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Boxy310 wrote:
I wonder if a 20th-level monk would be able to run across water. That would probably be one hell of a tumble check.

Or an appropriate use for Ki power.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Purple Dragon Knight wrote:
give him horseshoes of the zephyr and he can run on water while standing still... LOL

And being stoic, he won't complain while we nail them to his feet.... and hands! He does have to wear all four you know for it to work.

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