TheSideKick
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dwarven tetori... OF DOOM!!!
monk 10(qinggong/tetori)
str 20
dex 14
con 16
int 13
wis 18
cha 5
magic items:
anacondas coils (+4)cmb 18,500
maneuver gauntlets (+2)cmb 4,00
armbands (+1)cmb 500
headband of wis +2 (+1)cmd 4,000
ring of ki mastery (+2 cmd 10,000
AoMF ghost touch 4,000
ring of pro +3 (+3)cmd 18,000
*boots of the cat* for awesome Powerbombs, forgot to add these the first time.
feats:
1 improved grapple
m snapping turtle
m stunning pin
3 dodge
5 snapping turtle
6 greater grapple
7 mobility
9 snapping turtle shell
m pinning knock out
SLA:
true strike
barkskin
stats:
ac 26 (30 while moving)
cmb: +30 (but i think im missing something...)
CMD: +41 (45 while moving, should be higher)
so as you can see the tetori would man handle that dragon, i would just need to wait long enough for my teammates to strip off some of the mirror images.
Kazumetsa Raijin
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This is a thread to discuss how Monks work when in a party in "Real World" scenarios. That is to say, not just how much DPR when circumstances are perfect, but how things actually work out in a game. I suggested 5 monsters of CR12 and everyone seemed to think 10th level was the level to use.
So first up is the Adult Green Dragon. He is hiding in dense forest 40' from a 10' wide trail. DC24 to spot him. We are not rolling, that's too swingy. We just kind of figure out what the odds of success are and go from there.
So the first challenge is, can you spot him? So far both Monks and the Fighter (with a trait for Perception) can spot him when taking 10. The barbarian just misses.
So surprise round the dragon breathes acid in a 50' cone at the party (50-ft. cone, DC 22, 12d6 acid). Also he activates his Frightful Presence as a free action (Fear, DC20). Those that made the Perception check can act on the surprise round.
The dragon has Mirror Image and Shield already cast up. The advantage of being the ambusher and not the ambushee.
I am not really playing the roll of GM here (although I setup the encounter). I think we can all discuss what the dragon would do each round against each character so as to keep things from being biased and to prevent arguments of inadequate tactics, or whatever. So if you see anything wrong with the dragons methods or tactics, please speak up.
This thread is open to anyone, that's why I posed it in this forum. (Plus I couldn't figure out where else to put it.) If someone knows a better place I'm sure it can be moved.
I LOVE THREADS LIKE THIS.
Would you prefer my Monk build or Monk/Druid? followed with rolls and actions?
| Lord Twig |
Lord Twig wrote:It's a good idea to go with the Iconics to fill in the rest of the party.
As for Bruno, it looks like he will have about as much success as the Barbarian. Assuming he isn't running like a little girl (If you fail the Fear save you are panicked, not just shaken), and can land a hit against the dragon's AC and Mirror Images (which seems like it is fairly likely) then they pretty much end the battle right there
Anyone level 5 or higher will only be shaken on a failed fear save.
Quote:On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer.
Oops. Thanks for pointing that out. I was reading it as, "if you has 4 Hit Dice or fewer than the dragon", which it obviously does not say. I guess my subconscious mind was just tacking it onto the end for some reason.
@Kazumetsa Raijin
It would be nice to see some more Monk builds. My own was built to show if a standard Core Monk with just a little bit of thought could be effective. I have to say that so far it is showing a lot of the theory crafting to be true. I mean, his defenses are good, resisting a lot of the opening attacks from the dragon is cool. Jumping 40' without a running start is cool. Being able to take a full attack from a CR+2 dragon is cool. But then he completely fails to deliver on offense. I mean if he gets lucky he could stun the dragon for a round, but he would have to be really lucky.
| Lord_Malkov |
Lord_Malkov wrote:Tels wrote:TheSideKick wrote:my monks snatch monsters out of the air when they use flyby attack. monks can easily get a +40 jump at level 8, so it should be more then high enough to get a 60 ish foot vertical leap for that grapple attempt.You may want to go back and read the jump rules again, the DC for high jumps is 4 times the distance. To jump 1 foot in the air, requires a DC 4 jump, to jump 10 feet, requires a DC 40 jump check.
To jump 60 ft. in the air requires a DC 240 jump check.
This can be somewhat alleviated by using a Rod of Balance, which doubles the distance jumped, making a 60 ft. jump only a DC 120 check.
Also, you can only ready a standard, move, swift or free action... so you would jump, possibly getting out of range of the Dragon's Bite, but you couldn't, say, jump and grapple or jump and attack.
not true, snapping turtle style (clutch) allows the main attack from the dragons AOO to trigger the grapple attempt.
ooo i did just reread the jump rules, i would only be able to make a dc 80 at my level, so i wouldnt be able to grapple the dragon, WAIT I'll just use my potion of fly... i dont like consuming consumables, but hey you do what you need to..
The problem with snapping turtle clutch is that the dragon is not within your reach as it makes its flyby attack... and the problem with fly is that the dragon has 200ft speed while the fly spell only gives 60ft fly speed.
| Lord_Malkov |
Bruno Breakbone wrote:Lord Twig wrote:It's a good idea to go with the Iconics to fill in the rest of the party.
As for Bruno, it looks like he will have about as much success as the Barbarian. Assuming he isn't running like a little girl (If you fail the Fear save you are panicked, not just shaken), and can land a hit against the dragon's AC and Mirror Images (which seems like it is fairly likely) then they pretty much end the battle right there
Anyone level 5 or higher will only be shaken on a failed fear save.
Quote:On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer.Oops. Thanks for pointing that out. I was reading it as, "if you has 4 Hit Dice or fewer than the dragon", which it obviously does not say. I guess my subconscious mind was just tacking it onto the end for some reason.
@Kazumetsa Raijin
It would be nice to see some more Monk builds. My own was built to show if a standard Core Monk with just a little bit of thought could be effective. I have to say that so far it is showing a lot of the theory crafting to be true. I mean, his defenses are good, resisting a lot of the opening attacks from the dragon is cool. Jumping 40' without a running start is cool. Being able to take a full attack from a CR+2 dragon is cool. But then he completely fails to deliver on offense. I mean if he gets lucky he could stun the dragon for a round, but he would have to be really lucky.
Pretty much all as expected. I love the tetori. Barbarians do edge them out on damage eventually but if the tetori can use non lethal then the tetori wins. Still the barbarian has that second option of being able to just pull out a big weaopon when he can't grapple and the tetori is much worse at this.
The builds that will work here are the builds we already know are good. Namely zen archer and tetori.
Sammy T
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For funsies, I made an unconventional team player monk.
Human Sensei/Monk of the Lotus
L10
WIS 26 (20 start, +2 leveling, +4 headband)
DEX 18 (14 start, +4 belt)
Surprise Round
The monk easily spots the dragon with his high perception. His DEX and reactionary trait allow him to act before the dragon. As a standard action, he begins to prattle off advice (basically +2 Inspire Courage) to boost his allies. As a swift action, he enters Crane Style. As a free action he activates his Boots of Speed.
He will more than likely make his save vs. fear and his save vs. the breath weapon (half damage).
First Round
He delays to allow the other characters to whittle the images down.
He spends a ki point for additional 20' of movement as a swift action. He has 80' total movement from the ki and haste, so he moves adjacent to the dragon. Thanks to mobility, high WIS/DEX and the standard AC boosting items, the Dragon is very likely to miss his AOO.
The monk fights defensively (but only at -1 thanks to Crane Style tree). Thanks to WIS being his +hit stat (Sensei), weapon focus feat, haste and monk advice, he has about 40-50% chance to hit before counting party buffs. He uses Touch of Serenity, which the Dragon can save against 50% of the time.
Following Rounds
He is a high AC(mid 30s) frontliner who can autoavoid one attack (Crane Style chain) and can, self-buffed, have a 50% to hit with a 50% on a save or suck that will shut down the dragon for 2 rounds (increased duration from archetype). All while buffing the party with his monkish inspired courage. If the dragon takes to the air, he can simply pop a potion of fly and chase after (or position himself above the party to prevent flyby attacks on his pals).
We could toss on ioun stone with True Strike or get the Qiggong archetype for the True Strike SLA to guarantee a hit.
While this monk won't stop the dragon alone, he buffs the party and can, if the dragon fails a will save (from an ability this monk can spam the entire fight), keep it from acting offensively for 2 rounds.
Kazumetsa Raijin
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Bruno Breakbone wrote:Lord Twig wrote:It's a good idea to go with the Iconics to fill in the rest of the party.
As for Bruno, it looks like he will have about as much success as the Barbarian. Assuming he isn't running like a little girl (If you fail the Fear save you are panicked, not just shaken), and can land a hit against the dragon's AC and Mirror Images (which seems like it is fairly likely) then they pretty much end the battle right there
Anyone level 5 or higher will only be shaken on a failed fear save.
Quote:On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer.Oops. Thanks for pointing that out. I was reading it as, "if you has 4 Hit Dice or fewer than the dragon", which it obviously does not say. I guess my subconscious mind was just tacking it onto the end for some reason.
@Kazumetsa Raijin
It would be nice to see some more Monk builds. My own was built to show if a standard Core Monk with just a little bit of thought could be effective. I have to say that so far it is showing a lot of the theory crafting to be true. I mean, his defenses are good, resisting a lot of the opening attacks from the dragon is cool. Jumping 40' without a running start is cool. Being able to take a full attack from a CR+2 dragon is cool. But then he completely fails to deliver on offense. I mean if he gets lucky he could stun the dragon for a round, but he would have to be really lucky.
Would a Qinggong Monk/Brother of the Seal qualify?
Sammy T
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Another team player monk.
Halfling Manuever Master/Underfoot Adept
DEX 26 (20 start, +2 leveling, +4 belt)
Surprise Round
The monk easily spots the dragon with his high perception. His DEX and reactionary trait allow him to act before the dragon.
Thanks to the alternate racial trait Fleet of Foot, his normal move is 60'. He spends a ki point for additional 20' of movement as a swift action. He has 80' total movement from the ki and haste, so he moves adjacent to the dragon. The dragon is still flatfooted, so no AOO is incurred.
He will more than likely make his save vs. fear. He pretty much will ace his save vs. the breath weapon (high REF) and take no damage due to improved evasion.
First Round
Due to Underfoot Trip from the Underfoot Adept arechetype, he is considered large enough to trip the dragon. He flurries using flurry of maneuvers for 4 total trip attempts. Thanks to Agile Maneuvers, Fury's Fall and the usual CMB items, his trip is pretty much an auto success. So, after knocking off a few mirror images, he lands a trip.
He spends a ki point on Ki Throw to land the dragon in the most advantageous squares, takes his AOOs from Greater Trip and Vicious Stomp (getting rid of any remaining images) and watches his pals smile as they drop Greater Trip AOOs on the Dragon.
The Dragon can attack the monk from prone (high AC = not likely to hit) or try to stand up (provoking more AOOs from all the peeps nearby). After standing up, it can try to fly away, but the monk will take his AOO and attempt, wait for it, a trip...
TheSideKick
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The problem with snapping turtle clutch is that the dragon is not within your reach as it makes its flyby attack... and the problem with fly is that the dragon has 200ft speed while the fly spell only gives 60ft fly speed.
quite a few problems with your counter argument
first: in order for the dragon to use its breath weapon it has to be with in 50 feet of me... "i hold action for the dragon to be withing 60feet"
my turn? move to dragon, dragon gets AoO, i cross my fingers for 50% miss, if he misses, i land my grapple at a +28 v his 35 and then a successful grapple pin PWN ensues.
second: his 200 fly speed is irrelevant to my held action.
oh and if you try to say " but he has reach and you dont" ...
"Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent. "
this ability triggers even if you dont threaten.
Bruno Breakbone
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oh and if you try to say " but he has reach and you dont" ...
"Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent. "
this ability triggers even if you dont threaten.
Opponent has reach.
You move through threatened square.Opponent misses.
Snapping Turtle clutch triggers.
>Attempt grapple.
>Target is not within square you threaten.
>Grapple attempt canceled.
Continue movement.
If you cannot reach the opponent to grapple them, then you cannot attempt a grapple. Turtle Clutch does not override the "can only melee attack squares you threaten" rule. The only ability that would allow you to circumvent that is the 10th level improvement to the Tetori's ability "Counter-Grapple"
Counter-Grapple (Ex)
At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 6th level, he may use counter-grapple even if his attacker has concealment or total concealment, at 8th level even if he is flat-footed, and at 10th level even if his attacker has exceptional reach.
TheSideKick
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"can only melee attack squares you threaten" rule.
where is this rule located? i cant seem to find it, it seems more like an assumed rule to me, but i could be wrong so please hit me with a page number.
anyway the way i see it, until that rule is shown to me, the target of the grapple has to use an appendage to attack me, so im merely attacking the limb/appendage that is presented.
and to correct your post, that is using an attack of opportunity which has clearly written rules about how you must qualify for it. this ability IS NOT an AOO it is a separate ability from a feat.
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty
see no where does it say AOO...
Bruno Breakbone
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From the PRD section Combat, Standard Actions
Melee Attacks: With a normal melee weapon, you can strike any opponent within 5 feet. (Opponents within 5 feet are considered adjacent to you.) Some melee weapons have reach, as indicated in their descriptions. With a typical reach weapon, you can strike opponents 10 feet away, but you can't strike adjacent foes (those within 5 feet).
Bruno was using the Tetori ability to show the use of SPECIFIC OVERRIDES GENERAL--in this case, the Tetori ability specifically overrides the general rule of not being able to grapple folks outside of your reach. Turtle Clutch has no such language and is subject to normal restrictions...whether it is an AOO or immediate action is immaterial.
| Thomas Long 175 |
Bruno Breakbone wrote:"can only melee attack squares you threaten" rule.where is this rule located? i cant seem to find it, it seems more like an assumed rule to me, but i could be wrong so please hit me with a page number.
anyway the way i see it, until that rule is shown to me, the target of the grapple has to use an appendage to attack me, so im merely attacking the limb/appendage that is presented.
See the threatened squares area
You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.
Aka, the threatened squares are the ones you can make a melee attack into.
What you are talking about is this.
Prerequisite: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.
aka without that feat you can't attack people back who strike you with reach while outside of threat area.
| Lord Twig |
So for our next opponent...
What? Are you afraid of a little old lady?
So how about this: Grandma is getting ready for her weekly pinochle game, and you are interrupting! She ain't leaving. Why should she? She is going to teach you party crashers a lesson!
You are outside her door and she knows you're there. And you know that she knows that you're there. And she knows that you know that she knows that you're there. Etc. So both sides buff up and the party busts in on the party.
Grandma will have 55 hit dice worth of undead servants ready to serve horderves and eat the brains of interlopers. Any suggestions on what she might have with her?
I am thinking that this is a classic "throne room" situation, where you bust in on the BBEG, or in this case a LOEL, and take her out. So a big empty room with a throne on a dais at the back, maybe an alter in the middle of the room. Being a master villain she is, of course, overconfident and simply waits for the heroes to come to her.
Any thoughts on this scenario?
| Lord_Malkov |
Lord_Malkov wrote:
The problem with snapping turtle clutch is that the dragon is not within your reach as it makes its flyby attack... and the problem with fly is that the dragon has 200ft speed while the fly spell only gives 60ft fly speed.quite a few problems with your counter argument
first: in order for the dragon to use its breath weapon it has to be with in 50 feet of me... "i hold action for the dragon to be withing 60feet"
my turn? move to dragon, dragon gets AoO, i cross my fingers for 50% miss, if he misses, i land my grapple at a +28 v his 35 and then a successful grapple pin PWN ensues.second: his 200 fly speed is irrelevant to my held action.
oh and if you try to say " but he has reach and you dont" ...
"Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent. "
this ability triggers even if you dont threaten.
Firstly, no ability ignores the usual rules for the game unless it specifically says so. To initiate a grapple you must be within reach of the creature. This is the regular rule, and applies always until a feat or ability specifically says otherwise.
Some more examples:
-You do not have a free hand (both tied behind your back) you can still use snapping turtle style (though you dont get the shield bonus). You cannot grapple a target because you do not have a free hand to do so.
-You are paralyzed, same deal, opponent misses, you can't grapple.
-opponent is incorporeal and you don't have ghost touch. Can't grapple it.
Secondly, the readied action issue. I'll say it again, you can only ready a standard, move, swift or free action. There is no action in that selection that will let you move to the target and then grapple it. The dragon can use its breath weapon as part of a flyby attack. Flyby attack allows a creature to take any standard action during its move, not just an attack like spring attack.
Thirdly, when you provoke an attack of opportunity from leaving a threatened square, the AoO is resolved before you leave that square (in all cases AoOs interrupt the provoking action and occur before it is completed. So no trip locking etc.) So you are still not within reach of the dragon if it misses you with an AoO (So no Snapping Turtle Clutch, no snake fang attacks, no crane riposte, and no panther claw either)
| gnomersy |
So for our next opponent...
What? Are you afraid of a little old lady?
So how about this: Grandma is getting ready for her weekly pinochle game, and you are interrupting! She ain't leaving. Why should she? She is going to teach you party crashers a lesson!
You are outside her door and she knows you're there. And you know that she knows that you're there. And she knows that you know that she knows that you're there. Etc. So both sides buff up and the party busts in on the party.
Grandma will have 55 hit dice worth of undead servants ready to serve horderves and eat the brains of interlopers. Any suggestions on what she might have with her?
I am thinking that this is a classic "throne room" situation, where you bust in on the BBEG, or in this case a LOEL, and take her out. So a big empty room with a throne on a dais at the back, maybe an alter in the middle of the room. Being a master villain she is, of course, overconfident and simply waits for the heroes to come to her.
Any thoughts on this scenario?
For buffs on the party side what do you say to Haste cast by the wizard on the whole party, and Prayer by the cleric. As for the brain eating horde what sort of configuration are we looking at? Is their space to walk through/around them or are we going to slog through the minions as they're a wall of meat in front of us?
Edit: Also might help to know the CMD for the faceless horde to evaluate the effectiveness of trying to use acrobatics to get through.
| Lord Twig |
We are using the iconic wizard and iconic cleric as our support characters. Probably should just go ahead and use the iconic fighter as well. All of them reduced to 10th level. So Haste and Prayer both look good.
Grandma will have a bunch of her buffs up as well, and she has a lot (ugh). She should definitely have a Wall of Meat between her and the party, no reason to make it too easy. Still they shouldn't be too easy to destroy, so fewer high level undead instead of a horde of 1 or 2 hit die undead.
I was honestly hoping that a resident necrophile might happen along and let us know what the optimum undead would be. I'm sure to choose wrong.
| Rynjin |
If she's an 11th level caster, a whole bunch of good ol' JuJu Zombies would be good.
Class levels AND undead resistances? Yum.
My Necromancer is only 8th level but he gets really good mileage out of the Fast Zombie template and solid HD creatures. Crocodiles are pretty nice, as are Minotaurs. I have a Giant Constrictor Snake too which is badass but I'm not sure if he's RAW legal (he was a former Animal Companion so the GM said he was a regular Constrictor with the Giant Template).
| Lord_Malkov |
Anyway, since we are theorycrafting... I'm interested in how one would make a good martial artist in the iconic sense. Even the Tetori (though it is my favorite Monk archtype) seems a bit antithetical to kung-fu tropes that I love.
So here is my next attempt, the pseudo-monk
lvl 12 Human Ninja
Offense:
BAB +9/+4
Unarmed Strikes: +18/+18/+13/+13 (2d6 + 7 + 1d6 acid)
Greater Invis. Full Sneak Attack: +22/+22/+17/+17 (8d6 + 7 + 1d6 acid)
Defense:
HP: 105
AC: 24
Fort: +10
Ref: +17
Will: +9
Ability Scores:
Str:16 (+1 12th +2 belt)
Dex:22 (+2 race, +1 4th, +1 8th, +2 belt)
Con:16 (+2 belt)
Int:10
Wis:10
Cha:12
Skills
Perception +15
Sense Motive +17
Bluff +16
Acrobatics +21
Escape Artist +21
Use Magic Device +16
Stealth +21
Climb +12
Disable Device +21
Swim +12
Feats:
Human: Two-Weapon Fighting
1: Iron Will
3: Snake Style
5: Double Slice
7: Snake Fang
9: Imp.Two-Weapon Fighting
11: Weapon Focus (Unarmed Strike)
Tricks:
2: Rogue Talent(finesse rogue)
4: Unarmed Combat Training
6: Vanishing Trick
8: Fast Stealth
10: Invisible Blade
12: Unarmed Combat Mastery
Features:
Ki Pool: 7 pts.
Sneak Attack 6d6
Light Steps
No Trace +4
Improved Uncanny Dodge
Items:
Belt of Physical Perfection (16k)
Headband of Ninjitsu (15k)
+2 Studded Leather armor of Brawling (9,175)
Amulet of Mighty Fists +2 (16,000)
Cloak of Resistance +3 (9k)
Monk's Robe (13k)
Winged Boots (16k)
Ring off Protection +2 (8k)
Deliquescent Gloves (8k)
Tactics: Use Greater Invisibility (1 ki point for 12 rounds) and psuedo flurry with unarmed strikes vs. dexless AC, getting +2 to hit for headband and +2 to hit for invis.
Average flat-footed CR12 AC is about 25. This means 90%/90%/65%/65% on a full attack. Avg .17 confirmed crits per FA, 3.1 hits per FA.
Total expected FA/SA DPR = 122.8
| gnomersy |
Hmmm she certainly does. On the plus side she doesn't really have much to effect her AC or become invisible.
So 11 5 hd ones, or maybe 3 10 HD undead and then 5 with 5 HD regardless a decent number of enemies.
Lets say we're running around with Bless Prayer and Haste since this is the big bad, and she has SR, Magic Vestement, and Protection from Good, as well as freedom of movement, air walk, divine power, and a wind wall spell up.
The DC 19 Fear save is negligible as the monk passes it on a 4+ with the buff advantage or a 6+ normally.
She tosses down Flame Strike round 1 as a readied spell for when they come through the door maybe? DC 22 vs a +16 Ref save means the monk dodges it entirely on a 6+ and takes half even if he doesn't.
The monk could dodge the minions via a fly potion/spell but having that many of them rolling up on him from behind would be bad for his health so I'd imagine he'd engage the minions but without ACs and whatnot I don't know how he'd fare.
| gnomersy |
Honestly considering how bad the monk seems to be doing I might just say go with a twf Ranger with 3 level of Fighter for weapon training and then run around with brawling armor and Gloves of Dueling for a +5/+5 on your to hit and damage then pick up an AoMF for an enhancement bonus on your fists and you should be sitting pretty although your will save suffers a fair bit compared to a Monk but what can you do?
| Lord Twig |
Hmmm she certainly does. On the plus side she doesn't really have much to effect her AC or become invisible.
So 11 5 hd ones, or maybe 3 10 HD undead and then 5 with 5 HD regardless a decent number of enemies.
Lets say we're running around with Bless Prayer and Haste since this is the big bad, and she has SR, Magic Vestement, and Protection from Good, as well as freedom of movement, air walk, divine power, and a wind wall spell up.
The DC 19 Fear save is negligible as the monk passes it on a 4+ with the buff advantage or a 6+ normally.
She tosses down Flame Strike round 1 as a readied spell for when they come through the door maybe? DC 22 vs a +16 Ref save means the monk dodges it entirely on a 6+ and takes half even if he doesn't.
The monk could dodge the minions via a fly potion/spell but having that many of them rolling up on him from behind would be bad for his health so I'd imagine he'd engage the minions but without ACs and whatnot I don't know how he'd fare.
This all sounds good. Just need to pick the actual Undead.
| Lord_Malkov |
Tough spot for a monk, because even if he can tumble through the mooks, (which could fail if they are tightly packed) he is going to get swarmed if he goes right for the mean old lady.
If she is fully buffed up, then she is pretty nasty...
Heck, she can just spend the first few rounds popping off channels.
as to minions.. it says in her description that she likes ghosts and wraiths. So a room of Spectres, Wraiths and Shadows seems appropriate... and scary as hell.
| gnomersy |
Tough spot for a monk, because even if he can tumble through the mooks, (which could fail if they are tightly packed) he is going to get swarmed if he goes right for the mean old lady.
If she is fully buffed up, then she is pretty nasty...
Heck, she can just spend the first few rounds popping off channels.as to minions.. it says in her description that she likes ghosts and wraiths. So a room of Spectres, Wraiths and Shadows seems appropriate... and scary as hell.
True although nominally the Monk would have the highest touch AC out of the party probably. Sitting somewhere around a 23 or 24 depending on build even without fighting defensively or crane style or using ki points to buff it up. This gives him a bit of an advantage but the enemy can pretty much 1 shot him with a harm spell and some luck so that's more what I'm concerned with.
| gnomersy |
23 or 24 AC at level 10 isn't really that good...
For touch attacks it is.
Edit: Note that Bruno had a touch AC of 21, Malkov's Barb. had a raging touch AC of 8 and Simple the fighter had a touch AC of 13. Also the iconic wizard sits at 14 and the iconic Cleric at 15 so it's roughly 8-10 points above your allies meaning anything with even odds to hit them would be very unlikely to hit you. Now does that mean you won't have trouble against a touch attack thrown by the big boss? No of course it doesn't She has a to hit bonus on her touch attacks of something like +12 which gives her around 50/50 odds of getting you but she hits your friends on like a 3+ so in comparison it's good.
| Lord Twig |
I was looking through the Create Undead and Animate Undead spells and it seems like Grandma would be limited to Skeletons, Zombies and Ghouls if we want to stick with the CRB. This would also make things a little easier to referee. It doesn't look like you can make any incorporeal undead using the Create Undead spell.
Sorry I haven't had much time today.
| Lord_Malkov |
Yeah, that is true... but a CL12 boss-type creature can just have minions without having to have made them, so I wouldn't limit her to just things she can make with a spell.
The fluff also mentions that she has an enthralled Vampire Bodyguard, for example. Big bads without decent henchmen make for poor encounters.
Mostly I just saw that she searches places to find wraiths and spectres, so it wouldn't be outside reason to say that she has picked up some ghostly minions along the way.
| Tels |
Little late, but the thought escaped me when I was reading it awhile ago. Now it's back.
Just gonna make the Grapple-Reach thing a little more unclear.
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
This implies that you can grapple creatures out of your reach when they make an attack. Since the Grapple rules were made before the Strike Back feat was created, I would be comfortable with saying that the game was intended to allow you to, at the very least, ready an action to grapple a creature with reach.
Also, it's kind of funny how the rules work. If, for example, a creature did have a feat like Strike Back, and readied an action to grapple a creature with reach, the Grapple rules then force that creature to be moved adjacent to you.
Now you have a mental image of a Halfling using True Strike to grapple a Colossal creature and then dragging it closer to him. :P
| Lord_Malkov |
Little late, but the thought escaped me when I was reading it awhile ago. Now it's back.
Just gonna make the Grapple-Reach thing a little more unclear.
Grapple wrote:As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).This implies that you can grapple creatures out of your reach when they make an attack. Since the Grapple rules were made before the Strike Back feat was created, I would be comfortable with saying that the game was intended to allow you to, at the very least, ready an action to grapple a creature with reach.
Also, it's kind of funny how the rules work. If, for example, a creature did have a feat like Strike Back, and readied an action to grapple a creature with reach, the Grapple rules then force that creature to be moved adjacent to you.
Now you have...
All this means is that you can't use the Three Stooges tactic of holding on to someone's head while keeping them out of reach.
This does NOT imply that you can grapple a target outside of your reach. It means that if you do have natural reach (or a reach weapon with the grapple property etc.) that you move the target to an adjacent square when you grapple it. So, a Allosaurus can Grab a target with its bite (15ft reach) and if it is successful, that target moves into an adjacent square.
If the grapple rules did not specify this, then an Allosaurus could grapple a 5ft reach player 15ft away, and that player would be unable to attack the allosaurus because it would be outside of the player's reach and the player can't move.
| Thomas Long 175 |
Little late, but the thought escaped me when I was reading it awhile ago. Now it's back.
Just gonna make the Grapple-Reach thing a little more unclear.
Grapple wrote:As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).This implies that you can grapple creatures out of your reach when they make an attack. Since the Grapple rules were made before the Strike Back feat was created, I would be comfortable with saying that the game was intended to allow you to, at the very least, ready an action to grapple a creature with reach.
Also, it's kind of funny how the rules work. If, for example, a creature did have a feat like Strike Back, and readied an action to grapple a creature with reach, the Grapple rules then force that creature to be moved adjacent to you.
Now you have...
Dude, it says not adjacent not outside reach. Aka, enlarged person has reach of 10 feet. Grapples someone 10 feet away. Person moves to adjacent square. Still within reach and following all rules for adjacency here.
Those rules just state that the person has to be adjacent at the end of the turn. Not that you can grapple outside of reach.
Bruno Breakbone
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Assumption 1: There is enough room to fly between the mobs.
Bruno, Kyra, Ezren and Seelah approach the throne room. They take two rounds to buff: Bruno ends up with Mage Armor & Barksin (self-buff), Blessing of Divine Fervor & Protection from Evil (Kyra), and Haste (Ezren) on him. Seelah kicks in the door and it's on.
ROUND 1:
We'll assume that LOEL and that the Tier 1 Henchmonster Group beat Bruno in initiative, but the weaker Tier 2 and inconsequential Tier 3 henches come after.
LOEL, who is 20' off the ground, drops the Flamestrike on the door. Thanks to a boosted REF save (high REF, Prot Evil, Haste) Bruno is more than likely to make the save and take only 1/2 damage. The T1 baddies move up and attack Seelah.
Bruno uses Blessing of Divine Fervor for +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Bruno spends a standard action to activate his Winged Boots. He spends a swift action to spend a ki point to boost his AC by 4. Bruno flies into the room and matches the height of the Lich. Thanks to his buffed AC, mobility and Pauldrons of the serpent the baddies miss his high 30s AC.
For brevity's sake, we'll say Ezren fireballs the room and Kyra channels, clearing out the T2 & T3 baddies, slightly damaging the T1 baddies and leaving the lich untouched. Seelah finishes off one of the T1 baddies with a Holy Smite full attack.
ROUND 2:
LOEL sees a scary flying monk coming for her. She tosses a Slay Living on him. Bruno will beat it on a 7 or higher, but for funsies we'll say he fails and eats 50ish points of damage.
The T1 baddies, who we'll assume are flyers, see Bruno is hurting and go after him. Seelah hurts one with an AOO. Bruno's AC is mid-30s and his touch AC is high-20s. So, more than likely, he comes out unscathed or minimal damage.
Regardless, Bruno is pretty banged up at this point.
Bruno uses Blessing of Divine Fervor for +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. He flies up to the baddie, spends a ki point on Inescapable Grasp to neutralize Freedom of Movement and grapples her. (At this point in Bruno's career, any time he fights a caster he just assumes FoM is active.)
Kyra moves up and channels for more damage, Ezren lightning bolts another T1 baddie into dust and Seelah scowls.
ROUND 3:
LOEL knows that she'll never beat Bruno's CMD to break the grapple or beat the concentration check to cast a spell, so she uses a supernatural ability: Paralyzing Touch. She stands a good chance of landing the touch but Bruno makes the fort save on a 4 or higher. (And even if he fails, he can immediate action spend a ki point to reroll against the paralysis thanks to the tetori Break Free.)
Bruno has had enough. He swift action spends a ki point to suppress the Freedom of Movement again. He move action pins the lich (greater grapple). He standard action makes a grapple check to move her half his fly speed to the ground next to Kyra and Seelah.
Kyra, Seelah and Ezren light up the lich. If they don't kill her that round, the next round she's toast.
OR
Bruno, Kyra, Ezren and Seelah approach the throne room. They take two rounds to buff: Bruno ends up with Mage Armor & Barksin (self-buff), Blessing of Divine Fervor & Protection from Evil (Kyra). Ezren casts Fly and Greater Invisibility on himself. Seelah kicks in the door and it's on.
Round One
LOEL, who is 20' off the ground, drops the Flamestrike on the door. Thanks to a boosted REF save (high REF, Prot Evil, Haste) Bruno is more than likely to make the save and take only 1/2 damage. The T1 baddies move up and attack Seelah.
Bruno swift action spends a ki point to suppress freedom of movement. He moves next to where Ezren was standing and says, "Do it." He readies an action to grapple the lich if it should be within his reach.
Ezren Dimension Doors next to the lich and brings Bruno with him. Bruno's readied action triggers and he now has grappled the lich.
Kyra channels, clearing out the T2 & T3 baddies, slightly damaging the T1 baddies and leaving the lich untouched. Seelah finishes off one of the T1 baddies with a Holy Smite full attack.
Round Two
Lich tries paralyzing touch. It fails.
The remaining baddies come after Bruno and bunch up near him. He survives this onslaught. Kyra channels, Ezren fireballs and Seelah delays for when...
Bruno suppresses the Lich's Freedom of movement, pins the baddie and swoops it down to Seelah and Kyra.
Further rounds are academic at this point.
Notice it's always about teamwork.
| Justin Rocket |
What is the relevance of this test since a one-on-one fight is not at all like how classes are used in an actual adventure?
Also, you don't use expected values or Monte Carlo sims or dynamic programming or anything which might make the test look anything approaching a combat in game.
This is what I was trying to address in the other thread. Without an intelligently created test, there's just nothing being accomplished.
| Atarlost |
What is the relevance of this test since a one-on-one fight is not at all like how classes are used in an actual adventure?
Also, you don't use expected values or Monte Carlo sims or dynamic programming or anything which might make the test look anything approaching a combat in game.
This is what I was trying to address in the other thread. Without an intelligently created test, there's just nothing being accomplished.
Oh, we can turn this into YET ANOTHER hundred page thread of pointless arguing. Yeah, that sounds fun.
There is no practical way to do a monte carlo sim on something as complicated as the combat decision tree of a four person party. Unless you're volunteering to write the software. And don't forget that the interface has to be easy enough for everyone here to use and odds are some of us are humanities majors.
What is being accomplished is a lot more than has been accomplished in any thread you've "contributed" to with your incessant complaining about "unrealistic" situations.
| Justin Rocket |
What exactly has been accomplished by attempting to draw conclusions from one-on-one combat given that such combat hardly ever occurs in the game?
What you're doing is the equivalent of tossing stones into a lake and trying to draw conclusions from that as to how to best parallel park.
Intelligent tests can be developed to answer how useful a monk can be, but it requires commitment. Why waste commitment on developing deeply flawed tests?
| Lemmy |
They are doing this because it's interesting and fun. If you don't like it, just leave it alone. Go back to your Monk thread and non-existent Monk builds and keep parroting your claims about how awesome Monks are and how everyone is wrong and doesn't know how to play.
Say what you will about this thread, at least they stepped up to the challenge instead of complaining about "rigged tests" and accomplishing nothing.