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Here is my suggestion:
Elf, Conjuration/Teleportation (Opp school: Necro/Ench)
Str 7, Dex 18, Con 12, Int 20, Wis 11, Cha 7 (25 point Build)

Feats
1 Scribe Scroll, Toughness
2
3 Spell Focus (Conjuration)
4
5 Spell Penetration, AD: Quick Study
6
7 Augment Summoning
8
9 Greater Spell Penetration
10 Craft Wondrous Item
11 Great Spell Focus (Conjuration)
12
13 TBD
14
15 TBD, AD: Arcane Builder
16
17 TBD
18
19 TBD
20 AD: Immortality (Ex)

As for spells at Level 1
1st resist energy, protection from evil, shield, grease, mage armor, summon monster I, burning hands, magic missile
Skills: focus on all Knowledge and perception and spellcraft


So, If I die and I am brought back to life and still have my bonded item, it will revert back and I don't have to make a concentration check? I hope this is the case. No Ritual, no waiting, etc. Only when you lose it or its destroyed. As you can tell I am a bit of novice.


This seems to be a gray area?


So you are saying
"If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item."

A wizard will not have to make a concentration check when he is resurrected to restore the arcane bond? The arcane bond is automatically re-established when he comes back to life?


How do you explain the following then?

"The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type."

As it is written it looks like you lose the arcane bond... am I reading this wrong?


Let me get this straight...

You are in the middle of campaign and you die... you lose you bond with your item, you lose you extra spell per day and you have to role a check every time you cast a spell until you get back to town wait 7 days to perform the ritual? That seems a bit excessive as compared to losing your familiar?


Bump? Anyone on this?


to OP:

I have read the guide and love it. Have you considered adding a section about Monk Vows and how they can be integrated with the character build concepts? With the ABP system, the vow of poverty + others is now a potential option for a build. Thoughts?


Bumping post, looking for thoughts on this?


Revel,
Would you ever consider updating the guide to incorporate the Guide to the Talented Monk? It would be interesting to see what you come up with.


I made a MoMS using the Talented Monk SGG system. Looking for a critique on this. I was able to still maintain the flurry of blows. It does seem to be a bit overpowered by gaining access to 5 styles before Lvl 20 with a lot room to burn.

Talented Monk (Style Master):

1E Unfettered Kata (Ex)
1E Flurry of blows (Ex)
1E Fighting Style (Ex) Monk weapons
1T Deadly Strike (Ex) same as damage table in CORE
1T Crane Wing
1B Improved Unarmed Strike
1F Dodge (Combat)
1BHF Crane Style
2E Fuse Style
2T Crane Riposte
2T Snake Style
3E Snake Sidewind
3T Snake Fang
3T Snapping Turtle Style
1F Improved Grapple
4E Fuse Style
4T Snapping Turtle Clutch
5T Snapping Turtle Shell
1F Tiger Style
6T Stunning Fist
7T Flowing Dodge
1F Toughness
8E Tiger Claws
8T Tiger Pounce
9T Panther Style
1F Scorpion Style (Combat)
10T Fuse Style
11T Panther Claw
1F Greater Grapple
12T Panther Pounce
13T Diamond Body (Su)
1F Combat Reflexes
14T Improved Critical (Combat)
15T Dragon Style
1F Improved Trip
16T Dragon Roar
17T Dragon Ferocity
1F Greater Trip
18T Stunning Fist
19T Improved Stunning Fist
1F Improved Disarm
20GT Perfect Style (Ex)


I recently purchased the SGG Talented Monk, and it is awesome. Best way to customize your own Archetype. Couple of questions.

When using a monk weapon, the character can strike with a weapon using a flurry. However, they will use a damage table that progress with their level. So a 12th level monk, can throw Shurikens and deal 2d6 points of damage instead of 1d2. This is a huge difference.

This seems a bit over powered as compared to the Core rules. I would like to get your take on this.