Annoctatio's page

9 posts. No reviews. No lists. No wishlists.


RSS


Kazumetsa Raijin wrote:
Why would you want to go 25 (Whatever Arch)Monk though? You wouldn't receive any abilities I could imagine for those extra 5 levels aside from Feats. Why not take 5 in something else? I'm curious as to what your DM has planned for those 5 levels of blank Monk. Do tell! I'm new to that kind of stuff :)

I am the GM, actually. What I was thinking for "extra ablities" to be received at 22th level was "Vital Perseverance" (a house ruled "feat" so to say) that granted the monk once per day the ability to declare one critical strike reduced to a normal strike on himself.

Since I was looking at several demons (once again, Balor) I immediately figured out that the 5% chance of instant kill from Vorpal was extremely high threat. Since they are venturing in the lowest depths of Abyss, they are likely to meet a Balor. Therefore the Monk (who is going to be tank as far as I know) should be able to even have a chance to survive the encounter.

For 25th level I haven't put much thought yet. I was thinking about an ability that granted the Ki Pool the ability to bypass DR/good, but as far as I can tell that would possibly be a bit too much since it'd completely negate any DR that the Abyssal creatures have. But, well, level 25 Monk can be described as "almost a demigod" so I don't know if it's too harsh or not.

If you have another ideas then feel free to post them. I'd love to get some opinions from people who most likely have a lot more experience and knowledge about the game than I do.


Oh wow. I haven't even noticed those differences in the wordings.
I was really stupid.

Thanks for clearing it out for me. I feel like an idiot now.


Alright, now I figured out a new problem (again).

Again my example shall be the mighty undefeatable Balor.

His DR is 15/cold iron and good. Does that mean I need a weapon that is BOTH cold iron AND good? Or does my weapon bypass it if it has EITHER of them?

Because I happened to come across Embalming Thread slotless wondrous item. It can be used on a Zombie, and grants DR 5/adamantite and slashing. If zombie is a variant (Fast Zombie, for example) and has no DR, it grants DR5/slashing.

Now it wouldn't make much sense why you would use the item on a zombie to grant it more weaknesses (the normal Zombie, who has DR5/slashing).

I must be really stupid.


Wow. I must've been completely blind.

Alright, thanks again.


Alright, my question is simple and I believe the answer is as well. I may be just stupid.

So, it just happens that me and my friends have decided to just roll a "fun campaign", where we all generate ridiculously overpowered characters and venture into the Abyss' multiple layers.

It just happens so that one of us wants to make a level 25 Monk. There wouldn't be much trouble with that, except that I have no idea how the Flurry of Blows extra attack increase works. I have figured out the BAB increases myself, but I'd wish for someone to confirm that they are correct. Here it is:

Level 1: +0
Level 2: +1
Level 3: +2
Level 4: +3
Level 5: +3
Level 6: +4
Level 7: +5
Level 8: +6/+1
Level 9: +6/+1
Level 10: +7/+2
Level 11: +8/+3
Level 12: +9/+4
Level 13: +9/+4
Level 14: +10/+5
Level 15: +11/+6/+1
Level 16: +12/+7/+2
Level 17: +12/+7/+2
Level 18: +13/+8/+3
Level 19: +14/+9/+4
Level 20: +15/+10/+5
Level 21: +15/+10/+5
Level 22: +16/+11/+6/+1
Level 23: +17/+12/+7/+2
Level 24: +18/+13/+8/+3
Level 25: +18/+13/+8/+3

The BAB increases by one on each level for three levels, after which it remains the same as previous for one level. And so the cycle remains.

However, the Flurry of Blows confuses me completely. I have absolutely no idea how it's supposed to work. If someone who understands could explain AND provide me with the increased values to level 25, I would be much obliged.

For the sake of my savior, I shall post the Flurry of Blows table so far here:

Level 1: -1/-1
Level 2: +0/+0
Level 3: +1/+1
Level 4: +2/+2
Level 5: +3/+3
Level 6: +4/+4/-1
Level 7: +5/+5/+0
Level 8: +6/+6/+1/+1*
Level 9: +7/+7/+2/+2
Level 10: +8/+8/+3/+3
Level 11: +9/+9/+4/+4/-1
Level 12: +10/+10/+5/+5/+0
Level 13: +11/+11/+6/+6/+1
Level 14: +12/+12/+7/+7/+2
Level 15: +13/+13/+8/+8/+3/+3*
Level 16: +14/+14/+9/+9/+4/+4/-1
Level 17: +15/+15/+10/+10/+5/+5/+0
Level 18: +16/+16/+11/+11/+6/+6/+1
Level 19: +17/+17/+12/+12/+7/+7/+2
Level 20: +18/+18/+13/+13/+8/+8/+3

Now, what I could gather from that table, is that every +6 you gain one attack (like normal BAB) but where the hell does the extra attacks (denoted by *'s) come from?

So Level 21 would be: +19/+19/+14/+14/+9/+9/+4/-1?
Would Level 22 be: +20/+20/+15/+15/+10/+10/+5/+5/+0?

I have no clue. Enlighten me please.


Thanks for the explanation.

It does seem rather odd, which may be why I misinterpreted it so badly. Nevertheless, my questions have been answered.


Bumping, I really need an answer.


Souchiro wrote:
If I remember right, DR/- means that nothing overcomes that DR. However keep in mind that DR is only for weapons, not spells. You need SR (spell resistance) for spell defense.

What about Adamantine weapons? We're using Armor Bonus to DR alternate rules currently. As seen here on Table: Natural Armor Conversion to DR, normal Natural Armor is supposed to be DR/Magic. However, DR/Magic converts to DR/Adamantine. DR/Adamantine grants DR/-.

Where is material required to overcome Natural Armor mentioned? For example, a Balor has Natural Armor of 16. Does that mean his Natural Armor is normal Natural Armor, which means it grants DR/Magic?

I am actually pretty confused.


I have spent, long painful hours trying to look for the explanation. I haven't found none, so I had to bother to make an account and ask this question.

What is the general difference between DR/Magic and DR/-?

I understand that DR/Magic can only be penetrated with magic (like DR/Bludgeoning can be overcome with Maces). However, what is the case with DR/-? Since I've come to understand that magic is not affected by DR.

Please enlighten me and correct me if I am wrong.