Zhayne wrote: After your first attack is completely resolved, then they are flat-footed against you until the end of your turn. Thank you Zhayne, and now I have another question. The feat says "...opponent hit by you...", does this include all damage being negated by Damage Reduction and/or Energy Resistance (in cases of elemental damage caused by weapons with magical properties like Icy)?
(Source: D20PFSRD.Com)
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon. Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
It makes sense that both trees are separate for the boons of mythic and class levels because you need to think about this for a moment: Tarrasque. The biggest baddest monster in the game, is just as the box says. I don't recall the CR for it off hand, but anything even remotely near the level is already of world (or at least continent)-shaking power. A band of level twenty players hold almost all material-plane beings under their boot-heels; and mythic can be described in many ways, one of which if i am not mistaken is having blood of deities even. A level 20 / tier 10 character most assuredly is of demigod status, and maybe even the status of a lesser deity. If you want you can implement house rules and copy DnD 4e's lame system of blocking you from constantly buffing one stat and forcing the players to at least alternate stats, but in general i think i'd be glad to run a game with 20/10s simply because you can send literally anything short of name gods such as Sarenrae after them and they should be fine (oke my imagination isnt strong someone can kill them with less powerful things probably but still). All in all if you didn't want godly might in your PCs' hands you shoulda read ahead in the book before you ran it. The DM's duty is to know just how deadly (or not so deadly) the campaign is and the power of the PCs. And as mentioned prior in this thread by LazarX, you do not have to give them all the tiers etc etc. If you really don't want them to have stats bigger than a Tarrasque's stomach, then just say you get +1 instead or something like that.
(And I quote/copy+paste the PFSRD in part)
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat)."
I would imagine you can make some wooden spiked shields, too. Also, you could use a Klar. I think it came out in UC, but I have the UE book right here and it is as follows The traditional form of this tribal weapon is a short blade bound to the skull of a large horned lizard but but a skilled smith can craft one entirely out of metal. I don't see why you cant just replace the blade with some bones and call it a day. Edit
Very handy Monk13, thanks for the answers on 1 and 3. As for two i'll see if i can clear up my words a bit: If I had a critical range of 18-20/x2. 19-20/x3, or 20/x3 for some misc. reason related to the weapon and/or feats I'd have, what would I do when cad hits 9 and crit range is 19-20/x2? Should I just choose one and stick with it unto death, pick it per day, per level, etc?
It comes down to the player's role playing of it. If it were me playing my current character, but turned into a paladin rather than... whatever you wanna call him... I'd be OK with it if it killed off kobolds terrorizing innocent people. If I were to use the last character I made's personality I'd not be cool with the idea because of the fact he preferred diplomacy and prisoners over bloodshed. On a matter like this it comes down to how/if the paladin justifies his actions to his deity, or at least that is how I'd run it if I was DMing during a situation like this.
Out of curiosity, how would the Cad's ability Razor-Sharp Chair Leg work with a Monk of The Open Hand's use of all weapons? The Razor-Sharp Chair Leg is as follows (Copy and paste from the PFSRD) At 9th level, as a swift action, a cad may alter the type of damage dealt by an improvised weapon to bludgeoning, piercing, or slashing damage. In addition, the cad has a critical threat range of 19–20/×2 with any improvised melee weapon. This ability replaces weapon training 2. The Monk of The Empty Hand's weapon situation is as follows (Also copy and paste from the PFSRD) Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a Two-handed weapon functions as a quarterstaff. This replaces the normal monk weapon proficiencies. I have a number of questions on how these combine:
* Does the cad's Imp. Wep. critical threat range of 19-20/x2 override the anything I do for the weapons I use (Ex. I have imp. critical and greater imp. critical: Quarterstaff {if such a thing existed, mind you this is hypothetical}) and make me use no matter what the 19-20/x2 or can I use anything I have that is better for said critical ranges? * Can I in theory use a rock as a piercing ranged weapon then? It is an improvised weapon after all, even if it is ranged. I probably will come up with more questions later, but these three are what are burning me the most. Any help would be appreciated!
I don't know really what is better, as I have only used one way: roll twice or however many times the damage is. While I may be a bit biased since I've done it this way since my first character, I think it is the best because, as Lord Lupus the Grey stated, It would be really upsetting if you multiply your 1 damage. |