Monk

Ivaia Haldizi's page

84 posts. Alias of Iadel.



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Heya, so I was making a legendary item, and it talked about how legendary items get "Legendary power" which is similar to mythic power. I get how it works, but I can't find where it tells you how much "legendary power" a legendary weapon gets per day.


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Hmm, I think for this instance with the tail thing, if you're going by RAW you don't gain a tail. The effects of "Tail Terror" mere enhance an attack that you don't have.

The text "You can make a tail slap attack with your tail" means you need a tail to begin with. The feat does not say "You gain a tail that you can make tail slap attacks with."

The feats affect improves a feature that the character doesn't have. Normally you wouldn't be able to get it, but in this instance, you can. But that doesn't change that it does nothing for you.
Or in any case, that's how I see it.

The whole Fuff vs. Rules thing is kind of a side thing with no real answer since that's really a matter of opinion.


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Hmm, a thought on "full reactions" that would cost you your next action. (Catching and throwing a grenade back) The catching of the grenade could be the reaction, and the tossing could be that creature's action during it's team's turn.

So it would still just be a "reaction", but because he caught it he gets the option to throw it back during his turn.

Now, do we want reactions to be defensive only, or will there be a mix of action types? I feel like leaving it as defensive actions would be simpler for players to understand, and less easy to abuse.

How do we want to figure in full attacking? Or the "5-foot step"?

Some ideas of reaction types

Trying to block a melee attack - you get a +X Shield bonus to your AC against that single attack. This stacks with other shield bonuses.(The amount could increase/decrease depending on what you try to block with, and size difference, smaller is worse, bigger is better. Just think, a small dagger against a large greatsword, not much could be done with the dagger.To use this you need something you can actively block with. I feel like no blocking with light weapons, and whatever you block with takes a portion of the attacks damage. just an idea that last part though)

Trying to dodge a melee attack - you get a +X Dodge bonus to your AC against that single attack. (the amount could increase/decrease depending on the size difference between you and your attacker/attacker's weapon. Useful for small creatures and also useful against brilliant energy weapons, since you cant block those.)

Trying to dodge a ranged attack. - you get a +X Dodge bonus to your AC against that single attack. (I feel like this one could be based on perception. not sure how to work it, but I think it'd be really cool.)

Trying to block a ranged attack. - you get a +X Shield bonus to your AC against that single attack. This stacks with other shield bonuses.(Not sure how this one would work, similar enough to a melee block, but still different..)

Trying to catch a ranged attack. - you dont gain any benefit to you defenses, but if you succeed (on something, maybe reflex vs. attack roll) you stop that attack outright and can throw it back on your turn. Things that were timed to explode that turn still explode (alchemist bombs), but splash weapons that break and loose their contents dont break. You need at least 1 open hand to do this reaction.

Trying to catch a melee attack. - you dont get any benefit to your defenses, but if you succeed (again, on something, perhaps CMB -4vs Attack roll) against an attack with a manufactured weapon you stop the attack and are holding the weapon. You can make disarm attempt (now or on his turn?). If you catch a natural attack you stop the attack are now counted as grappling the creature that attacked you.)
(This one's tricky..Kind of like the other catching one, but a bit different, since plenty of melee weapons are paws/flaming swords/tentacles so it wouldn't always work, or if you caught it you'd take damage, catching a spiked club would hurt.)(

Bracing yourself against a spell's effects - Add +X to one save to better resist a spell's effects (I didn't know how to make this one interesting :/)

Bracing yourself against a Combat Maneuver - ????

AoO - Make one melee attack against a foe within reach who has provoked an AoO against you this turn. (Can also include reposition/trip/disarm/blah blah blah...reposition...OH GOD, wizard casts flesh to stone, fighter provokes AoO from you that turn, reposition, wizard spell now hits fighter...O_O, too much? maybe only projectiles, and spells with attack roll can work like that, to avoid the Wiz Dominating the Fighter.. eh heh.)

Readied action - Make an action you said you had readied during your turn. These actions cannot require movement, but can cause it. The effects of readied actions happen before the regular actions for the turn.

Countering a Spell. - (this one is still a readied action thing, works the exact same as in pathfinder, just that the countering happens in the reaction phase, before the spell's effects take place in phase 4)

You cant take any reactions against an attack you are not aware of.

my thoughts while I was coming up with this list and on AoO's and readied actions:

I plopped this stuff in a spoiler thing because this post was getting a bit long :D

NO clue on how to make AoO's work without making theme bleh, should it be a reaction? I mean, it was always nice how AoO's were just "free" attacks, but should if it's a reaction you're taking advantage of your opponent when their defenses are down because they are attacking you instead of defending yourself. Hmm..IF these are going to be reactions I think it'd be "Make one melee attack against a foe in range who has provoked an AoO this turn." So should combat maneuvers be allowed? You know..I kind of like having this be a reaction. It fills that feeling of need for an offensive reaction.

Oh! And reactions could also include readied actions. So, on team 1's turn the druid readies gust of wind. Then on team 2's turn the druid can cast gust of wind as his reaction that turn. Possibly interrupting an attack. It would complicate things, but it'd be kinda cool. Not sure exactly how it would work if the entire team readied an action, would they just pass initiative at that point since they aren't taking "taking the initiative"? heh... I've just been adding cool stuff I think of to the list.

Now, when would attacks from readied actions and AoO's be calculated? We might need to make Phase 4a. and Phase 4b. Are there any issues you guys see with allowing readied actions and AoO's resolve in 4a. and the current team's actions resolve in 4b.? The main thing I see is the interruption of actions by using combat maneuvers and spells (pushing a foe, blinding him, dominating him, killing him with damage). Is that bad? Does it fit the system?

Ah, also, I dont think any movement should be allowed during the reaction Phase. Except perhaps the reposition combat maneuver on an ally..to take a hit for them. Now THAT would be sweet. Yeah, that should be the only form of "movement" allowed in a reaction. Anything that requires a move action or a full action cant be readied. But actions that CAUSE movement can be readied! A la' push an ally out of the way of an attack with a blast of water if you dont think you can manage to push your foe & such. Heh heh, so many options! @u@

Another thought, how does one actively defend against combat maneuvers? I think it'd be similar to the melee options but I dunno.


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529: You're not really welcome in this small Irrisenie town, being a minotaur druid and all, and you've just been told by your halfling compatriot's dog (being fluent in woof) that his owner killed a guy and the party alchemist just lit the local bar on fire.


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Heya folks,

So a while back I had a conversation about the qinggong monk and what happens when you replace slow fall at lvl four with another ability. I've recently pick up the character which originally brought up the question and found out we never totally figured it out.

He thought that one lvl 4 Qinggong Monk ability replaced all instances of slowfall for the monk.

Reading the ability and taking it as it's written I agree.

But when you look at an exerpt from the Ultimate Magic Book it says on page 14 " If an archetype replaces a class ability that is part of a series of improvements or additions to a base ability (such as a fighter’s weapon training or a ranger’s favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. "

According to this after you take the 4th lvl Qinggong ability by replacing slowfall the next time the monk would gain slowfall at lvl 6 he'd get slowfall 20ft instead of slowfall 30ft.

So that part is pretty well explained, what do you think?

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The next question is "can I replace the multiple instances of slowfall with qinggong abilities.?"

Now he says no, since it only lists "slowfall (lvl 4)" as an option.

I dont have hard evidence, but I think each instance of slow fall should be able to be replaced.

This is because of how the list of abilities you can get from qinggong monk are listed.

The list of abilities you can choose from gets bigger every two levels. 4th -> 6th -> 8th and so on.

But the stuff you can replace for qinggong abilities are at a much more random pace.

slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th).

At level 6, 8, 10, 14, 16, 18 the list grows but there's nothing you can replace.
Why have more things available when it's impossible for the monk to get an ability at that level?

If you could replace multiple instances of slowfall it would fit perfectly, you'd have an ability to replace every even level - right when the list of abilities to choose from grew. I feel like this was intended, but it never got written down in the archtype's description.

Also, I feel like since the qinggong monk was supposed to be the monk caster archtype (It's in Ultimate magic..) it would have an okay, not great, but okay list of spells available. But as it's listed (without replacing each instance of slowfall) you learn 11 spells by level 20 by replacing quite a few of your class's unique functions, like your capstone, your Save or Die ability, and other stuff. This one is more about how I felt playing a quinggong monk and being dissatisfied at how few spells I could actually learn. Only Learning 3 spells by lvl 10 was pretty meh. (that's as many spells as any casting class knows at lvl 1)

(on a side note, you can replace Perfect Self at lvl 20....with Perfect Self? What the heck?)

Anyhow, I'd love to get some thoughts on the topic :D Thanks all.