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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 know that using clone as a "get out of death free card" is a popular idea, but can you actually do that by RAW? It seems to me that it is impossible to make a useful clone in advance. Here is the clone spell:
PRD wrote:
I bolded the relevant bits. Going over them one at a time... "If the original individual has been slain, its soul immediately transfers to the clone". "Has", not "Is". As in past tense. You have to already have been slain for the spell to work. "When the clone is completed, the original's soul enters it immediately, if that creature is already dead". This part couldn't be any clearer. If you are already dead, you enter the clone. If you are not dead, you do not. "A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh". So if you are NOT dead then you create a clone, but it is a "soulless bit of inert flesh". It also goes on to say that it rots (just like every other type of dead flesh I would guess) and that you can preserve it, but no where does it say if you die at any future point you will transfer to the clone, preserved or not.
So a spear is a 5' long wooden pole with a pointy bit at one end. A quarterstaff is a 5' long wooden pole without the pointy bit. So what is the difference between the non-pointy end of a spear and the end of a quarter staff? So my suggestion is this: If the spear is used as a martial weapon (instead of simple), it can be used as a double weapon. It would have standard spear stats on one side and quarterstaff stats on the other. I just picture a spear fighter swinging a spear around stabbing and clubbing people is a fast flurry of spinning blows. Not just: stab, pull back, stab, pull back, stab, etc. --------- Cost - Dmg (S) - Dmg (M) - Crit. - Range - Weight - Type - Special
This is not nearly as good as the two-bladed sword, so it wouldn't make sense to make it exotic. So is it reasonable?
Not another or just another rogue fix, but the best one! (At least I think so.) So here are my ideas on making the rogue more valuable to the party. I went with the idea that changes should be as minor as possible. No radical re-writes. Comments are in italics Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, a rogue gains a bonus feat. At each such opportunity, she can choose a Skill Focus feat, or Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Magical Aptitude, Persuasive, Self-Sufficient, and Stealthy. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Critical Sneak Attack: Starting at 1st level a Rogue gains the ability to deal a Sneak Attack on a critical hit. When a Rogue scores a critical hit with a one-handed light or finesse weapon or a ranged weapon they add their Sneak Attack dice from Rogue levels (and only Rogue levels). These extra dice are in addition to any Sneak Attack dice they are eligible for, such as flanking or the target being flat-footed.
Defensive Combat Training: Rogues gain Defensive Combat Training as a bonus feat at 3rd level.
Dirty Infighting: At 7th level a Rogue masters the art of fighting dirty. When using a Dirty Trick, Steal or Trip combat maneuver the Rogue’s base attack bonus from his Rogue class levels is equal to his Rogue level. For all other purposes, such as qualifying for a feat or a prestige class, the Rogue uses his normal base attack bonus.
Rogue Talents
Canny Observer (Ex)
Minor Magic (Sp)
Major Magic (Sp)
Powerful Sneak (Ex)
Stand Up (Ex)
Rogue Advanced Talents Deadly Sneak (Ex)
Hide in Plain Sight (Ex)
Slippery Mind (Ex)
I have been wondering how to handle archers in melee as a GM. How hard is it to sunder a bow? I seem to recall in 3.5 that since it is not a melee weapon, a bow is just considered an item held in hand, which is a whole lot easier to sunder than a melee weapon. This might have changed in Pathfinder though. I was reading through the Bow Fighter advice thread here, and didn't see any feats or abilities mentioned that would help against a sunder. Is it just not that easy? Honestly if it is nearly impossible to sunder a bow by RAW, I will probably create a house rule to make it easier. Melee build carry a ranged weapon for when the can't close into melee, I see no problem with forcing a ranged character to carry a backup melee weapon for when they are forced into it.
In another thread it was suggested that someone make a core Monk from level 1 to 10 so that he could be compared to other 3/4 BAB core characters (Bard or Rogue I would assume) to see how he would stack up. However, I would be interested to see if a Monk can keep up with other front line combatants as well(Fighter, Barbarian, Paladin, Ranger). So please jump in with your own core builds! The idea is to see if the Monk can keep up on several areas. 1: Can he keep up in combat effectiveness and damage.
With these three things in mind I made a strength based Monk character, growing him from 1st to 11th level. Why 11? Because I like to go one step beyond! ;) Some other things I kept in mind when making my Monk. He does not rely on any other class for his build, so no buddy Wizard casting Mage Armor and Magic Weapon on him. He only uses class skills, so he does not have Use Magic Device. He is not a Wizard, so a wand should not be standard equipment for him. Finally, anyone should be able to make a Monk, so I did not worry too terribly much about being as optimized as possible. I will say that I believe I have a fair amount of “system mastery,” so I don't think I chose any blatantly sub-optimal choices. Note: I made this character in google docs, by hand. That is to say, I did not use a character making program, so it is entirely possible that there are errors I have missed. If you see any, let me know and I will fix them. Here they are!
Here's how you play. 1. Roll the dice and get a set of stats.
I'll give it a try. I will use 4d6 drop lowest. (If you know how to format this so it does it automatically, let me know!) But you can use whatever you want. 4d6 ⇒ (2, 2, 4, 3) = 11
I need suggestions for what class would fit this character: Dr. Thomas "Archie" Cochrane was trained as a doctor at the University of Edinburgh before migrating to the USA. He later joined the US Calvary and escaped (read deserted) the battle of Little Big Horn. He now wanders the West helping those in need to help atone for his past misdeeds. Although a healer he is known to have some skill with a revolver when required. The campaign assumes Guns Everywhere so he does not need to be a gunslinger to get proficiency. The trouble I am having is trying to figure out how to make him a doctor/healer without magic. Or maybe with magic, but with an academic feel to it. I thought maybe Alchemist at first, but most of the Alchemist powers don't seem to fit. It may just not be possible, but I figured I would ask.
A friend of mine is starting an Old West with magic style game and I thought I would make a Witch who travelled around as a fortuneteller. This is the first Witch I have ever tried to make so I could use some help. So what skills, spells, hexes, patron, familiar, whatever else, would make for a good fortuneteller? A little more about the world. It will take place around 1877. It is inspired/influenced by Deadlands, but will be completely home brewed. Guns are commonplace, of course, and all core races are allowed. Allowed resources are Core and APG.
So, long ago, multiclassing used to be the domain of demihumans. That is, humanoid beings that were something besides Human. Among the list was things like Elves being able to be a Fighter/Magic-User or Dwarves being a Fighter/Cleric. Then there was the Halfling which could be a Fighter/Thief. If an Elf wanted to be a Fighter/Magic-User now they would take the Eldritch Knight prestige class or perhaps the new Magus class that will be coming out. The standard answer for a Figher/Cleric is, well, Cleric. But what about a Fighter/Thief? I was playing around with the idea in my head and I think you can do a pretty good job just with Fighter and Rogue. So my initial thought is Fighter 12/Rogue 8. Start with Rogue at 1st level, then take a couple levels of Fighter, then a couple of Rogue, then whatever. I just have the core rules and we play 20 point-buy. I am imagining a Halfling as a nod to AD&D, but I haven't though about ability scores, weapons, feats, skills, etc. So what do you think? Can you make an effective character this way?
Okay, not actually leather armor made of mithral, but something equivalent. I like the idea of Rogues wearing leather armor, but with mithral chain shirts being so much better once they can afford them Rogues stop wearing leather. So I was thinking of allowing leather armor to be made of some other type of material that provides the same basic bonus to leather armor that mithral provides to metal armor. So I have two questions. What material should this be? And, do you see any balance issues?
Why is it that the casters have to waste their feats so that non-casters can get cheap magical items? It seems to me that if a Fighter wants a magic sword and armor then *he* can take Craft Magic Arms and Armor as a feat and my wizard can stop by and cast the spells for him when needed (for a small fee of course). I have also thought about not requiring the feats at all. You could just say that if they have a high enough caster level, they can enchant the item. So how about it? Has anyone else changed how the crafting feats worked? |