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![]() The Gleeful Grognard wrote:
Bring a lunch and something to drink, it’s a LOT to slog through. ![]()
![]() There weren’t really any rules given about what was available, other than ‘Munchkin the Hell out of it.’ Also, even ruling Golden Body out, even though it’s not exactly out of line for a capstone Feat, you lose out on a total of six damage, bringing you down to a ‘mere’ 230. Edit: I mean, the absolute bulk of this build comes online at level six, and you just kind of build on it from there, Assassin Dedication for an eventual extra 3 points of Precision damage from Backstabber, plus 1D6 Sneak Attack, Ki Strike with your choice of Feats adding riders to it, and you’re pretty much off to the races after that. ![]()
![]() So, I actually went back and looked at my damage numbers, and realized I forgot two things, one from a Feat, and one Feat entirely: Wolf Drag adds Fatal D12 to your strike, and I forgot to add the extra dice of damage to that calculation, plus I forgot about Golden Body at 20. That adds Deadly D12. My calculation totally forgot a total of 4D12 worth of damage. Four. D. 12. That’s potentially an extra 60 points of damage on a crit, bringing the Monk damage cap without hitting Weaknesses or Resistances to 236 damage using exactly zero Archetypes or Racial abilities. O.o ![]()
![]() It’s actually even more vicious than that. It sets up a Ki Strike Flurry of Blows with Wolf Jaw. At max level, without anything extra from Archetypes, the Wolf Drag alone can hit for 4d12+1(Backstabber)+Strength+6(GWS)+1D6 Flaming+1D6 electrical+1D6 Cold, doubled +2D10 persistent Fire damage on top, and it pretty much ignores all forms of Resistance. That’s nasty. Edit: Like... with a +5 bonus to Strength, your absolute maximum damage for Wolf Drag could be... right at 176 max damage with that set-up. Not to even mention that if they lived through that, they’d be eating two Flurry of Blows that are Ki Striked for even more gobs of pain. ![]()
![]() 14 is not exactly ‘midway through a campaign.’ 8-12 is a midway point, 15+ is stepping into the realm of legends, 14 is right on the cusp, and it fits the two classes that are supposed to be the pinnacle of self-mastery, and the cycle of Nature that they might get it earlier. Hell, Champions can become full-flegded Angels by 18, and Clerics can become their God’s Herald at the same point. By your logic, they shouldn’t be able to do that either, as 18 isn’t necessarily the ‘climax of the character’s arc,’ it’s just a Feat they can take. ![]()
![]() Fuzzy-Wuzzy wrote:
It came up in one of the like dozen threads on this in PF2 that the Timeless part of the Feats was basically bunk, and you still die of old age. Edit: That particular thread is pretty much what started ArchSage off on their never-ending kinda crazy diatribe against the game rules. I just think it’s stupid that they removed it. ![]()
![]() Not really. Those are all character goals for some people playing Monk or Druid. Y’know along with other goals that are along the lines of ‘Being the greatest practitioner of a certain style’, ‘Founding my own school and creating my own unique form,’ ‘Stepping across the boundaries of the physical restraints of my human/elven/dwarven/etc body to become one with the forms of the world,’ and more. The funny thing is, Druidic Timeless Form sucks in comparison to the one that actually DOES make them immortal: Verdant Metamorphosis. It’s a better Feat all-around, and available at the same level. You just have to be okay with being a plant forevermore. ![]()
![]() So, something to point out in this thread: there are NO ancient ageless Monks or Druids who aren’t Elves or Gnomes, as it was confirmed by James Jacobs, I believe, that all it did was stop you aging. You still die when your lifespan is up. It’s kinda BS, as it totally eliminates the Old Man on the Mountain and Eternal Grandmaster kind of thing for Monks, as well as the idea of becoming the cycle of Nature for druids. It’s why the Feats are overall extremely bad, they’re really just +2 to saves against certain magic, or Poison Resistance. ![]()
![]() To me, it boils down to this, using a Fighter for an example as they’ve popped up more than a few times in this thread. Bob creates a Fighter, we’ll call him Mac, and he chooses to go hard into knives. A new book comes out, and it’s got this AWESOME looking knife-classed weapon in it that mimics the claw of a Honey Badger. It’s listed as Common, so Bob figured there’s no issues in getting the HBDGAF blades for Mac. He spends the money, and then his VC tells him “Oh, sorry Bob, the HBDGAF blades are only Common if you’re a Numerian Werehoneybadger.” Bob looks baffled, as there’s nothing noting this anywhere in the rules, nor in the description of the weapon itself. He points this out to the VC, only to be told that them’s the rules from On High, because it came out in a new book, which means that even though it’s Common, a knife that doesn’t do anything appreciably better than any other Advanced weapon, he’s not considered automatically proficient with it, capable of picking one up without a good story reason, or knowing what other crap he’s going to have to go through to just buy a neat-looking weapon. Bob sighs, and picks up his seventh Bladed Hoop. (Mental note, create a Werehoneybadger group in Numeria.) ![]()
![]() Another fun one is the Monk/Rogue MCD. Monks have phenomenal action efficiency, but extra skills always are nice, and picking up, say, Sneak Attacker for an effective extra 2d6 on your Flurry, or Deny Advantage, or(my personal favorite) Evasiveness to bump up your Reflex saving throws to Master, combined with Canny Acumen, giving you L/M/M saves, AND Master Perception. ![]()
![]() No, that doesn’t really change the fact that there is literally no point to not raising your Key ability score to the absolute maximum, seeing as vast amounts of your class abilities run off of it, including Class and Spell DCs for most of them. Your Key ability score is your One Ring, everything else is nice, but that score makes you function. ![]()
![]() Just for clarification on this, are you talking about Heaven’s Thunder? I mean, it’s a decent power, but it’s very limited at the same time. It only works on unarmed strikes and Monk weapons. Those aren’t exactly powerhouse weapons to begin with, so I’m really not seeing the issue with someone giving up two Class Feats for a boost in damage that effectively reduces their actions by 1 every round they use it, unless they’re already a Monk, or some weird Ranger using Monk weapons for Twin Flurry. ![]()
![]() Darksol the Painbringer wrote:
No, your argument is a strawman because it is an appeal to the absurd, and an attempt to make anyone who doesn't agree with your interpretation of the wording look like a brainless moron. Stop it. All you're doing is making yourself look like a fool, and irritating everyone else. ![]()
![]() I have it on a Ruffian Rogue. It’s not a theoretical, it’s in application in the current game I’m in, and it’s incredible. Yes, it has the downside of being single-target, it also helps to guarantee a crit success with Demoralize, which, as a Ruffian, leads me to not only have the advantage of flat-footed from anywhere and without an ally, but also helps to trigger a bunch of other goodies, like Vicious Debilitations. If it were multi-target, I’d more than likely be saying that it honestly veers towards too powerful. ![]()
![]() -2 to Will and Perception is absolutely devastating, especially at low level. If you were Trained in Will saves, well, now you’re effectively not. That -2 to Perception means that anyone coming at you from Stealth or anything that requires you to see it coming is going to hurt you, badly. Follow up Bon Mot with a Demoralize, and now you’ve effectively rendered their Will saves nonexistent for the first five levels of Pathfinder. Bon Mot is a wrecking ball of a Feat, especially on a Rogue, Sorceror, or, God forbid, a Bard. ![]()
![]() Darksol the Painbringer wrote: I'm sure it does. But there's no rules for it in Pathfinder, so it's not a realistic expectation to have. You can have the Cat Fall feat with legendary Acrobatics and just take a nap while you fall down in a vacuum and never get hurt, because apparently being conscious doesn't matter when it comes to landing on your feet unscathed. If this doesn’t bother you, and you admit that Bon Mot, a Feat that utterly WRECKS an opponent with a single Action isn’t OP, or somehow impossible to understand, then why in the blue Hell is Battle Medicine somehow breaking your verisimilitude, when Hit Points as a whole are a load of crap simulationist mumbo jumbo? ![]()
![]() Fall asleep? You mean pass out from G-force? You understand that actually happens in real life, right? It’s the most common cause of death in skydiving, right before equipment malfunction. Nobody can fall from the ionosphere and survive unassisted. It’s physically impossible. Cat Fall doesn’t care. Nobody can actually quantify what Hit Points are as a whole. Battle Medicine doesn’t care. Neither of these are magic. Nor is Bon Mot, which is apparently so devastating that it utterly destroys an enemies ability to react to anything. ![]()
![]() I can kill you by staring at you. I can literally live in a volcano or Antarctica butt naked. I can do a full medical assessment of a person at a literal glance, telling your entire medical history by how your hair moves. I can FALL FROM SPACE and not only not die, but not even scratch my knee. I can become Spider-Man, and stand on a vertical surface without concern. I can read a letter, sealed in an envelope, by touch alone. And yet, Battle Medicine is the thing on this list that directly requires magic to be remotely possible? ![]()
![]() To be fair, you don’t exactly ‘use’ unarmed attacks either. You Strike with an unarmed attack. You don’t rip your hand off and beat them with it (I hope). You punch them. The two Feats are riders attached to Unarmed Attack through Monk Feats. Monastic Weaponry looks at that and goes, ‘Yup, those are Monk Feats on Unarmed Strike, you’re good.’ ![]()
![]() The original casting of Create Demiplane just gets you the basic Demiplane. Casting it again lets you grow its size, alter the terrain, change the planar features, and alter the flow of time on the Demiplane. As for people sending things after you... it’s a locked plane, and you have the only key in or out. They can’t get in. ![]()
![]() Then you argue with your GM in game. In PF2, this would be represented by your deity of choice going to have a ‘discussion’ with her, or bypassing her altogether like Urgothua did. I mean, you’re at least 18th level when you get the ability to even HAVE the ritual. That’s the point when even Archdevils and beings like Jatembe and Baba Yaga take you seriously. ![]()
![]() Temperans wrote:
The Monk can also MC Rogue or Ranger to have L/M/M saves, and Master Perception with Canny Acumen.
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