Zenobia Zenderholm

Sleepy Monk's page

23 posts. Alias of Sleepy.


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hogarth wrote:
Sleepy Monk wrote:

Move Action: Activate abundant step supernatural ability again for 2 ki points, move to 38,27, a position that should be

Standard Action: Use as a move action to stand up from prone.

You can't do anything after you use Dimension Door, so you wouldn't be able to stand up.

Keep forgetting about that. He'll just rest for a moment, maybe close his eyes for a second or two, before getting back up the following round.

hogarth wrote:
By the way, note that Sleepy is not trained in the Fly skill, so he can't make any Fly checks with a DC greater than 10. If you want to shift a skill point into Fly, that would be O.K. with me.

I think that might be a good idea, thanks. He'll be updated in just a few moments.

Update: Shifted 1 skill rank from sense motive to fly.


hogarth wrote:
Don't forget you're prone and thus you have some attack/defense penalties. My ruling is that if you fly up, you're still prone unless you take a move action to reorient yourself into a vertical position (i.e. "stand up") as normal.

If flying doesn't negate the prone condition just by the very nature of flying, that would change his actions.

Move Action: Activate abundant step supernatural ability again for 2 ki points, move to 38,27, a position that should be

Standard Action: Use as a move action to stand up from prone.

Grumble Grog wrote:
Also, don't you need fly-by-attack to fly attack and fly? hard to spring when you're feet aren't on the ground...

Great question, but Spring Attack doesn't seem to be limited by movement type while Flyby Attack is limited to flying. It seems like one of those overlapping condition kind of problems.


Tialla Cloudstep wrote:
Sleepy Monk wrote:
The monk's stunning fist and quivering palm are absolutely useless at this level. Jarl's base fort save is +25, and so is the fort save (10+ half level + wis bonus). Unless the monk has a monstrous wisdom, these two abilities are will have no effect in high-level play.
You're supposed to be stunning wizards, I think.

Or orcs, goblins, or other minor personages. This only exacerbates the problem of monks not being front-line ready. It's something I hadn't looked at before, but now that I see it in play, it should have been obvious. Their best function is to hit the weak spots in an enemy line-up - certainly not their strengths.


hogarth wrote:

Round 3:

...
Status:
Sleepy: down 38 hp, prone

I'm not sure how high the dragon and giant are, but I'm assuming the dragon is on the ground and that should put the giant about 20' up. Sleepy will fly up to the giant, stunning fist attack, and move again, hopefully out of his range.

Swift Action: spend 1 ki point for +20' movement - should give him fly 80'.
Move Action: Fly up to giant.
Standard Action: attack with stunning fist (Fort save DC 25):
Stunning Fist Attack (1d20+25=38)
Fly away up to movement allowance (spring attack)
Use Acrobatics to avoid AoO's. My count might be off, but I think there might be 4 AoOs from all of the movement:
Acrobatics Rolls to avoid AoOs (1d20+29=31, 1d20+29=31, 1d20+29=48, 1d20+29=35)

The monk's stunning fist and quivering palm are absolutely useless at this level. Jarl's base fort save is +25, and so is the fort save (10+ half level + wis bonus). Unless the monk has a monstrous wisdom, these two abilities are will have no effect in high-level play.


hogarth wrote:
Sleepy Monk wrote:
Hogarth, quick question. Abundant Step says it acts like dimension door. Does that include, by your understanding, the ability to take others with him?
I will say "no", although you could make a strong argument that it should be allowed.

I'm in the same camp - I think it should be a self-only kind of power, despite the description.


Hogarth, quick question. Abundant Step says it acts like dimension door. Does that include, by your understanding, the ability to take others with him?

If so, Sleepy will move back to 28,58 to the group and offer to dimension door up to 3 others to the far side of the arena (position 26,9) using his standard action as a move action.

If not, Sleepy spends 2 ki points and dimension doors to position 26,9. That will end his action for the round by my reading of the spell.


Sleepy quaffs the potion of flying he dug out last round.
Use Stealth, move to position 20,49 and observe.
1d20+29 = 36


hogarth wrote:
If he's holding a potion in one hand, he can't fire a bow; he'd need to drop it first.

I was trying to give conditional actions - I'm sure I wasn't clear. I was also incorrect in an assumption on the required action for retrieving an item from a belt pouch (move action, not a swift action).

Condition 1: He moves, holding bow in one hand until his movement is up. If he sees a target and the target is in range and it looks like he's been spotted, then he uses both hands to fire the bow.
Condition 2: He moves, holding bow in one hand until his movement is up. Use standard action as a move action to retrieve potion from belt pouch.

hogarth wrote:
If you want to specify a particular square on the map, you can hover the mouse over a square and it will show the co-ordinates in a "tooltip", I believe.

I think 22,55 is a good spot and within 90' - right behind a rock.


hogarth wrote:

Somewhere in the cavern. :-)

On the bright side, they don't know where you are either (other than "somewhere in the cavern").

For a move action, Sleepy Monk will move to the left on the map, using Stealth, until he sees something.

For a standard action, Sleepy will conditionally consume potion of fly if he doesn't spot the enemy, or if he does spot the enemy and they are not within bowshot range, he will still consume the potion of fly.
He will only attack if it looks like he is spotted, and if they are within bowshot range.

Update: potential attack roll: 1d20+21=35


Initiative: d20+12=25

Pre-round buff:
Drink potion of Barkskin.
Free action: activate Boots of Speed for Haste effect.
Bow and nocked arrow are in his hands.
His extra potions are accessible via his belt pouch.


OK, Sleepy is ready. I've changed him around a bit so he is a dex-based attacker instead of a str-based one. This boosts both offense and defense a bit, hopefully keeping him in the middle of the fray for a bit.


Sleepy Monk is almost ready. I have most of him complete - just need to double check the numbers and maybe find something to help him keep up with Grumble (not likely).


Sleepy Monk initiative: 1d20+5=25


Sleepy will consume his two potions, Fly and Barkskin.


thereal thom wrote:
Sleepy wrote:

Sleepy will fight back ... obviously, and spend another ki point for an additional FoB attack.

Flurry of Blows 1: 1d20+8=28 2d6+2=11
Flurry of Blows 2: 1d20+8=14 2d6+2=12
Flurry of Blows 3: 1d20+3=6 2d6+2=5
Flurry of Blows 4: 1d20+8=18 2d6+2=8

Sleepy will stick with his declared actions this round. This imposes a -2 to his attack rolls (as per the grappled condition, page 400). The above FoB attacks are modified as follows:

Flurry of Blows 1: 1d20+8-2=26 2d6+2=11
Flurry of Blows 2: 1d20+8-2=12 2d6+2=12
Flurry of Blows 3: 1d20+3-2=4 2d6+2=5
Flurry of Blows 4: 1d20+8-2=16 2d6+2=8

We'll see how well this works out ... being pinned does not look good.


thereal thom wrote:
Sleepy and the big boy. Sleepy takes 19 hp on a claw and a bite, and a rake. The lion will try to drag you down. (Grapple)

Sleepy will fight back ... obviously, and spend another ki point for an additional FoB attack.

Flurry of Blows 1: 1d20+8=28 2d6+2=11
Flurry of Blows 2: 1d20+8=14 2d6+2=12
Flurry of Blows 3: 1d20+3=6 2d6+2=5
Flurry of Blows 4: 1d20+8=18 2d6+2=8


Strangler McGee wrote:
I don't know if we're supposed to use an on-line roller, but it can speed things along if players make their own rolls.

I see the benefit already. I might start asking my players in the pbem I run to do the same thing.


Strangler McGee wrote:


I'm a bit suspicious about those results from the dice roller -- there are 4 natural 20s in there!

I didn't know we should be using the dice roller ... I will take advantage of that service for future rounds.


Strangler McGee wrote:
therealthom wrote:
Post away. Sleepy has posted round 1 action ready FoB. What's an FoB?
Flurry of Bozos, I think.

Flurry of Balloons ... the idea is to obscure their vision and then hit from the side.

Seriously, Flurry of Blows. He should be at +8/+8/+3/+8 (normal flurry of blows plus one from spending a ki point.) and 2d6+2 damage.


Attack 1: (d20) + 8 = 25, 2d6+2 = 9
Attack 2: (d20) + 8 = 16, 2d6+2 = 6
Attack 3: (d20) + 3 = 5, 2d6+2 = 9
Attack 4: (d20) + 8 = 16, 2d6+2 = 8


Not sure if you're doing multiple rounds or not, but as soon as Sleepy Monk can act, he'll turn and face the leonine form that he noticed from the rear. He'll delay a readied FoB until the thing attacks. He'll also spend 1 ki point to get an extra FoB attack when that happens.


Initiative: (d20) + 2 = 12


Since he has a decent movement, sleepy monk can afford to be toward the rear.

1d20+15=17
1d20+15=28
1d20+15=21


therealthom wrote:
Nice, we'll give the others a couple of days and I'll figure out the first scenario over the weekend.

OK, I have a monk written up under the Sleepy Monk alias. I really liked Shisumo's write-up so I used that format. If there is a different preferred format, please let me know and I'll be glad to make some changes.