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I've been running campaigns for decades, with a background in writing, game design, and art. Campaign is built with high-end tools and set in Foundry VTT, audio on Discord.

- There's a lot of freedom within the existing rule set, so I try to stick with the key books and rules, allowing your actions and the dice to determine what happens rather than my personal opinion affecting the outcome.

- There is a deep story with a lot of role-play, especially in-group, and your backstory will affect in-game events and vice versa.

- The campaign can be challenging at times, good tactics and thoughtful approaches on interesting maps will go a long way to keep you alive.

- It's a traditional campaign, along the lines of LotR, Game of Thrones, Order of the Stick... we're focused on just that old-school enjoyment of playing.

- There are a variety of potential game times, it'll depend on the final selections and everyone's availability.

- You must have a good mic, good internet connection, Discord for audio, and enough understanding of the rules to build and play your PC starting at level 1.

To apply, reply to this thread with the following:

- A character concept from the Core Rule Book and Advanced Player Guide.
(ex. Dwarf Fighter, he's a hired killer with a conscious, on the outs with his employer. He was a former slave and hates slavers. He's gruff with a heart of gold, and unlike most Dwarves he refuses to drink. He wants to retire and have a blacksmith shop and settle down with a family. He loves creating new works, his expression changes and becomes peaceful when he's crafting a new weapon or piece of armor.)

- Link to a sample build with everything filled in and basic equipment on Pathbuilder.
(ex. https://pathbuilder2e.com/launch.html?build=220260)

- Briefly describe how your character looks.
(ex. He meticulously braids his black beard and proudly wears the helmet he took off the first slaver he killed. He prefers to be stealthy, so often wears darker colors, and he's got tattoos up and down his arms.)

- Briefly describe any personal preferences for your gaming group, be honest so we can find a good synergy among the players, there are no wrong answers.
(ex. I'd like to game with mature people who aren't easily offended... or the opposite, I like to game with serious players who take every possible care to be respectful at all times.)

- Times you can play, what time zone you are in, bonus if you convert it to EST.

- You CAN post two PC concepts, as outlined above, if you are open to more than one role. Please don't post more than two.

I am looking to fill 4-5 spots, once there are enough applications here or elsewhere to meaningfully pick from, I'll reply to the players who I think would get along and work well together, especially if the party make-up looks like it can perform well too. Once the campaign is full, I'll post/close the thread.

To have the best chance, your character should fit within existing Core and APG rules, not a home-brew PC, and your backstory shouldn't be so intense and demanding that it requires a campaign re-write. If you want a home brew campaign that doesn't hold to any existing parameters and rules, this probably isn't the campaign for you.

I'll check this thread as often as I can for new replies. If you're looking for a fun example of what Foundry VTT can do, and you want to enjoy gaming with some potential new friends, this might be the campaign for you. I'd like to start soon, so I'll be looking to fill a good group with quality players in a timely fashion.


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Everyone knows that debates over the value of the Monk class have raged across forums since D&D 3.5 and even earlier. I hope that whether you love or hate the Monk, you can put that aside for a second and enjoy a read from a GM & Player who has played a pure Monk to Level 20 with a high level of effectiveness.

I'll post a few Monk Builds copied out of Hero Lab and if you're interested, I have comparison builds of Fighters with the same money at the same levels. (and the Fighter Builds, IMO, are solid Fighters that I'd be happy to play as well)

Multi-Ability-Dependent
When you are using a Point Buy system, it costs more to buy points as you go higher. Your total bonus across all stats is higher if you spread them out with several good abilities. A class that takes advantage of several good abilities is hurt less in a Point Buy system.

Additionally, a character that uses less weapons and armor can sink their gold into multi-ability belts and headbands. This'll benefit your other skills and saves as well.

Monk's key score is STR, then WIS, then DEX, then CON, then INT, and CHA is a dump stat.

With a 20 point buy system, I recommend STR 16, DEX 14, CON 12, INT 12, WIS 14, and CHA 7.

A Human with "Versatile Human" or an Oread will boost STR and WIS, which are the two things you want to boost.

Add all Ability Boosts to STR going forward, and focus on getting the best Headband to boost WIS and the best Belt to boost ALL attributes or at least STR and DEX.

You want DEX for things like when you have to throw a javelin and Combat Reflexes for Attacks of Opportunity which you will constantly get.

Enlarge
Monks benefit from the Enlarge Person spell more than any other class that I'm aware of because Monk's damage progression for unarmed strikes. In most campaigns, there are multiple ways to get low level potions, either buying them or having an alchemist or wizard in the party.

Always have a way handy to enlarge the monk. This gives you free attacks of opportunity when medium or smaller creatures rush in (unless they tumble), and it significantly boosts the monk's damage far above and beyond the benefit to most weapons.

This gets better and better as you increase in level.

Greater Magic Fang
Paizo has confirmed that Greater Magic Fang applying to one weapon applies to "unarmed strike" and therefore to all of a monk's attacks.

Greater Magic Fang is a very long lasting spell. If you don't have a Druid in the party, buy or pay for the crafting of partially charged wands.

There are multiple ways to make Greater Magic Fang available, so if you're playing a Monk, work with your GM. Tell him you will be, long term, looking for a high level wizard to make Enlarge and GMF permanent, but you're in no huge rush and respect his process. Tell the GM to think of it as the same kind of quest a Fighter might make to get a specific type of enchantment on a specific weapon.

You'll also be looking for the best ALL PHYSICAL STAT belt and the best WIS headband... building towards the best available at least.

A monk's robe is nice too, as it advances the damage by huge amounts.

Stunning Fist
Stunning Fist is underestimated because it's a free add on to an attack that doesn't always have to work. You have a lot of them. Monks are best suited to using their extreme mobility to engage Wizards, Sorcerers, Rogues, large or smaller monsters, Bards, Witches, etc.

But a Monk's stunning fist still has a good shot against most Clerics and Fighters, even with their high FORT save because CONSTITUTION is generally not someone's primary ability score.

When it does work, a stunned opponent drops all their stuff, so STUN is better than Disarm.

Your attitude about Stunning Fist should be "don't count on it, but when it works, the fight will be a lot easier"

It should work roughly once per fight though. But it doesn't cost you anything to "cast" it. You're not wasting an action, which is why it's better than people give it credit for being.

Flurry
Between Flurry and Haste and Ki bonus... Monks may have a slightly lower first attack than a Fighter, but they'll have more attacks at that highest bonus. They also don't need to waste points in Power Attack.

The crit on an Unarmed Strike can only be improved to 19-20 x2, but, at 8 attacks per round, it's still quite solid.

Defenses
Eventually, a Monk can run down a hallway in a dungeon full of traps, and literally set them all off and avoid any damage. (other than high level death traps) Poison? no Disease? no Area damage? improved evasion Touch attacks? high touch AC

The Monk isn't as good in a toe to toe fight with a Fighter as another Fighter (at most levels), but he's better vs EVERYTHING ELSE including the dreaded spells like Confusion or Dominate Person that can take a Fighter right out of an entire encounter or even turn him on the party.

Mobility
A Monk's massive mobility and high initiative should be used so that the Monk can get to the right enemy and engage them on his terms.

Get to the enemy caster and grapple.
Get to the enemy archers and stun.
Hop over that chasm of lava and engage that cleric in the back.

Even large, a Monk can often tumble through spaces, leap over foes, or eventually Dimension Door in the surprise round. His high WIS makes him hard to surprise.

Keep a nice large quiver of javelins and a few ways to fly handy as part of your build.

How is your GM?
If your GM is the type to put a big, single, heavily armored foe in each of the next 30x30 rooms that make up his dungeon, then, a Monk isn't a great choice.

If your GM is the type to mix it up with large, mapped combat environments, a variety of difficult terrain and hazards, traps, various cunning foes, etc. A Monk is almost always effective. There aren't many things that easily disable a monk.

You want to watch out for:
- Standing toe to toe with a superior level and equipped fighter.
- Grappling a larger, stronger enemy with spiked armor.
- Fighting a highly defensive caster with Fire Shield or other no save retributive spells.
- Bigger, stronger things that JUST go after your AC, and have an extremely high AC and FORT save.

You don't need to fear, other than really bad rolls:
- Hold Person
- Charm/Dominate/Confusion
- Disarm or Stun
- Pit spells or traps
- Reflex Area damage spells or traps
- Poison
- Falling off a ledge
- Just about anything else.

Level 8 Monk - Hasted, Enlarged, GMF+2
Test Monk 8 CR 7
XP 3200
Versatile Human (Keleshite) Monk 8
LG Large humanoid (human)
Init +6; Senses Perception +15
--------------------
Defense
--------------------
AC 22, touch 19, flat-footed 18 (+2 armor, +2 Dex, -1 size, +1 natural, +2 dodge, +6 untyped)
hp 63 (8d8+24)
Fort +9, Ref +10, Will +11; +2 vs. enchantment spells and effects
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 60 ft.
Melee unarmed strike +16/+16/+11 (2d8+9/×2)
Flurry w Ki bonus +16/+16/+16/+11/+11 (2d8+9/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks flurry of blows, ki strike, cold iron/silver, ki strike, magic, stunning fist (8/day, DC 18)
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 14, Int 12, Wis 18, Cha 7
Base Atk +6; CMB +17 (+19 trip); CMD 34 (36 vs. trip)
Feats Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +13 (+18 to jump, +25 jump, +21 to jump), Climb +11, Diplomacy -1, Disable Device +1, Escape Artist +6, Intimidate +2, Perception +15, Ride +6, Sense Motive +8, Sleight of Hand +3, Spellcraft +2, Stealth +7, Swim +11, Use Magic Device +6
Languages Celestial, Common, Kelish
SQ ac bonus, fast movement, high jump, ki defense, ki pool, maneuver training, purity of body, slow fall, stunning fist (stun), unarmed strike, versatile human, wholeness of body
Combat Gear Potion of enlarge person (5), Wand of Magic Fang, Greater (CL 8); Other Gear Amulet of natural armor +1, Belt of physical perfection +2, Boots of striding and springing, Bracers of armor +2, Cloak of resistance +1, Headband of inspired wisdom +2, 45 PP

Level 12 Monk - Hasted, Enlarged, GMF+3
Test Monk 12 CR 11
XP 12800
Male Versatile Human (Keleshite) Monk 12
LG Large humanoid (human)
Init +6; Senses Perception +21
--------------------
Defense
--------------------
AC 27, touch 23, flat-footed 23 (+2 armor, +2 Dex, -1 size, +2 natural, +1 deflection, +2 dodge, +9 untyped)
hp 93 (12d8+36)
Fort +14, Ref +15, Will +18; +2 vs. enchantment spells and effects
Defensive Abilities evasion, improved evasion; Immune disease, poison
--------------------
Offense
--------------------
Speed 70 ft.
Melee masterwork javelin +13/+13/+8 (1d8+7/×2) and
masterwork javelin +13/+13/+8 (1d8+7/×2) and
masterwork javelin +13/+13/+8 (1d8+7/×2) and

unarmed strike +20/+20/+15 (3d6+10/×2)
flurry + Ki +21/+21/+21/+16/+16/+11 (3d6+10/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks flurry of blows, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic, stunning fist (12/day, DC 22)
--------------------
Statistics
--------------------
Str 25, Dex 14, Con 14, Int 12, Wis 22, Cha 7
Base Atk +9; CMB +21 (+25 grapple, +23 trip); CMD 41 (43 vs. grapple, 43 vs. trip)
Feats Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Extra Ki, Greater Grapple, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +15 (+31 jump, +27 to jump), Climb +11, Diplomacy -1, Disable Device +1, Escape Artist +6, Intimidate +2, Perception +21, Ride +6, Sense Motive +16, Sleight of Hand +4, Spellcraft +3, Stealth +11, Swim +13, Use Magic Device +6
Languages Celestial, Common, Kelish
SQ abundant step, ac bonus, diamond body, fast movement, high jump, ki defense, ki pool, maneuver training, purity of body, slow fall, stunning fist (stun), unarmed strike, versatile human, wholeness of body
Combat Gear Potion of enlarge person (5), Wand of Magic Fang, Greater (CL 12); Other Gear Masterwork Javelin, Masterwork Javelin, Masterwork Javelin, Amulet of natural armor +2, Belt of physical perfection +2, Boots of speed (10 rounds/day), Bracers of armor +2, Cloak of resistance +4, Headband of inspired wisdom +6, Ring of protection +1, 95 PP

Level 16 Monk - Hasted, Enlarged, GMF+3
Test Monk 16 CR 15
XP 51200
Male Versatile Human (Keleshite) Monk 16
LG Large humanoid (human)
Init +8; Senses Perception +25
--------------------
Defense
--------------------
AC 38, touch 29, flat-footed 32 (+5 armor, +2 shield, +4 Dex, -1 size, +2 natural, +3 deflection, +2 dodge, +11 untyped)
hp 171 (16d8+96)
Fort +18, Ref +19, Will +20; +2 vs. enchantment spells and effects
Defensive Abilities evasion, improved evasion; Immune disease, poison; SR 26
--------------------
Offense
--------------------
Speed 80 ft.
Melee masterwork javelin +20/+20/+15/+10 (1d8+10/×2) and
masterwork javelin +20/+20/+15/+10 (1d8+10/×2) and
masterwork javelin +20/+20/+15/+10 (1d8+10/×2) and
masterwork javelin +20/+20/+15/+10 (1d8+10/×2) and

unarmed strike +26/+26/+21/+16 (4d8+13/19-20/×2)

flurry + ki +28/+28/+28/+23/+23/+18/+18/+13 for (4d8+13/19-20/x2)

Space 10 ft.; Reach 10 ft.
Special Attacks flurry of blows, ki strike, adamantine, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic, quivering palm, stunning fist (17/day, DC 24)
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 18, Int 12, Wis 22, Cha 7
Base Atk +12; CMB +28 (+32 grapple, +30 trip); CMD 53 (55 vs. grapple, 55 vs. trip)
Feats Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Extra Ki, Greater Grapple, Improved Critical (unarmed strike), Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Stunning Fist, Toughness, Weapon Focus (javelin), Weapon Focus (unarmed strike)
Skills Acrobatics +23 (+43 jump, +39 to jump), Climb +14, Diplomacy -1, Disable Device +3, Escape Artist +8, Intimidate +2, Perception +25, Ride +8, Sense Motive +18, Sleight of Hand +6, Spellcraft +3, Stealth +13, Swim +16, Use Magic Device +14
Languages Celestial, Common, Kelish
SQ abundant step, ac bonus, diamond body, fast movement, high jump, ki defense, ki pool, maneuver training, purity of body, slow fall, stunning fist (stun), unarmed strike, versatile human, wholeness of body
Combat Gear Potion of enlarge person (5), Potion of fly (2), Potion of haste, Potion of invisibility, Potion of water breathing, Wand of Magic Fang, Greater (CL 12); Other Gear Masterwork Javelin, Masterwork Javelin, Masterwork Javelin, Masterwork Javelin, Amulet of natural armor +2, Belt of physical perfection +6, Boots of speed (10 rounds/day), Bracers of armor +5, Cloak of resistance +4, Headband of inspired wisdom +6, Monk's robe, Ring of force shield, Ring of protection +3, 615 PP

It's hard to get your head around how good the Monk is in his sweet spot of Levels 12-16... he will start to get passed up by Clerics, Druids, and Wizards in the very high levels.


Can infusion be used to hand out extracts that are self target spells? Or just extracts on spells that can normally be cast on others?

I've read through the books and SRD, but our group is still new to Pathfinder and I don't feel confident about which way it is intended.


So I've started off a new campaign, as stated below... and it's homebrew in the Game of Thrones style of writing.

I'm almost not paying attention to alignment at all.

Most every character is capable of generating sympathy for their point of view, or also being brutal in pursuit of their own goals.

"Monsters" can still be random but in many cases, tribes of creatures can be hired out by one house or the other to move against a rival.

The players have already been twisted into a few plots and witnessed something that might or might not have been an assassination.

(random troll encounter resulted in the trolls eating a lord while the PCs ran for their lives... but was it just a random encounter... it's a lot harder to raise dead if there's no corpse)

So far, it's going well... the PCs aren't really a group of heroes at all, but rather a group of characters who've banded together for a king's contest, and got roped into a bigger plot.

They could find themselves later supporting any of the four houses I'm running as the potential sides in a future conflict, and no house is pure good or pure evil.

There's the potential for PCs to die... and a lot of freedom in that, I don't have a winner in this race. I don't care what happens or who wins.

There'll be enough hooks to keep things moving.

Surprisingly, this is the first time that I've tried running anything like this in 18years... where, every motivation is gray scale and there's this much high level intrigue.

Typically I've had a clear cut enemy target behind everything, driving the plot, even if the PCs didn't realize it at first.


As a long time 3.0 and 3.5 DM, I've just started GMing Pathfinder after moving out of 4.0.

I love my group, they are bright, into the story, tactically strong, and have effective builds.

My setting is a Game of Thrones type environment and the players are an Enchantress Wizard, Human Alchemist, Catfolk Rogue, Samsaran Druid with an Ape, and a Human Sword/Board fighter who also uses a bow.

Core Rules, Advanced Player Guide, and Advanced Race Guide are all fair game, and Ultimate Magic is allowed only on a case-by-case GM approved basis. Part of that is, I don't have the book myself, and want to be able to understand any new spells so my rulings are accurate.

---

So, for those of you who've been GMing in Pathfinder or playing it for a long time.

Anything pop to mind that I should look out for as they get more powerful?

I run a balance of enemies to sometimes, but not all the time, counter PC strengths. We're good on all the basics.

But, any impression come to mind of "ooh, that could be trouble" or, "I didn't realize X, Y, and Z changed so much from 3.5" or "that class is a lot weaker at higher levels" or whatever...

All feedback welcome. =-)


I placed an order back on August 11th. Apparently there are a few brushes on backorder, but, this was only updated on my order status recently. The rest of the order is still pending.

So, it's been just shy of a month and all of my order is still pending? Is this normal? I emailed customer service last week and haven't heard anything.

I'm a huge fan of your products and I don't understand why my order is being handled this way.

"You have 1 pending order.
Order # 2187652"


I've been running a table and playing for over two decades. So far, our group has most enjoyed D&D 3.5. We switched to 4E, not knowing about Pathfinder, and, we made it work but, we all missed a lot about 3.5, even though we still had enjoyable sessions.

With D&D switching again, and us having to re-invest again, we were considering just going to Pathfinder.

Here's what we're looking for. Please respond and let us know if you think Pathfinder fits the bill for you.

1 - We don't care that all classes are perfectly forced to be balanced. We liked the options of 3.5 and that, if you put more effort into your character, you were rewarded. Our GMs can deal with powerful players or a powerful party and regulate any totally broken combos without being unfair to the player.

2 - We're looking for a system that isn't going to change every few years.

3 - We really liked the web tools of 4E, and we don't mind paying money for good electronic tools. How good is Hero Lab? The old eTools for 3.5 was spotty, while the 4E tools have been more solid.

4 - We have thousands of miniatures and environments and have always loved using them. Since Pathfinder is similar to 3.5, I assume this isn't an issue.

5 - Is anything in Pathfinder's basic rules more broken than some of the 3.5 stuff? Or do the changes help it?

6 - What supplements are the "most broken"... besides the core rules, which other books would you add without ending up with auto-death combos? (we've always solved that through rational group discussion and house rules if something seemed totally broken because, if the PCs can do it, the monsters will too, so no player wants anything too broken thrown back in their face)

7 - How healthy is Pathfinder? Are we going to invest in this just to have it change or go out of business in a year? (best intelligent guess)

8 - I'd describe our group as highly tactical, where combats have always involved a lot of chess-work and swat-team type tactics. They love planning and preparing for a battle, and missed buff spells a lot in 4E.

We're leaning towards switching to Pathfinder, but, just looking for some level of confirmation that 6 guys aren't going to invest hundreds of dollars and be disappointed.

(from what I've seen, we won't, but, we haven't played it for years either to see the warts)