First of all, thanks for the input. This is obviously a band-aid for the amulet of mighty fist problem, and not a solution for every issue the monk has. To be honest, no single magic item can re-balance a class. As for the slot, it actually takes the shirt slot, not the robe slot. That's one of the things I wished to address. Monks want amulets of natural armor, ring of protection, monks robe, and various other things. So I placed this in a rarely used slot. I never thought this would become official. Finally, charging a monk double for magic fists on account of flurry is a mistake. Flurry is not equal to two weapon fighting. So I multiplied the cost by 1.5 to make up the difference.
I'd say tactician fighter 1/ ranger 19 will give you what your looking for.
Viktyr Korimir wrote:
This. As far as pathfinderizing it. Id probably give it full bab to go with its d10 and maybe martial weapons proficiency and call it good.
Monk's Mantle Aura faint evocation
Price: 3000 gp (+1), 12000 gp (+2), 27000 gp (+3), 48000 gp (+4), 75000 gp (+5), 108000 gp (+6*), 147000 gp (+7*), 192000 (+8*), 243000 gp (+9*), 300000 gp (+10*)
Description: This mantle grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks.
Crafting requirements: cl 5 (or 3 x the enhancement bonus, whichever is higher). Magic weapon. Craft magic arms and armor, craft wonderous item.
Why is ACP a rule?
Go put some big fluffy gloves and thick sweats on. Then try to do the following things. 1) Type a post on this forum. (Generic dexterity task). 2) Try to get the right key off of a very full keyring and unlock a door (a much easier version of disable device) 3) Climb a fence 4) Take a swim. Now imagine doing all those things if your gloves and sweats were made of hardened leather or steel. Maybe ride shouldn't be penalized (but isn't there an enchantment to get around that?)
Thanks for the quick reply. Also thanks for the rule quote on #2 that clarifies the stun question completely. I missed the line about needing to do damage. Let me specify on #1... I think I was unclear. Possibility 1. Monk trips orc. Due to greater trip the orc provokes for being tripped. Monk succeeds on his attack. Having tripped the orc, and then punched him, the monk applies bleed damage. (This is what I'm asking about) Possibility 2. (What I think you think I'm talking about)
So I've got a couple of questions. I tried to search, but no luck. Before I start let me first apologize for opening that can of worms that is monk discussion. And let me also say that I'm pretty sure none of this is RAW per se, but I'm curious about folks opinions. Still with me? Cool #1. Lets say we have a monk with greater trip and boar shred. When he trips he gets an AOO. When he hits twice in the same round he adds bleed damage. If he trips someone (a hit) and then succeeds on his AOO (a hit) does that trigger the bleed damage from boar style? My inclination is no, but the idea of a monk spring attacking and causing his target to bleed out is very cool. #2. Can a monk use the stunning fist feat on a combat maneuver performed with his unarmed strike? Aka trip and stun the target.
I'm currently playing one, and enjoying the heck out of it. I'm going to do a rundown of their abilities and why I like them. Pain Points- This is a nifty ability, but not spectacular. The bonus on critical confirmation is handy. The boost stunning fist DCs is certainly a good thing. The boost to quivering palm DCs is downright amazing when combined with later abilities. Martial Arts Master- This is a big deal. This lets the monk take fighter only feats. Greater weapon focus and both weapon specialization feats do a lot to help a monk's accuracy amd damage output. Exploit Weakness- Oh boy, this one here is a hot button. Some people think its terrible, because it requires a roll and swift action to use. Others think its too good because its an at will ability.
What it does: It allows you to do one of two things as a swift action.
Extreme Endurance- Thia eventually makes the Martial Artist immune to: fatigue, exhaustion, stunning, energy drain, and death affects.
Physical Resistance- This gives a scaling reduction to all ability drain and damage. Very cool for avoiding debuffs. Improved Pain Points- This is not in the book, but the writer said that abundant step should be replaced with an ability that doubles the affect of pain points. Spiffy. Defensive Roll- As the rogue talent of the same name. Gives you a chance to not die from physical attacks when you otherwise would. Very useful for a front liner. Quivering Palm- A martial artist gets additional uses of this ability starting at 15th level. Remember how pain points and improved the DCs on quivering palm? Yeah, now you get to do it more than a standard monk. Good times. Greater Defensive Roll- As the rogue ability. Better odds at not dieing in melee. Its a good thing. All in all these abilities add up to make martial artists hit harder, more accurately, and take hits better.
Wait, whats a guided weapon you ask?
Its up on the PFSRD. Ask your dm if you can use it. This concludes why I think the martil artist archtype is amazing. Thank You
This thread brings up some interesting points.
Alignment is more relaxed there. Clerics can cast any spell regardless of alignment, and in fact alignment restrictions on classes (and even which god you worship) are practically non-existant. The notable exceptions being monks, druids and paladins.
The Sweater Golem wrote:
This. It teaches the cavalier to be more careful, gives you a nice hook as dm, and opens an oppotunity for drama.
Little too late for carmendine monk, doesn't really fit his fluff either. Oh well. As far as abundant step, my monk (like all monks) is a qinggong monk, so I'm trading abundant step to get diamond body back. Then I can spread contact poison on my fists and go nuts. The only 3.5 book specifically banned is the book of vile darkness. Any updated material is also out. Everything else 3.5 is a case-by-case basis. But the dm is fairly permissive. My character is true neutral. As far as elemental fist, 1d6 on one attack does suck. But dragon ferocity makes elemental fist scale as if your a monk of fours winds. +4d6 elemental damage 15 times a day is somewhat less bad, dontcha think? Edit: of course power attack could be adding 6 or 9 on every attack (depending on how it interacts with dragon ferocity)
So the first session was last night. And I'm bored at work, so here's some more details on the party. Human monk (martial artist), nn
The tibbit player's goal is to pretty much always be in cat form.
I've ended up as the defacto leader of the group (no suprise there)
Just throwing up an update for funsies... feel free to still provide advice on my above build. Cheers!
You guys are lacking a rogue and a wizard... I humbly suggest an Arcane Trickster. If you can get undeFEATable 11 allowed there's a feat in there that takes AT from "meh" to awesome. Allowing you to qualify for the PrC with 1 rogue level. Alternatively the 3.5 PrC Unseen Seer combos beautifully, also allowing access to AT with 1 rogue level. But all that requires the player to be ok w/ being more of a support character. Shining by making everyone else awesome, and throwing out a sneak attack spell occasionally. YMMV
@ duna + cityhunter: thanks for the input. So its time for some more game info I think. The game will take place entirely in one city. We're focusing more on thieving, politics, and intrigue than combat. (Yeah, the system isn't ideal for that style, but its good enough) That said, combat will of course still happen.
The party thus far is:
I view my role as the guy who solves problems when the job goes badly. Oh, a guard walks in while were stealing? I win initiative and stunning fist him, giving the ninja time to sap him out. And of course without a full bab combat class, I'm the BSF too. So I suppose my goal is to be both primary damage dealer + a combat controller. But in this game combat should really only happen to remove a witness prejob, or when things go poorly. As a result I'm putting a lot of priority on going first, and disabiling tactics. So, yeah... I'm a bit conflicted... I wanna deal tons of damage, while being good at control, and not sacrificing stunning fist... ugh choices :-) So what would y'all recommend dropping to squeeze in power attack? Improved initiative? I do have the reactionary trait... so I guess I don't *need* it. But +6 to initiative! Thanks again. EDIT: I just looked up power attack, it requires bab +1.... that's problematic, as a mid bab class monks don't qualify til level 2, which means 3rd level. That would require delaying weapons focus.... hmmm
So were starting a new game soon, its a "thieves guild" game. When I saw the martial artist archetype I decided a non-lawful thieving monk was too good to resist. But here's my issue, I havn't played a monk since Oriental Adventures came out (that's 3.0 i think).
So here's what I have so far. Stats:
You'll notice a high int, we allow some 3.5 feats, Ill be taking kung fu genius so my monk stuff is based off int. Traits: reactionary, fast talker
I left out power attack because... well there was just too much other cool stuff I wanted, and the penalty hurts on aoos, which arn't full bab unless i trip/grapple Thoughts? Thanks Tl;dr
The above comments about monks being overpowered are clearly jokes. But I actually had a dm once who thought monks were broken... of course he also thought having a +3 sword and no other treasure was reasonable at 15th level. Reminds me of all the arguements about the warlock's power level back in the day. But anyway, back to topic. Does anyone see any possible negative side effects of adding styles to monks bonus feat list? Besides a large number of dragon style monks?
As far as I can tell any monk optimized for damage will take dragon style/ferocity anyway. So what about plugging the basic styles into the lvl 6 bonus feats, with the second tier feats coming in at lvl 10, and the third tier coming in at 14. This gives monks more options w/o completely negating the MoMS, who can start scooping up style feats from lvl 1, and can combine them.
Wow, fast responces... came in while i was editing. While i understand that the style feats didn't exist when the core was printed, point blank master didn't either. Despite this fact, it and some other feats have been retroactively added to the ranger's choices of feats. I could get behind choosing a single style chain to add to the list. The styles are just so cool, and monks are so feat-starved as is, it seems a bit strange that literal kung-fu styles arnt on their bonus feat list.
I do. The combat style feats are very fluffy and cool, and are clearly intended to be used by monks. Yet monks can't use their bonus feats for style feats (there's probably an archetype that can, but that's neither here nor there). What do y'all think? Do you think it was a purposeful design choice? Would getting access to those feats while ignoring their prereqs be too good?
Thanks EDIT: the master of many styles archetype can, in fact, take style feats instead of standard bonus feats... all he has to do is give up his primary attack ability (flurry) in exchange for holding multiple styles at once... which will of course do nothing, cause his low bab means he missed every attack
A player in one of my games is interested in playing a time thief (from super genius games).
What does everyone think of this unusual 3pp class?
Thanks in advance.
Your absolutely right. Magic as technology certainly blurs the line between what is mechanically an advanced weapon, and what is a magic weapon. Mostly I use power level and fluff as a method to draw the line. Ill consider the blast axe some more, but won't likely include it unless a player asks. Though the swift action activation and out of combat reloads will go a long way towards balancing it. Thanks again. Its been about a week since anyone replied, so here's my updated list of exotic weapons for eberron 4040. Cylinder saber (gunsword)
Still looking for more ideas. Feel free to chime in folks. :-) Thanks again.
Thanks! @Kaisoku: You raise a valid point about the mechanical weakness of basic firearms. My players and I have discussed it at length. :) Its part of the reason I made all firearms martial (except of course the ones we're working on here). However I feel advanced firearms (which do exist, but are fairly uncommon) mostly mitigate the problem. A character with rapid reload and a rifle can shoot as much as he could with a bow. But I digress. The information you posted about your steampunk setting has already been useful to me, and I plan to reference it more later. Thanks. Also your listing of methods of creating exotic weapons are spectacular and funny! Thanks again. "Slap a clock on it." Classic! @Parka: I really like the concept of the blast-axe, and I've played around with similar weapons. In fact the gunsword was inspired by final fantasy 8 (if it isn't blatently obvious, hehe).
I considered having the blast-weapon fire its salvo on a critical... but I don't know about that. (Perhaps because I tend to avoid crit effects as a player). One of my many questions in design was: does the extra damage from ammo get multiplied on a crit? I decided to put this kind of design on the back-burner unless a player requested it. Regardless I'd be happy to hear peoples thoughts on blast-weapon design, mechanics, and balance. Your other ideas are very cool, but seem more like magic items than exotic weapons. This is not a bad thing. I fully intend to design some interesting futuristic magic items to replace some of the standard stuff and make the world more high tech. (As all advanced tech is magical in nature this will be good times hopefully.) Thanks for the input. Once again thanks. I really appreciate the input and welcome more. -Cooperton
Wow, that's a lot of info. Thanks guys. That said, it seems I wasn't clear enough in my OP.
With the exception of the above listed house rules and the addition of modified eberron races I'm using the pathfinder ruleset as is. The purpose of this thread is to get ideas for unusual and interesting firearms. Kaisoku's flask launcher is an excellent example. Ill be adding a modified version of it to my world. The tech level of my campaign is not logically consistant with our world. All technology is based on magic, robotics (warforged), air travel, and space travel were all invented before gunpowder. The most common weapon in the universe is a musket. But it might be wielded by a robotic space captain. If your curious about fluff of my world feel free to pm me. But again, the point of this thread is for me to get ideas for exotic firearms. For the sake of completion I'll relist my current exotic firearms. Gunsword
Anyone have any other ideas for exotic firearms?
So I've been running a homebrew campaign that I'm calling eberron 4040.
In order to encourage the use of firearms I've applied several house rules.
Basic firearms are all 25% market price, all ammo is 10% cost. Also I've altered bayonets, they can be attached to any firearm, and the weapon can still be fired. Finally bows are exceeding rare (read: expensive) and xbows are unheard of. In addition I have created two "cheap" firearms. I call them cannith craft muskets.
But now I'm in the process of designing some exotic firearms. I'd like suggestions for others. So far i have 3.
TL:DR: i made a bunch of houserules to make guns better and bows worse. I want suggestions for more exotic firearms. Thanks!
This originally came up when a player in one of my games decided to make a multi-archetype monk. For simplicity's sake I'm going to frame it in the form of a straight qinggong monk though. So joe the qinggong monk trades away slowfall for a ki power, doesn't matter which. He does not pick up slowfall later. He does however later trade some other class features for spider step and cloud step. The problem is that spider/cloud step base the climb/fly speed on joe's slowfall, which he doesn't have. Is spider/cloud step useless for monk joe? Or does it use what his slowfall would've been, had he not traded it? What do y'all think? Apologies if this has already been asked.
As far as warmachine/hordes I've been looking into it lately myself (mostly cause no one likes facing my space wolves, and I'm disinclined to start another army)
http://battlecollege.wikispaces.com/
Slight derail Cheapy wrote: You can't VS and Spring Attack. They aren't compatible. Check the errata. Thanks for the heads up. I'm actually aware of the errata, but errata that makes a somewhat subpar feat completely useless can safely be ignored IMHO. Sorry, back on topic. As far as spells making the rogue obsolete, rogues have use magic device. So a rogue can actually be invisible for more rounds a day than a wiz or sorc. A high level rogue can easily break into a wizard's tower and steal his scrolls/wands/staves, not to mention his spellbook. Lorathorn has not participated in any online campaigns. |