PFRPG stats for The Black Monk weak?


Rise of the Runelords


I don't see how the writeup for The Black Monk at d20PFSRD.com can possibly be correct, at least in terms of hit points. The Bestiary gives an ordinary mummy 8d8+24hp. The Black Monk adds the Dread template and 8 levels of Monk, and picks up only +8 hit points (for favored class?!?)

Shouldn't he have 16d8 +48(CHA) +8(favored class) ?


Damon Griffin wrote:

I don't see how the writeup for The Black Monk at d20PFSRD.com can possibly be correct, at least in terms of hit points. The Bestiary gives an ordinary mummy 8d8+24hp. The Black Monk adds the Dread template and 8 levels of Monk, and picks up only +8 hit points (for favored class?!?)

Shouldn't he have 16d8 +48(CHA) +8(favored class) ?

Rise of the Runelords was written for 3.5e.

In 3.5e, undead didn't get HP from Cha.

That might be what you're looking at.


Also keep in mind he takes half damage from most weapon attacks, and THEN applies DR. But yeah, convert him to Pathfinder before using him.


Ice Titan wrote:
Rise of the Runelords was written for 3.5e.

The writeup at d20PFSRD, which is what I said I was looking at, is a conversion to Pathfinder.

In any case it wasn't the CHA-derived points that troubled me, it was the fact that you add 8 PC class levels (and a template) to an 8 HD undead creature and you still only have an 8 HD creature.

The Exchange

Damon Griffin wrote:
Ice Titan wrote:
Rise of the Runelords was written for 3.5e.

The writeup at d20PFSRD, which is what I said I was looking at, is a conversion to Pathfinder.

In any case it wasn't the CHA-derived points that troubled me, it was the fact that you add 8 PC class levels (and a template) to an 8 HD undead creature and you still only have an 8 HD creature.

I'll have the crew double check this one.


d20pfsrd.com wrote:
Damon Griffin wrote:
Ice Titan wrote:
Rise of the Runelords was written for 3.5e.

The writeup at d20PFSRD, which is what I said I was looking at, is a conversion to Pathfinder.

In any case it wasn't the CHA-derived points that troubled me, it was the fact that you add 8 PC class levels (and a template) to an 8 HD undead creature and you still only have an 8 HD creature.

I'll have the crew double check this one.

I think the confusion is that the Black Monk is a level 8 Monk with the Dread Mummy template rather than a Mummy which adds 8 levels in Monk and then takes the Dread Mummy template. With the "Dread" templates, you start with the living creature and apply them, not with the undead that shares a similar name.

~RE


Rogue Eidolon wrote:


I think the confusion is that the Black Monk is a level 8 Monk with the Dread Mummy template rather than a Mummy which adds 8 levels in Monk and then takes the Dread Mummy template. With the "Dread" templates, you start with the living creature and apply them, not with the undead that shares a similar name.

~RE

Rogue, you are indeed correct. As the author of the Black Monk conversion on d20pfsrd, I created the conversion by first fleshing out an 8th level human monk and applying the Dread Mummy template to the results. Although he does look weak with only 68 hit points, keep in mind his DR 5/- and resistance to blows ability (auto half damage), coupled with evasion, high saving throws, and undead traits give him significant durability. Also factor in that the resistance to blows ability isn't canceled by effects that bypass DR (like a paladin's smite).

When he gets into position for a flurry of blows (rather easy since he flies) he can inflict reasonable damage coupled with multiple chance to inflict mummy rot. His other abilities, the energy draining breath weapon and nasty assortment of spell like abilities give him effective attacks at range. The earthquake spell can be especially deadly, since he is encountered inside a stone structure, and can effectively bury the party forever. The spell (and the rules for buried characters) are woefully silent on how one escapes after being buried under tons of rubble.

As for a practical example, I ran my gaming group against him during FotSG. The party, all 12th level at the time, consisting of a cleric, wizard, multiclassed ranger/cleric/monk, and fighter fought him. They were able to defeat him, but not until after two party members were infected with mummy rot and negative levels, and one party member was dead (the cleric!). Your mileage may vary.

On second review, I appear to have forgot to give him full hit points at first level - raising his hit point total to 71. Will correct on the site.

Thanks everyone for their comments!

Brett
d20pfsrd.com Beastmaster I


Shouldn't it be a 9th level Dread Mummy Monk since an 8th level human monk is CR7 and the template adds +3 to CR? (Its listed as CR11 in the AP)

Also may I ask why you changed his stats so much? I'm not seeing what in Pathfinder changed that would give him +4 Str, +1 Int, +3 Wis, and a +1 Cha. At best deconstructing him the Black Monk was missing a +2 to a stat from being human if they started in Con at 8.


d20pfsrd.com Beastmaster wrote:
Rogue Eidolon wrote:


I think the confusion is that the Black Monk is a level 8 Monk with the Dread Mummy template rather than a Mummy which adds 8 levels in Monk and then takes the Dread Mummy template. With the "Dread" templates, you start with the living creature and apply them, not with the undead that shares a similar name.

~RE

Rogue, you are indeed correct. As the author of the Black Monk conversion on d20pfsrd, I created the conversion by first fleshing out an 8th level human monk and applying the Dread Mummy template to the results. Although he does look weak with only 68 hit points, keep in mind his DR 5/- and resistance to blows ability (auto half damage), coupled with evasion, high saving throws, and undead traits give him significant durability. Also factor in that the resistance to blows ability isn't canceled by effects that bypass DR (like a paladin's smite).

When he gets into position for a flurry of blows (rather easy since he flies) he can inflict reasonable damage coupled with multiple chance to inflict mummy rot. His other abilities, the energy draining breath weapon and nasty assortment of spell like abilities give him effective attacks at range. The earthquake spell can be especially deadly, since he is encountered inside a stone structure, and can effectively bury the party forever. The spell (and the rules for buried characters) are woefully silent on how one escapes after being buried under tons of rubble.

As for a practical example, I ran my gaming group against him during FotSG. The party, all 12th level at the time, consisting of a cleric, wizard, multiclassed ranger/cleric/monk, and fighter fought him. They were able to defeat him, but not until after two party members were infected with mummy rot and negative levels, and one party member was dead (the cleric!). Your mileage may vary.

On second review, I appear to have forgot to give him full hit points at first level - raising his hit point total to 71. Will correct on the site.

Thanks...

I oonverted him on the fly to Pathfinder and set him against my group, and the party was shocked by how little damage the smiting paladin did to him. He was really running them for a number until the wizard thought about it and tossed a Scorching Ray his way and fried him.

My APG conversion of the Harpy Monks (using Zen Archer, Hungry Ghost Monk, and Monk of the Sacred Mountain) gave them more trouble, but that was partly because the songs mesmerized everyone but the cohort cursing cleric and the paladin--the latter tried to parley, and the former used Blindness/Deafness on the bard cohort so she could Countersong.


d20pfsrd.com Beastmaster wrote:


Rogue, you are indeed correct. As the author of the Black Monk conversion on d20pfsrd, I created the conversion by first fleshing out an 8th level human monk and applying the Dread Mummy template to the results. Although he does look weak with only 68 hit points, keep in mind his DR 5/- and resistance to blows ability (auto half damage), coupled with evasion, high saving throws, and undead traits give him significant durability. Also factor in that the resistance to blows ability isn't canceled by effects that bypass DR (like a paladin's smite).

Aha! Thanks, RE and Beastmaster for clearing that up.

I'm afraid he's still going to be an extremely weak opponent for my group. Scorching Ray has become the favored ranged attack for both the 11th L Sorcerer and the multiclassed Sorcerer/Paladin in the party, and they've used it in close quarters when it seemed appropriate. As soon as those characters get initiative, The Black Monk's going to be hit with a combined 20d6 worth of fire damage (effectively 30d6 since he's vulnerable to fire.) As the spell is an attack roll against Touch AC, his high saves and evasion don't help. I can't see him surviving to Round 2.

Perhaps I can supply him with a ring of energy resistance.


Rogue Eidolon wrote:
My APG conversion of the Harpy Monks (using Zen Archer, Hungry Ghost Monk, and Monk of the Sacred Mountain) gave them more trouble,

I'd like to see those conversions. Care to share?


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Damon Griffin wrote:
d20pfsrd.com Beastmaster wrote:


Rogue, you are indeed correct. As the author of the Black Monk conversion on d20pfsrd, I created the conversion by first fleshing out an 8th level human monk and applying the Dread Mummy template to the results. Although he does look weak with only 68 hit points, keep in mind his DR 5/- and resistance to blows ability (auto half damage), coupled with evasion, high saving throws, and undead traits give him significant durability. Also factor in that the resistance to blows ability isn't canceled by effects that bypass DR (like a paladin's smite).

Aha! Thanks, RE and Beastmaster for clearing that up.

I'm afraid he's still going to be an extremely weak opponent for my group. Scorching Ray has become the favored ranged attack for both the 11th L Sorcerer and the multiclassed Sorcerer/Paladin in the party, and they've used it in close quarters when it seemed appropriate. As soon as those characters get initiative, The Black Monk's going to be hit with a combined 20d6 worth of fire damage (effectively 30d6 since he's vulnerable to fire.) As the spell is an attack roll against Touch AC, his high saves and evasion don't help. I can't see him surviving to Round 2.

Perhaps I can supply him with a ring of energy resistance.

It sounds like either that or give him an SLA to protect himself from fire (I mean, he developed a method of flying using only his mind, so perhaps he learned how to endure extreme conditions? The image of monks walking on burning coals and such is not too hard to swallow.).

But yeah, if they lead with Scorching Ray, he will just go down fast.

Damon Griffin wrote:


I'd like to see those conversions. Care to share?

I'm afraid I do all my conversions on the fly--one thing about me is that I can build non-caster NPCs very fast in my head (for Fighters and Rogues, it helps that I wrote the online guides to them and had to read over everything carefully for that). So for now, I don't have an electronic version.

If you're interested, I could probably reconstruct them. I gave them more detailed personalities too, since I knew the paladin might try to parley. It struck me that since their alignment was lawful, rather than the typical chaotic PF harpy, they might be more disconcerting if they looked very well-kept and disciplined (for instance, they had their hair well-brushed and tied neatly out of the way, rather than wildly splayed like in the typical harpy picture, and they wear simple outfits rather than stay nude). Here's my description notes at least--

There were:

Eurythnia--Harpy Bard1/Zen Archer7
I gave her weaker strength in exchange for better Int and Cha than the others, and they looked to her as the leader since she was smart enough to make good decisions. Curious and clever, she was the first to convert to the Black Monk's teachings and was considered closest to reaching the harsh perfection demanded by their master. Due to her lower physical strength, the Black Monk taught her the style known as Cyrusagis, Blinding Arrows of Pride. A blonde-haired, white falcon-winged harpy, she was the Black Monk's favorite pupil, and he named her after the domain of Sorshen due to her looks. Like the others, she seeks physical perfection and enlightenment in the harsh style taught to her by her master. She hopes he will come back to them soon, but until then, they must hone his teachings on their own. She tries to instruct the other two as the master would.

Antiope--Harpy Monk of the Sacred Mountain 7
Antiope had higher strength and con but lower wisdom and dex, and she was focused on a grapple build--after all, she won't have to move if she's grappling someone. Brash and reckless, yet sturdy as the mountain, the Black Monk taught her that the true secret of Batrakhoreae, Towering Mountain of Wrath, is to feel all the anger but keep it completely under control, something she works hard to do. Antiope is as fiery in plumage as in personality, so the Black Monk named her for a ferocious warrior maiden of ancient Thassilon.

Makaria--Harpy Hungry Ghost Monk 7
Makaria had the standard stats for the Harpy Monks. She had punishing kick and the trip feats. The most grasping and cruel of the three, she is still fiercely loyal to her sisters. Her desire to consume the life force of others to fuel her mystic energy led her to feel a kindred spirit in Mokmurian and his thirst for magical power, and she was the first to suggest to her sisters that they let the giant study unmolested. The Black Monk taught her Gastaphantos, Insatiable Spirits of Devouring. Dark of hair and wing, the Black Monk named her for a nether spirit.


Damon Griffin wrote:
d20pfsrd.com Beastmaster wrote:


Rogue, you are indeed correct. As the author of the Black Monk conversion on d20pfsrd, I created the conversion by first fleshing out an 8th level human monk and applying the Dread Mummy template to the results. Although he does look weak with only 68 hit points, keep in mind his DR 5/- and resistance to blows ability (auto half damage), coupled with evasion, high saving throws, and undead traits give him significant durability. Also factor in that the resistance to blows ability isn't canceled by effects that bypass DR (like a paladin's smite).

Aha! Thanks, RE and Beastmaster for clearing that up.

I'm afraid he's still going to be an extremely weak opponent for my group. Scorching Ray has become the favored ranged attack for both the 11th L Sorcerer and the multiclassed Sorcerer/Paladin in the party, and they've used it in close quarters when it seemed appropriate. As soon as those characters get initiative, The Black Monk's going to be hit with a combined 20d6 worth of fire damage (effectively 30d6 since he's vulnerable to fire.) As the spell is an attack roll against Touch AC, his high saves and evasion don't help. I can't see him surviving to Round 2.

Perhaps I can supply him with a ring of energy resistance.

Black Monk tactics -

Have him use his Ki to raise his touch AC by 4 every round. Those guys are going to have trouble hitting touch AC 28.

Use swarms to Distract the casters (dc 20+spell level to cast when in a swarm). And the death breath to reduce the effectiveness of the spells and their ability to hit.

When I used the Black Monk he spent most of his time moving swarms around. I had him exhale the swarms out of his mouth when he cast them, which when combined with the death breath scared the life out of my party every time he opening his mouth. I had all three types of swarm spells up at once.

Also, isn't 11th level a little high for that point in the campaign path?


Cainus wrote:


Black Monk tactics -

Have him use his Ki to raise his touch AC by 4 every round. Those guys are going to have trouble hitting touch AC 28.

Use swarms to Distract the casters (dc 20+spell level to cast when in a swarm). And the death breath to reduce the effectiveness of the spells and their ability to hit.

When I used the Black Monk he spent most of his time moving swarms around. I had him exhale the swarms out of his mouth when he cast them, which when combined with the death breath scared the life out of my party every time he opening his mouth. I had all three types of swarm spells up at once.

I'll keep these tactics in mind. Nothing worse than having a Big Scary Dude taken out like a punk in the first round or two. And that sort of thing has already happened with Jaargrath Kreeg and "Wet Papa" Grazuul.

Cainus wrote:


Also, isn't 11th level a little high for that point in the campaign path?

FotSG, p.9: "The PCs should be 10th level when they begin “Fortress of the Stone Giants,” and they should gain enough experience to reach 11th level by the time they’re ready to delve into the dungeons below the fortress."

So, yeah, they're one level ahead. Of course, that quote's referencing D&Dv3.5 levels...


Tangible Delusions wrote:

Shouldn't it be a 9th level Dread Mummy Monk since an 8th level human monk is CR7 and the template adds +3 to CR? (Its listed as CR11 in the AP)

Also may I ask why you changed his stats so much? I'm not seeing what in Pathfinder changed that would give him +4 Str, +1 Int, +3 Wis, and a +1 Cha. At best deconstructing him the Black Monk was missing a +2 to a stat from being human if they started in Con at 8.

Sorry, took me a while to find my original spreadsheet to see how I calculated everything. For rebuilds, I tend to go all the way back to the basics - 13, 12, 11, 10, 9, and 8 base stats. Apply elite stats bonuses, racial bonuses, level bonuses, and template bonuses. It's easier to catch things that have been left out this way, and find the best build to make the creature effective (or non-effective if called for).

Anyway - stat calculation looks a bit like this:

STR: 12 base +4 Elite +14 template+4 belt = 34
DEX: 9 base 4 elite+4 template+1 level = 18
CON: 8 base -2 elite - everything (undead)
INT 11 base + 0 elite +2 template = 13
WIS 13 base +2 elite+2 human +4 template=21
CHA 10 base +2 elite +4 template +1 level= 17

As far as level, looking back at the handy dandy spreadsheet, I have base CR 7 for monk 8 and + 4 for the template. Wait, 4?

And now you see why we have TWO editors now. It's too easy to miss something in your own work...

TD, thanks for the catch. I'll send him back through the spreadsheet as a 9th level base. I shudder to think how rough he will be with another level.

Brett,
d20pfsrd Beastmaster I


Pathfinder Roleplaying Game Charter Superscriber

Thank you Brett!!


I think this will do nicely. Criticisms welcome:

Custom magic item:

Robe of Protection from Energy
Aura strong abjuration; CL 17th
Slot body; Price 120,000 gp
Description
This simple black robe has two functions which work simultaneously. First, it generates an entropic shield, deflecting incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected. Secondly, the robe absorbs up to 120 points of damage from all types of energy (acid, cold, electricity, fire, or sonic) in any combination. If the robe accumulates more than 120 points of energy damage, it is destroyed. However, it “recovers” at the rate of 15 points per day, offering the wearer full protection again after 8 days so long as it absorbs no further energy during that time.
Construction Requirements Craft Wondrous Item, entropic shield, protection from energy;
Cost 60,000 gp

RPG Superstar 2011 Top 32

My group is coming up to this part of the campaign and I plan on using the Blank Monk conversion from the pfsrd. Nice work, pfsrd.com Beastmaster. However, I'm confused at his CMB and CMD totals. My math works out as this:

CMB: +9 monk levels +12 Strength bonus = +21 (+23 vs. trip)
CMD: 10 + 9 monk levels + 12 Strenth + 4 Dex = 35 (37 vs. trip)

Am I missing anything? Help would be appreciated.

Thanks

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