| Bob_Loblaw |
Level 11
LN Medium Humanoid (Human)
Init +6; Senses Perception +18
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DEFENSE
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AC 23, touch 21, flat-footed 20. . (+2 Dex, +2 natural, +2 deflection, +1 dodge)
hp 91 (11d8+22)
Fort +13, Ref +15, Will +15
Defensive Abilities Evasion; Immune Diamond Body, disease, poison
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OFFENSE
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Spd 60 ft.
Melee +3 Quarterstaff FoB +15/+15/+15/+10/+10/+5 +14/+9 (1d6+21/19-20/x2)
Special Attacks Flurry of Blows +15/+15/+15/+10/+10/+5 BAB +3, Ki Strike, Lawful, Ki Strike, Magic
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STATISTICS
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Str 16/20, Dex 14, Con 12, Int 10, Wis 16/18, Cha 8
Base Atk +8; CMB +16 (+18 Grappling); CMD 34 (36 vs. Grapple)
Feats Combat Reflexes (3 AoO/round), Dodge, Great Fortitude, Improved Critical: Quarterstaff, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Monk Weapon Proficiencies, Perfect Strike (3d20) (11/day), Power Attack -3/+6, Spider Step (25'), Toughness +11, Vital Strike, Weapon Focus: Quarterstaff, Weapon Specialization: Quarterstaff
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +16, Climb +14, Escape Artist +16, Knowledge: Religion +8, Perception +18, Stealth +16
Languages Common
SQ AC Bonus +6, Fast Movement (+30'), High Jump (+11) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 50' (Ex), Still Mind (Ex), Unarmed Strike (1d10), Wholeness of Body (11 HP/use) (Su)
Combat Gear +3 Quarterstaff FoB +15/+15/+15/+10/+10/+5; Other Gear Amulet of Natural Armor +2, Belt of Giant Strength, +4, Cloak of Resistance, +3, Headband of Inspired Wisdom, +2, Ring of Protection, +2
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TRACKED RESOURCES
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Ki Pool (Su) - 0/9
Perfect Strike (3d20) (11/day) - 0/11
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SPECIAL ABILITIES
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AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +15/+15/+15/+10/+10/+5 BAB +3 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+11) (Ex) +11 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Perfect Strike (3d20) (11/day) Roll 3d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 50' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spider Step (25') Walk half your slow fall distance across walls, ceilings, ropes, branches, water, etc. as a move action.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (11 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
DPR:
Single Attack: 24.54
Flurry: 56.10
Target Numbers:
HP: 145
AC: 25
High Attack Bonus: 16
High Damage: 50
Primary Ability DC: 20
Good Save: 14
Monk can take out opponent in 3-6 rounds.
Opponent can take out monk in 3+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 70%
Level 12
LN Medium Humanoid (Human)
Init +8; Senses Perception +19
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DEFENSE
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AC 27, touch 24, flat-footed 22. . (+1 armor, +4 Dex, +2 natural, +2 deflection, +1 dodge)
hp 99 (12d8+24)
Fort +14, Ref +18, Will +16
Defensive Abilities Evasion; Immune Diamond Body, disease, poison
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OFFENSE
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Spd 70 ft.
Melee +3 Quarterstaff FoB +15/+15/+15/+10/+10/+5 +14/+9 (1d6+24/19-20/x2)
Special Attacks Flurry of Blows +15/+15/+15/+10/+10/+5 BAB +3, Ki Strike, Lawful, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 16/20, Dex 14/18, Con 13, Int 10, Wis 16/18, Cha 8
Base Atk +9; CMB +17 (+19 Grappling); CMD 38 (40 vs. Grapple)
Feats Combat Reflexes (5 AoO/round), Dodge, Great Fortitude, Improved Critical: Quarterstaff, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Monk Weapon Proficiencies, Perfect Strike (3d20) (12/day), Power Attack -4/+8, Spider Step (30'), Toughness +12, Vital Strike, Weapon Focus: Quarterstaff, Weapon Specialization: Quarterstaff
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +19, Climb +14, Escape Artist +19, Knowledge: Religion +9, Perception +19, Stealth +19
Languages Common
SQ Abundant Step (Su), AC Bonus +7, Fast Movement (+40'), High Jump (+12) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 60' (Ex), Still Mind (Ex), Unarmed Strike (2d6), Wholeness of Body (12 HP/use) (Su)
Combat Gear +3 Quarterstaff FoB +15/+15/+15/+10/+10/+5; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & DEX +4, Bracers of Armor, +1, Cloak of Resistance, +3, Headband of Inspired Wisdom, +2, Ring of Protection, +2
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TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/10
Perfect Strike (3d20) (12/day) - 0/12
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SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+40') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +15/+15/+15/+10/+10/+5 BAB +3 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+12) (Ex) +12 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Perfect Strike (3d20) (12/day) Roll 3d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 60' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spider Step (30') Walk half your slow fall distance across walls, ceilings, ropes, branches, water, etc. as a move action.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (12 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
DPR:
Single Attack: 26.85
Flurry: 62.70
Target Numbers:
HP: 160
AC: 27
High Attack Bonus: 21
High Damage: 55
Primary Ability DC: 21
Good Save: 15
Monk can take out opponent in 3-6 rounds.
Opponent can take out monk in 3+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 70%
Level 13
LN Medium Humanoid (Human)
Init +8; Senses Perception +21
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DEFENSE
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AC 31, touch 26, flat-footed 26. . (+3 armor, +4 Dex, +2 natural, +3 deflection, +1 dodge)
hp 107 (13d8+26)
Fort +14, Ref +18, Will +17
Defensive Abilities Evasion; Immune Diamond Body, disease, poison; SR 23
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OFFENSE
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Spd 70 ft.
Melee +3 Quarterstaff FoB +16/+16/+16/+11/+11/+6 +14/+9 (1d6+24/19-20/x2)
Special Attacks Flurry of Blows +16/+16/+16/+11/+11/+6 BAB +4, Ki Strike, Lawful, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 16/20, Dex 14/18, Con 13, Int 10, Wis 16/20, Cha 8
Base Atk +9; CMB +18 (+20 Grappling); CMD 40 (42 vs. Grapple)
Feats Cloud Step (30'), Combat Reflexes (5 AoO/round), Dodge, Great Fortitude, Improved Critical: Quarterstaff, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Monk Weapon Proficiencies, Perfect Strike (3d20) (13/day), Power Attack -4/+8, Spider Step (30'), Toughness +13, Vital Strike, Weapon Focus: Quarterstaff, Weapon Specialization: Quarterstaff
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +20, Climb +14, Escape Artist +20, Knowledge: Religion +10, Perception +21, Stealth +20
Languages Common
SQ Abundant Step (Su), AC Bonus +8, Fast Movement (+40'), High Jump (+13) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 60' (Ex), Still Mind (Ex), Unarmed Strike (2d6), Wholeness of Body (13 HP/use) (Su)
Combat Gear +3 Quarterstaff FoB +16/+16/+16/+11/+11/+6; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & DEX +4, Bracers of Armor, +3, Cloak of Resistance, +3, Headband of Inspired Wisdom, +4, Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/11
Perfect Strike (3d20) (13/day) - 0/13
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
AC Bonus +8 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Cloud Step (30') Air Walk half your slow fall distance as a move action.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+40') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +16/+16/+16/+11/+11/+6 BAB +4 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+13) (Ex) +13 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Perfect Strike (3d20) (13/day) Roll 3d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 60' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (23) You have Spell Resistance.
Spider Step (30') Walk half your slow fall distance across walls, ceilings, ropes, branches, water, etc. as a move action.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (13 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
DPR:
Single Attack: 23.01
Flurry: 50.02
Target Numbers:
HP: 180
AC: 28
High Attack Bonus: 22
High Damage: 60
Primary Ability DC: 21
Good Save: 16
Monk can take out opponent in 4-8rounds.
Opponent can take out monk in 3+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 70%
Level 14
LN Medium Humanoid (Human)
Init +8; Senses Perception +23
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DEFENSE
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AC 33, touch 27, flat-footed 28. . (+3 armor, +4 Dex, +3 natural, +3 deflection, +1 dodge)
hp 115 (14d8+28)
Fort +17, Ref +21, Will +21
Defensive Abilities Evasion; Immune Diamond Body, disease, poison; SR 24
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OFFENSE
--------------------
Spd 70 ft.
Melee +3 Quarterstaff FoB +17/+17/+17/+12/+12/+7 +15/+10 (1d6+24/19-20/x2)
Special Attacks Flurry of Blows +17/+17/+17/+12/+12/+7 BAB +4, Ki Strike, Lawful, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 16/20, Dex 14/18, Con 13, Int 10, Wis 16/22, Cha 8
Base Atk +10; CMB +19 (+21 Grappling+21 Tripping); CMD 42 (44 vs. Grapple44 vs. Trip)
Feats Cloud Step (35'), Combat Reflexes (5 AoO/round), Dodge, Great Fortitude, Improved Critical: Quarterstaff, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Lightning Reflexes, Monk Weapon Proficiencies, Perfect Strike (3d20) (14/day), Power Attack -4/+8, Spider Step (35'), Toughness +14, Vital Strike, Weapon Focus: Quarterstaff, Weapon Specialization: Quarterstaff
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +21, Climb +14, Escape Artist +21, Knowledge: Religion +11, Perception +23, Stealth +21
Languages Common
SQ Abundant Step (Su), AC Bonus +9, Fast Movement (+40'), High Jump (+14) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 70' (Ex), Still Mind (Ex), Unarmed Strike (2d6), Wholeness of Body (14 HP/use) (Su)
Combat Gear +3 Quarterstaff FoB +17/+17/+17/+12/+12/+7; Other Gear Amulet of Natural Armor +3, Belt of Physical Might, STR & DEX +4, Bracers of Armor, +3, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/13
Perfect Strike (3d20) (14/day) - 0/14
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
AC Bonus +9 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Cloud Step (35') Air Walk half your slow fall distance as a move action.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+40') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +17/+17/+17/+12/+12/+7 BAB +4 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+14) (Ex) +14 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Perfect Strike (3d20) (14/day) Roll 3d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 70' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (24) You have Spell Resistance.
Spider Step (35') Walk half your slow fall distance across walls, ceilings, ropes, branches, water, etc. as a move action.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (14 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
DPR:
Single Attack: 23.01
Flurry: 50.02
Target Numbers:
HP: 200
AC: 29
High Attack Bonus: 23
High Damage: 65
Primary Ability DC: 22
Monk can take out opponent in 4-9 rounds.
Opponent can take out monk in 4+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 80%
Level 15
LN Medium Humanoid (Human)
Init +8; Senses Perception +24
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DEFENSE
--------------------
AC 33, touch 27, flat-footed 28. . (+3 armor, +4 Dex, +3 natural, +3 deflection, +1 dodge)
hp 153 (15d8+60)
Fort +19, Ref +21, Will +21
Defensive Abilities Evasion; Immune Diamond Body, disease, poison; SR 25
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OFFENSE
--------------------
Spd 80 ft.
Melee +4 Quarterstaff FoB +19/+19/+19/+14/+14/+9/+9 +17/+12/+7 (1d6+25/19-20/x2)
Special Attacks Flurry of Blows +19/+19/+19/+14/+14/+9/+9 BAB +4, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 23)
--------------------
STATISTICS
--------------------
Str 16/20, Dex 14/18, Con 13/17, Int 10, Wis 16/22, Cha 8
Base Atk +11; CMB +20 (+22 Grappling+22 Tripping); CMD 43 (45 vs. Grapple45 vs. Trip)
Feats Cloud Step (35'), Combat Reflexes (5 AoO/round), Dodge, Great Fortitude, Improved Critical: Quarterstaff, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning Reflexes, Monk Weapon Proficiencies, Perfect Strike (3d20) (15/day), Power Attack -4/+8, Spider Step (35'), Toughness +15, Vital Strike, Weapon Focus: Quarterstaff, Weapon Specialization: Quarterstaff
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +22, Climb +14, Escape Artist +22, Knowledge: Religion +12, Perception +24, Stealth +22
Languages Common
SQ Abundant Step (Su), AC Bonus +9, Fast Movement (+50'), High Jump (+15) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 70' (Ex), Still Mind (Ex), Unarmed Strike (2d6), Wholeness of Body (15 HP/use) (Su)
Combat Gear +4 Quarterstaff FoB +19/+19/+19/+14/+14/+9/+9; Other Gear Amulet of Natural Armor +3, Belt of Physical Perfection, +4, Bracers of Armor, +3, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/13
Perfect Strike (3d20) (15/day) - 0/15
Quivering Palm (1/week) (DC 23) (Su) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
AC Bonus +9 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Cloud Step (35') Air Walk half your slow fall distance as a move action.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+50') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +19/+19/+19/+14/+14/+9/+9 BAB +4 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+15) (Ex) +15 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Perfect Strike (3d20) (15/day) Roll 3d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 23) (Su) Once a week, make an attack that can kill with your thought.
Slow Fall 70' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (25) You have Spell Resistance.
Spider Step (35') Walk half your slow fall distance across walls, ceilings, ropes, branches, water, etc. as a move action.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (15 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
DPR:
Single Attack: 27.92
Flurry: 64.56
Target Numbers:
HP: 220
AC: 30
High Attack Bonus: 24
High Damage: 70
Primary Ability DC: 23
Good Save: 18
Monk can take out opponent in 4-8 rounds.
Opponent can take out monk in 4+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 85%
| Bob_Loblaw |
Level 16
LN Medium Humanoid (Human)
Init +9; Senses Perception +25
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DEFENSE
--------------------
AC 35, touch 29, flat-footed 29. . (+3 armor, +5 Dex, +3 natural, +3 deflection, +1 dodge)
hp 195 (16d8+96)
Fort +22, Ref +23, Will +22
Defensive Abilities Evasion; Immune Diamond Body, disease, poison; SR 26
--------------------
OFFENSE
--------------------
Spd 80 ft.
Melee +4 Quarterstaff FoB +20/+20/+20/+15/+15/+10/+10/+5 +18/+13/+8 (1d6+30/19-20/x2)
Special Attacks Flurry of Blows +20/+20/+20/+15/+15/+10/+10/+5 BAB, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 24)
--------------------
STATISTICS
--------------------
Str 16/22, Dex 14/20, Con 14/20, Int 10, Wis 16/22, Cha 8
Base Atk +12; CMB +22 (+24 Grappling+24 Tripping); CMD 47 (49 vs. Grapple49 vs. Trip)
Feats Cloud Step (40'), Combat Reflexes (6 AoO/round), Dodge, Great Fortitude, Improved Critical: Quarterstaff, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning Reflexes, Monk Weapon Proficiencies, Perfect Strike (3d20) (16/day), Power Attack -5/+10, Spider Step (40'), Toughness +16, Vital Strike, Weapon Focus: Quarterstaff, Weapon Specialization: Quarterstaff
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +24, Climb +15, Escape Artist +24, Knowledge: Religion +13, Perception +25, Stealth +24
Languages Common
SQ Abundant Step (Su), AC Bonus +10, Fast Movement (+50'), High Jump (+16) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 80' (Ex), Still Mind (Ex), Unarmed Strike (2d8), Wholeness of Body (16 HP/use) (Su)
Combat Gear +4 Quarterstaff FoB +20/+20/+20/+15/+15/+10/+10/+5; Other Gear Amulet of Natural Armor +3, Belt of Physical Perfection, +6, Bracers of Armor, +3, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/14
Perfect Strike (3d20) (16/day) - 0/16
Quivering Palm (1/week) (DC 24) (Su) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
AC Bonus +10 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Cloud Step (40') Air Walk half your slow fall distance as a move action.
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of apportunity per round, and may make them while flat-footed.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+50') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +20/+20/+20/+15/+15/+10/+10/+5 BAB +4 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+16) (Ex) +16 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Perfect Strike (3d20) (16/day) Roll 3d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 24) (Su) Once a week, make an attack that can kill with your thought.
Slow Fall 80' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (26) You have Spell Resistance.
Spider Step (40') Walk half your slow fall distance across walls, ceilings, ropes, branches, water, etc. as a move action.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Unarmed Strike (2d8) The Monk does lethal damage with his unarmed strikes.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (16 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
DPR:
Single Attack: 33.77
Flurry: 76.42
Target Numbers:
HP: 240
AC: 31
High Attack Bonus: 26
High Damage: 80
Primary Ability DC: 24
Good Save: 19
Monk can take out opponent in 4-7 rounds.
Opponent can take out monk in 5+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 95%
Level 17
LN Medium Humanoid (Human)
Init +9; Senses Perception +26
--------------------
DEFENSE
--------------------
AC 40, touch 29, flat-footed 34. . (+8 armor, +5 Dex, +3 natural, +3 deflection, +1 dodge)
hp 207 (17d8+102)
Fort +22, Ref +23, Will +22
Defensive Abilities Evasion; Immune Diamond Body, disease, poison; SR 27
--------------------
OFFENSE
--------------------
Spd 80 ft.
Melee +5 Quarterstaff FoB +22/+22/+22/+17/+17/+12/+12/+7 +19/+14/+9 (1d6+31/19-20/x2)
Special Attacks Flurry of Blows +22/+22/+22/+17/+17/+12/+12/+7 BAB, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 24)
--------------------
STATISTICS
--------------------
Str 16/22, Dex 14/20, Con 14/20, Int 10, Wis 16/22, Cha 8
Base Atk +12; CMB +23 (+25 Grappling+25 Tripping); CMD 47 (49 vs. Grapple49 vs. Trip)
Feats Cloud Step (40'), Combat Reflexes (6 AoO/round), Dodge, Great Fortitude, Improved Critical: Quarterstaff, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning Reflexes, Lunge, Monk Weapon Proficiencies, Perfect Strike (3d20) (17/day), Power Attack -5/+10, Spider Step (40'), Toughness +17, Vital Strike, Weapon Focus: Quarterstaff, Weapon Specialization: Quarterstaff
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +25, Climb +15, Escape Artist +25, Knowledge: Religion +14, Perception +26, Stealth +25
Languages Common
SQ Abundant Step (Su), AC Bonus +10, Fast Movement (+50'), High Jump (+17) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 80' (Ex), Still Mind (Ex), Tongue of the Sun and Moon (Ex), Unarmed Strike (2d8), Uncanny Initiative (Ex), Wholeness of Body (17 HP/use) (Su)
Combat Gear +5 Quarterstaff FoB +22/+22/+22/+17/+17/+12/+12/+7; Other Gear Amulet of Natural Armor +3, Belt of Physical Perfection, +6, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/14
Perfect Strike (3d20) (17/day) - 0/17
Quivering Palm (1/week) (DC 24) (Su) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
AC Bonus +10 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Cloud Step (40') Air Walk half your slow fall distance as a move action.
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of apportunity per round, and may make them while flat-footed.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+50') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +22/+22/+22/+17/+17/+12/+12/+7 BAB +5 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+17) (Ex) +17 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Lunge -2 to AC for +5' reach
Maneuver Training (Ex) CMB = other BABs + Monk level
Perfect Strike (3d20) (17/day) Roll 3d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 24) (Su) Once a week, make an attack that can kill with your thought.
Slow Fall 80' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (27) You have Spell Resistance.
Spider Step (40') Walk half your slow fall distance across walls, ceilings, ropes, branches, water, etc. as a move action.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Tongue of the Sun and Moon (Ex) A monk of 17th level or higher can speak with any living creature.
Unarmed Strike (2d8) The Monk does lethal damage with his unarmed strikes.
Uncanny Initiative (Ex) Choose a number rather than rolling initiative.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (17 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
DPR:
Single Attack: 37.14
Flurry: 91.39
Target Numbers:
HP: 270
AC: 32
High Attack Bonus: 27
High Damage: 90
Primary Ability DC: 24
Good Save: 20
Monk can take out opponent in 3-8 rounds.
Opponent can take out monk in 6+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 95%
Level 18
LN Medium Humanoid (Human)
Init +9; Senses Perception +27
--------------------
DEFENSE
--------------------
AC 44, touch 31, flat-footed 38. . (+8 armor, +5 Dex, +5 natural, +5 deflection, +1 dodge)
hp 219 (18d8+108)
Fort +23, Ref +24, Will +23
Defensive Abilities Evasion; Immune Diamond Body, disease, poison; SR 28
--------------------
OFFENSE
--------------------
Spd 90 ft.
Melee +5 Quarterstaff FoB +24/+24/+24/+19/+19/+14/+14/+9 +21/+16/+11 (1d6+32/19-20/x2)
Special Attacks Flurry of Blows +24/+24/+24/+19/+19/+14/+14/+9 BAB, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 25)
--------------------
STATISTICS
--------------------
Str 18/24, Dex 14/20, Con 14/20, Int 10, Wis 16/22, Cha 8
Base Atk +13; CMB +25 (+27 Grappling+27 Tripping); CMD 51 (53 vs. Grapple53 vs. Trip)
Feats Cloud Step (45'), Combat Reflexes (6 AoO/round), Dodge, Great Fortitude, Improved Critical: Quarterstaff, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning Reflexes, Lunge, Monk Weapon Proficiencies, Perfect Strike (3d20) (18/day), Power Attack -5/+10, Spider Step (45'), Spring Attack, Toughness +18, Vital Strike, Weapon Focus: Quarterstaff, Weapon Specialization: Quarterstaff
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +26, Climb +16, Escape Artist +26, Knowledge: Religion +15, Perception +27, Stealth +26
Languages Common
SQ Abundant Step (Su), AC Bonus +10, Fast Movement (+60'), High Jump (+18) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 90' (Ex), Still Mind (Ex), Tongue of the Sun and Moon (Ex), Unarmed Strike (2d8), Uncanny Initiative (Ex), Wholeness of Body (18 HP/use) (Su)
Combat Gear +5 Quarterstaff FoB +24/+24/+24/+19/+19/+14/+14/+9; Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Manual of Gainful Exercise, +2, Ring of Protection, +5
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/15
Perfect Strike (3d20) (18/day) - 0/18
Quivering Palm (1/week) (DC 25) (Su) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
AC Bonus +10 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Cloud Step (45') Air Walk half your slow fall distance as a move action.
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of apportunity per round, and may make them while flat-footed.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +24/+24/+24/+19/+19/+14/+14/+9 BAB +5 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+18) (Ex) +18 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Lunge -2 to AC for +5' reach
Maneuver Training (Ex) CMB = other BABs + Monk level
Perfect Strike (3d20) (18/day) Roll 3d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 25) (Su) Once a week, make an attack that can kill with your thought.
Slow Fall 90' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (28) You have Spell Resistance.
Spider Step (45') Walk half your slow fall distance across walls, ceilings, ropes, branches, water, etc. as a move action.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Tongue of the Sun and Moon (Ex) A monk of 17th level or higher can speak with any living creature.
Unarmed Strike (2d8) The Monk does lethal damage with his unarmed strikes.
Uncanny Initiative (Ex) Choose a number rather than rolling initiative.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (18 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
DPR:
Single Attack: 40.61
Flurry: 106.85
Target Numbers:
HP: 300
AC: 33
High Attack Bonus: 28
High Damage: 100
Primary Ability DC: 25
Good Save: 20
Monk can take out opponent in 3-8 rounds.
Opponent can take out monk in 9+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: %
Level 19
LN Medium Humanoid (Human)
Init +9; Senses Perception +28
--------------------
DEFENSE
--------------------
AC 44, touch 31, flat-footed 38. . (+8 armor, +5 Dex, +5 natural, +5 deflection, +1 dodge)
hp 231 (19d8+114)
Fort +23, Ref +24, Will +23
Defensive Abilities Evasion; Immune Diamond Body, disease, poison; SR 29
--------------------
OFFENSE
--------------------
Spd 90 ft.
Melee +5 Speed Quarterstaff FoB +26/+26/+21/+21/+16/+16/+11 +23/+23/+18/+13 (1d6+29/19-20/x2)
Special Attacks Flurry of Blows +26/+26/+21/+21/+16/+16/+11 BAB +5, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 25)
--------------------
STATISTICS
--------------------
Str 18/24, Dex 14/20, Con 14/20, Int 10, Wis 16/22, Cha 8
Base Atk +14; CMB +26 (+28 Grappling+28 Tripping); CMD 52 (54 vs. Grapple54 vs. Trip)
Feats Cloud Step (45'), Combat Reflexes (6 AoO/round), Critical Focus, Dodge, Great Fortitude, Improved Critical: Quarterstaff, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning Reflexes, Lunge, Monk Weapon Proficiencies, Perfect Strike (3d20) (19/day), Power Attack -4/+8, Spider Step (45'), Spring Attack, Toughness +19, Vital Strike, Weapon Focus: Quarterstaff, Weapon Specialization: Quarterstaff
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +27, Climb +17, Escape Artist +27, Knowledge: Religion +15, Perception +28, Stealth +27
Languages Common
SQ Abundant Step (Su), AC Bonus +10, Empty Body (Su), Fast Movement (+60'), High Jump (+19) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 90' (Ex), Still Mind (Ex), Tongue of the Sun and Moon (Ex), Unarmed Strike (2d8), Uncanny Initiative (Ex), Wholeness of Body (19 HP/use) (Su)
Combat Gear +5 Speed Quarterstaff FoB +26/+26/+21/+21/+16/+16/+11; Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Manual of Gainful Exercise, +2, Ring of Protection, +5
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/15
Perfect Strike (3d20) (19/day) - 0/19
Quivering Palm (1/week) (DC 25) (Su) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
AC Bonus +10 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Cloud Step (45') Air Walk half your slow fall distance as a move action.
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of apportunity per round, and may make them while flat-footed.
Critical Focus +4 to confirm critical hits.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Empty Body (Su) You can assume an ethereal state for 1 minute.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +26/+26/+21/+21/+16/+16/+11 BAB +5 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+19) (Ex) +19 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Lunge -2 to AC for +5' reach
Maneuver Training (Ex) CMB = other BABs + Monk level
Perfect Strike (3d20) (19/day) Roll 3d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 25) (Su) Once a week, make an attack that can kill with your thought.
Slow Fall 90' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (29) You have Spell Resistance.
Spider Step (45') Walk half your slow fall distance across walls, ceilings, ropes, branches, water, etc. as a move action.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Tongue of the Sun and Moon (Ex) A monk of 17th level or higher can speak with any living creature.
Unarmed Strike (2d8) The Monk does lethal damage with his unarmed strikes.
Uncanny Initiative (Ex) Choose a number rather than rolling initiative.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (19 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
DPR:
Single Attack: 41.34
Flurry: 140.42
Target Numbers:
HP: 330
AC: 34
High Attack Bonus: 29
High Damage: 110
Primary Ability DC: 26
Good Save: 21
Monk can take out opponent in 3-8 rounds.
Opponent can take out monk in 7+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 90%
Level 20
LN Medium Humanoid (Human)
Init +12; Senses Perception +30
--------------------
DEFENSE
--------------------
AC 49, touch 36, flat-footed 40. . (+8 armor, +8 Dex, +5 natural, +5 deflection, +1 dodge)
hp 263 (20d8+140)
Fort +25, Ref +28, Will +25
Defensive Abilities Evasion; Immune Diamond Body, disease, poison; SR 30
--------------------
OFFENSE
--------------------
Spd 90 ft.
Melee +5 Speed Quarterstaff FoB +27/+27/+27/+22/+22/+17/+17/+12 +24/+24/+19/+14 (1d6+38/19-20/x2)
Special Attacks Flurry of Blows +27/+27/+27/+22/+22/+17/+17/+12 BA, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 27)
--------------------
STATISTICS
--------------------
Str 22/28, Dex 20/26, Con 16/22, Int 10, Wis 18/24, Cha 8
Base Atk +15; CMB +29 (+31 Grappling+31 Tripping); CMD 60 (62 vs. Grapple62 vs. Trip)
Feats Cloud Step (50'), Combat Reflexes (9 AoO/round), Critical Focus, Dodge, Great Fortitude, Improved Critical: Quarterstaff, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning Reflexes, Lunge, Monk Weapon Proficiencies, Perfect Strike (3d20) (20/day), Power Attack -6/+12, Spider Step (50'), Spring Attack, Toughness +20, Vital Strike, Weapon Focus: Quarterstaff, Weapon Specialization: Quarterstaff
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +31, Climb +19, Escape Artist +31, Knowledge: Religion +16, Perception +30, Stealth +31
Languages Common
SQ Abundant Step (Su), AC Bonus +12, Empty Body (Su), Fast Movement (+60'), High Jump (+20) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall any distance (Ex), Still Mind (Ex), Tongue of the Sun and Moon (Ex), Unarmed Strike (2d10), Uncanny Initiative (Ex), Wholeness of Body (20 HP/use) (Su)
Combat Gear +5 Speed Quarterstaff FoB +27/+27/+27/+22/+22/+17/+17/+12; Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Manual of Bodily Health, +2, Manual of Gainful Exercise, +4, Manual of Quickness of Action, +3, Ring of Protection, +5
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/17
Perfect Strike (3d20) (20/day) - 0/20
Quivering Palm (1/week) (DC 27) (Su) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Abundant Step (Su) For 2 Ki points, use dimension door.
AC Bonus +12 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Cloud Step (50') Air Walk half your slow fall distance as a move action.
Combat Reflexes (9 AoO/round) You may make up to 9 attacks of apportunity per round, and may make them while flat-footed.
Critical Focus +4 to confirm critical hits.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Empty Body (Su) You can assume an ethereal state for 1 minute.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +27/+27/+27/+22/+22/+17/+17/+12 BAB +5 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+20) (Ex) +20 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Lunge -2 to AC for +5' reach
Maneuver Training (Ex) CMB = other BABs + Monk level
Perfect Strike (3d20) (20/day) Roll 3d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 27) (Su) Once a week, make an attack that can kill with your thought.
Slow Fall any distance (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (30) You have Spell Resistance.
Spider Step (50') Walk half your slow fall distance across walls, ceilings, ropes, branches, water, etc. as a move action.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Tongue of the Sun and Moon (Ex) A monk of 17th level or higher can speak with any living creature.
Unarmed Strike (2d10) The Monk does lethal damage with his unarmed strikes.
Uncanny Initiative (Ex) Choose a number rather than rolling initiative.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (20 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
DPR:
Single Attack: 46.41
Flurry: 161.72
Target Numbers:
HP: 370
AC: 36
High Attack Bonus: 30
High Damage: 120
Primary Ability DC: 27
Good Save: 22
Monk can take out opponent in 2-8 rounds.
Opponent can take out monk in 22+ rounds.
To avoid opponent’s primary ability that requires a save against monk’s lowest save: 95%
| Jeranimus Rex |
Create a Wizard build and we can discuss and compare.
I have a bad feeling about that.
Wizards have so many knobs to turn that people can enter into some pretty crazy reductionist argumetns with them.
Also, a well placed spell can just end an encounter w/o much effort.
For example: Stone to Mud on Stone Golem means you win. A well place wall of stone can cut the number of enemies in half, while a misplaced pit can make a building collapse.
None of those require DCs, especially since you're not even targeting players at that point, but terrain.
| Jeranimus Rex |
How are you calculating your DPR?
avereage damage for a single attack is calculated in the following way
chanceToHit*(avgDamage+precisionDamage)+chanceToHit*chanceToCrit*avgDamage* (critMultiplyer-1)
chanceToHit and chanceToCrit are expressed as percentages.
You then add up the average damage for each attack you make, and that's total DPR.
ciretose
|
For example: Stone to Mud on Stone Golem means you win. A well place wall of stone can cut the number of enemies in half, while a misplaced pit can make a building collapse.
No it doesn't in either case. Stone Golems are slowed and pits create extra dimensional spaces.
This is why direct comparison is needed, so that you are looking at each class compared to what they can do at each level.
The more important question is how the classes work in the game. My point about the metrics is that they are assuming a monk is meant to do the same thing as a fighter or barbarian, and they are not.
When calculating DPR, the assumption is that although criticals aren't the norm they are calculated in. But although stunning fist is more frequent and would lead to another full round of attacks without retribution between, it isn't calculated.
The fact that a monk can hit something and dimension door away isn't given value.
Like I said, pick an AP or module and compare two equal level builds
| Hyperion-Sanctum |
chanceToHit*(avgDamage+precisionDamage)+chanceToHit*chanceToCrit*avgDamage* (critMultiplyer-1)
chanceToHit and chanceToCrit are expressed as percentages.
You then add up the average damage for each attack you make, and that's total DPR.
If that's how it's done then I don't follow Bobs numbers.
His 1st level guy attacks with a Quarterstaff at +2, doing d6+3. Somehow +3.
So target AC 12. Chance to hit 55% (10 or better)
.55*6.5+.55*.05*6.5 = (3.575+.17875)= 3.75375, not 5.xx
| Bob_Loblaw |
How are you calculating your DPR?
I downloaded a spreadsheet called tejon's DPR calculator.
There is supposed to be a link for Google Docs but it doesn't seem to be working. I can email you the spreadsheet if you would like. I don't know how he figured out the DPR. I do think that the minor differences would be made up with the Perfect Strike ability. So even if the numbers are just a little off, I want to think that they will even out in the long run.
With the quarterstaff, I am using it as a two-handed weapon instead of a double weapon. Since I can flurry with it and I can just use two-hands, I figured I go for the extra damage.
| Shadow_of_death |
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
Question: Would using +1...
Totally forgot about favored class, okay so you dont do stunning fist and maneuvers well. Are you going for damage? Because your up to ten rounds to kill something and it will have you dead by then.
Edit: i will get to you bob, and yeah you should probably use the dpr olympics method for calculation (or hyperions, thats how i do it)
| Hyperion-Sanctum |
Hyperion-Sanctum wrote:** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
Question: Would using +1...
Totally forgot about favored class, okay so you dont do stunning fist and maneuvers well. Are you going for damage? Because your up to ten rounds to kill something and it will have you dead by then.
it's not rounds, it's hits. so depending on the level, its a few flurries.
plus after level 4 using the Ki for an extra flurry hit puts things down in a hurry. The flurryhurry!EDIT: on my Dwarf Monk, i guess I could dump Cha down to a 5 and make the STR a 14... changes things a little...
Hyperion-Sanctum wrote:How are you calculating your DPR?I downloaded a spreadsheet called tejon's DPR calculator.
There is supposed to be a link for Google Docs but it doesn't seem to be working. I can email you the spreadsheet if you would like.
I got it fine... and put in your numbers. And its still not the same.
So idk what you did.| erik542 |
Glitterdust now allows a save per round, and only lasts a round per level. Grease is a DC 10 Acrobatics check...which against 5th level characters isn't impressive. Web is a standard action for an escape artist check against the save DC of a first level spell.
All have been nerfed in Pathfinder, and all are about as effective as a stunning fist, without doing any damage and occupying your highest level spell slot instead of a much more useful 3rd level spell.Create a Wizard build and we can discuss and compare.
How about you not act as if this somehow defeats my post? For some theory, read the section from Ultimate Magic regarding spell design. I really only have one issue with it which is that they rank damage dealing more potent than numerical buffs / debuffs (such as Doom). If the caster were soloing, I'd agree but the party is way better at dealing damage than any caster other than really twinked out 3.5 builds.
But I'll bite anyways. Let's give our level 5 wizard a total of 19 int (16 base + 2 race + 1 level boost). This makes the DC for a level 1 spell be 15. For sake of argument, let's assume he's targetting the good save of the monster. That means that the monster needs to roll an 7 to pass. That means that it has a 70% pass rate unpersisted. He has a 49% pass rate persisted. A more optimized one. If he is able to target the poor save, we're looking at 50% unpersisted, 25% persisted. If we allow a more optimized SoS caster, we'd be looking at 23 int (18 base + 2 race + 1 level + 2 item since they have 10.5k to work with). So that's 60% pass unpersisted vs. good save, 36% persisted; 40% vs bad save persisted, 16% persisted.
The more important question is how the classes work in the game. My point about the metrics is that they are assuming a monk is meant to do the same thing as a fighter or barbarian, and they are not.
Read my earlier post regarding metrics. Or better yet, come up with a reasonable metric to judge the monk by. Throughout the thread, none of the monk defenders put up any metric to judge it by. All I have seen is constant shifting of the goalposts.
| Jeranimus Rex |
My understanding is that if you have a 10ft diameter pillar, and you create a pit beneath it, it would fall into the pit. If that pillar was integral to the support structure, then the building collapses.
Slowed golems aren't much of a threat in my opinion. In fact at that point, it's just a mop up operation because they're dealing pretty abysmal damage.
I've found a way to calculate SF into DPR,
It's kinda hard to explain on the internet though. But it should work out.
| Bob_Loblaw |
Edit: i will get to you bob, and yeah you should probably use the dpr olympics method for calculation (or hyperions, thats how i do it)
I don't know how they do it and once the math starts to get complicated (Critical Focus, speed, vital strike chain, power attack, Perfect Strike, etc). I'm not very math adept and I would have to make a spreadsheet anyway.
| Bob_Loblaw |
I got it fine... and put in your numbers. And its still not the same.
So idk what you did.
That's really weird because I'm looking at the spreadsheet right now and it's giving me the same values I posted. I can't view the one on Google Docs so it is possible that I have an older version with a calculation error somewhere.
| Hyperion-Sanctum |
Hyperion-Sanctum wrote:That's really weird because I'm looking at the spreadsheet right now and it's giving me the same values I posted. I can't view the one on Google Docs so it is possible that I have an older version with a calculation error somewhere.I got it fine... and put in your numbers. And its still not the same.
So idk what you did.
Are you using both ends of the quarterstaff as a double weapon or using it as a two handed weapon?
| Bob_Loblaw |
Bob_Loblaw wrote:Are you using both ends of the quarterstaff as a double weapon or using it as a two handed weapon?Hyperion-Sanctum wrote:That's really weird because I'm looking at the spreadsheet right now and it's giving me the same values I posted. I can't view the one on Google Docs so it is possible that I have an older version with a calculation error somewhere.I got it fine... and put in your numbers. And its still not the same.
So idk what you did.
Two-handed weapon.
| Bob_Loblaw |
BTW, Bob, that's a tremendous amount of work on behalf of the monk! ;) Kudos, if nothing else, for your hard work!
==Aelryinth
Thanks. To make sure everyone knows, I think the monk functions fine as written but some things need to be noted:
1) I forgo or don't worry about some common monk abilities
2) I specifically chose my gear. That may not be an option at all points during an adventure
3) What I visualize thematically may not be what others do with my numbers. I tend to go for style over everything else.
4) I don't know how the monk would do against higher CR (bosses) or multiple lower CRs. There are too many variables to take into account.
5) The value of my monks will vary from campaign to campaign. Just changing the opponents will change the value of the monk.
I do think the monk could use some changes. I just don't think it's so FUBAR that it isn't playable as written.
ciretose
|
My understanding is that if you have a 10ft diameter pillar, and you create a pit beneath it, it would fall into the pit. If that pillar was integral to the support structure, then the building collapses.
Slowed golems aren't much of a threat in my opinion. In fact at that point, it's just a mop up operation because they're dealing pretty abysmal damage.
Yes, and if I hit the same pillar with an axe enough times...not to mention the building may collapse with you in it if you are in a position to set the pit that precisely. As a GM I would want a high knowledge check to avoid unintended consequences falling on your head.
Slowed golems can still charge and attack, and are only slowed for 2d6 rounds. It's nice, but very situational.
| Hyperion-Sanctum |
Two-handed weapon.
Ok, two-handed weapon has the value of 1, no weapon focus, your STR mod is a 2, and your dice avg is 3.5.
Target AC 12avg DPR = 3.47
Flurry = 8.14
I have no idea why Flurry is that much better, considering its that much harder to hit.
idk if this sheet is right.
| Bob_Loblaw |
Bob_Loblaw wrote:
Two-handed weapon.Ok, two-handed weapon has the value of 1, no weapon focus, your STR mod is a 2, and your dice avg is 3.5.
Target AC 12avg DPR = 3.47
Flurry = 8.14I have no idea why Flurry is that much better, considering its that much harder to hit.
idk if this sheet is right.
My Strength modifier is a +2 but I add +3 to damage because I'm wielding it with 2 hands.
How would you calculate the Perfect Strike ability?
| Jeranimus Rex |
I never said there weren't other ways to break the pillar. And normally if someones trying to do structural damage, it's with the intention of bringing down the house.
@eric542: The metrics haven't bee shifting arbitrarily, at least mine haven't. Also, I'm trying figure out the metrics so I can figure out a baseline of what constitutes "good enough" for whatever task a PC may want to accomplish.
| Bob_Loblaw |
Bob_Loblaw wrote:
How would you calculate the Perfect Strike ability?very carefully.
There are two dice being rolled, and then eventually three. So long as one of those dice hit the target roll (at level ten it's 11) then it's a hit. It'll take me a little bit, but I'll figure it out.
I just assumed that any minor errors in the initial calculations would probably end up being a wash with this feat, especially since I can use it once per day per level and it gets better as I advance.
| Dire Mongoose |
He'll feel better when he gets spell resistance at 13th. Unless he wants to be primary damage dealer, in which case it is the wrong class to play.
I'm not convinced that's true --
Primary spellcasters as enemies are nearly unheard-of in LoF. Even the Mystic Theurge enemy at the end of Impossible Eye (for which he might be 13th, but might well still be 12th, too) is more built of the "spell up and beat you in physical combat" mold.
Moving on to Final Wish, we've got more mostly non-spellcasting enemies; big fights include a monk (well, at least that's fair), an eldritch knight (see: spellcasters that are mostly built to spell up and beat on you), and an efreeti fighter.
So I actually think SR is much more likely to kill a beneficial spell cast by a party member upon him than a hostile spell cast by an enemy. Remember, it's a standard action to lower SR for the round -- in combat, that's not happening.
I'd expect most APs/modules/adventures to be more caster heavy. The comment someone made about how much better and worse monks can look depending on what the campaign is like is dead on.
The monk hasn't had much problem so far in terms of resilience -- it's more that he feels like he isn't much threat to most of the enemies, and I think that's been a pretty fair assessment.
| Shadow_of_death |
Drago the barbarian (because he will break you).
I built him to function the way people say the monk can, only I'll back it up with a good chance of success.
Brutal pugilist levels 1-5 (6-10 will be coming later)
level 1
Str: 17 (+3) rage 21 (+5)
Dex: 10 (+0)
Con: 14 (+2) rage 18 (+4)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 10 (+0)
(for those taking notes, cartigan said nothing under 10, so even if other monk builds aren't following it I'll do it anyway, helps prove my point more, if I could go under then Cha would be an 8 and dex would be a 12).
AC: 15 (+2 shield, +3 armor) 13 rage
HP: 15 (17 rage)
Feats: Power attack, Improved bull rush
Gear: Battle axe, Heavy steel shield, wooden armor
Saving throws 4/0/1
Cmb: +4 (+3 Str, +1 BAB), +6 rage/bull rush, +8 raging bull rush
Cmd: 14, 16 rage/bull rush, 18 raging bull rush
Attack: +6 1d8+5 or +5 1d8+7
55 GP
Abilities: Fast movement (40)
DPR: 9.2 power attack
Target numbers:
HP: 15
AC: 12
To Hit: +2/+1
Damage: 7/5
Ability DC 12/9
Saves: 4/1
level 2
AC: 18 (+2 shield, +6 armor) 16 rage
HP: 23 (26 rage)
Feats: Same
Gear: Same + MW heavy shield and regular breastplate
Saving throws 5/0/1
Rage powers: Intimidating glare
Cmb: +5 (+3 STR, +2 BAB), +7 rage/bull rush, +9 raging bull rush
Cmd: 15, 17 rage/bull rush, 19 raging bull rush
Attack: +7 1d8+5 or +6 1d8+7
850 GP
Abilities: Fast movement (25), half penalties in grapple and can take AOO on any grapple attempt.
DPR power attack: 8.625
Target numbers:
HP: 20
AC: 14
To Hit: +4/+3
Damage: 10/7
Ability DC 13/9
Saves: 5/1
level 3
AC: 16 (+2 shield, +6 armor, -1 dex, -1 size) 14 rage
HP: 34 (40 rage)
Feats: Same + intimidating prowess
Gear: same + permanency (enlarge)
Saving throws 5/0/2
Rage powers: Same
CMB: +11 (+4 size, +4 STR, +3 BAB,) 13 rage, 14 bull rush, 16 raging bull rush.
CMD: 20, 22 rage/bull rush, 24 raging bull rush
Attack: +9 2d6+6 or +8 2d6+8
200 GP
Abilities: Same
DPR power attack: 12
Target numbers:
HP: 30
AC: 15
To Hit: +6/+4
Damage: 13/9
Ability DC 14/10
Saves: 6/2
level 4
AC: 17 (+6 armor, +3 shield, -1 size, -1 DEX) 15 rage
HP: 43 (51 rage)
Feats: Same
Gear: Same + +1 shield and cloak of resistance (+1)
Saving throws 7/1/3
Rage powers: Intimidating glare, knockback
CMB: +13 (+5 STR, +4 BAB, +4 size), 15 rage, 16 bull rush, 18 raging bull rush.
CMD: 26, 28 rage, 29 bull rush, 31 raging bull rush
Attack: +11 2d6+7 or +9 2d6+11
1200 GP
Abilities: Same
DPR power attack: 13.5
Target numbers:
HP: 40
AC: 17
To Hit: +8/+6
Damage: 16/12
Ability DC 15/10
Saves: 7/3
level 5
AC: 18 (+7 armor, +3 shield, -1 size, -1 DEX) 16 rage
HP: 53 (63 rage)
Feats: same + Improved bull rush
Gear: same + +1 Mithral breastplate
Saving throws 7/1/3
Rage powers: Same
CMB: +14 (+5 STR, +5 BAB, +4 size), 16 rage/overrun, 17 bull rush, 18 raging overrun, 19 raging bull rush.
CMD: 27, 29 rage/overrun, 30 bull rush, 31 raging overrun, 32 raging bull rush.
Attack +12 2d6+7 or +10 2d6+11
1200 GP
Abilities: No grapple penalties, Fast movement (40)
DPR power attack: 13.5
Target numbers:
HP: 55
AC: 18
To Hit: +10/+7
Damage: 20/15
Ability DC 15/11
Saves: 8/4
He takes a DPR dip at level five by spending wealth on defensive item and feat on a maneuver. Luckily he does 7 damage on the knockback and any creature relying on more then one attack will be doing less then that at this level and 4th level so I can kill a lot of things that way. (giving it shaken to further decrease its dpr on its one attack too)
Okay so he is maneuver based so damage is only passing (but still passing, unlike some), bull rush things into/out of position and away from squishes, intimidating glare to debuff anything adjacent to him before a bull rush, once I have knockback I do damage on a bull rush and can replace an attack with it so I can still attack and use it. Overrun is to make sure nothing stands between me and what I want to hit/bull rush so even with less movement then a monk (not even at this level though) I can run through enemies instead of going the long way around. I feel I captured the monks supposed role well and have good/better then the monks odds of doing it.
Questions? Comments? Possible errors?
| Bob_Loblaw |
Okay so he is maneuver based so damage is only passing (but still passing, unlike some), bull rush things into/out of position and away from squishes, intimidating glare to debuff anything adjacent to him before a bull rush, once I have knockback I do damage on a bull rush and can replace an attack with it so I can still attack and use it. Overrun is to make sure nothing stands between me and what I want to hit/bull rush so even with less movement then a monk (not even at this level though) I can run through enemies instead of going the long way around. I feel I captured the monks supposed role well and have good/better then the monks odds of doing it.
Questions? Comments? Possible errors?
So what is the DPR for him? How will he do once he gets past level 6? What was the point buy? I could figure it all out myself but I've taken a sleeping pill and the answer you're most likely to get will be the square root of pickles.
Oh, mine only has stats below 10 because I used the elite array. It's quick and equals 15 points. I don't have an issue with one stat below 10. I take issue when someone posts a build with 2 or even 3 dump stats and then claims the character isn't MAD, it just needs those higher stats more than the lower ones.
A quick glance, though, he doesn't look bad at all. I would let him in a campaign based on the name alone. Just remember that it was the natural fighter that beat him ;)
| Shadow_of_death |
So what is the DPR for him? How will he do once he gets past level 6? What was the point buy? I could figure it all out myself but I've taken a sleeping pill and the answer you're most likely to get will be the square root of pickles.Oh, mine only has stats below 10 because I used the elite array. It's quick and equals 15 points. I don't have an issue with one stat below 10. I take issue when someone posts a build with 2 or even 3 dump stats and then claims the character isn't MAD, it just needs those higher stats more than the lower ones.
cartigan said 20 point buy, so that's what I used. I also completely forgot two things, one was to calculate DPR (lol, good thing he is mostly maneuver based), might not do it until later though
and I forgot the +2 human bonus, not sure if I want it in STR, CON, or DEX (if cha was 8 and dex was 12 then it wouldn't be DEX) any suggestions before I make a rash decision?
A quick glance, though, he doesn't look bad at all. I would let him in a campaign based on the name alone. Just remember that it was the natural fighter that beat him ;)
Hey now he just ran out of rage rounds causing his bull rush/knockback to barely fail (and by fail I mean only knocked him 5ft, it still succeeded because his cmb is awesome) and letting him suffer a full attack with his decreased HP.
| stringburka |
It's a good build, SoD, but you DO have some weaknesses a monk doesn't. For example, how do you cope with will saves? A +3 at level 5 - this means you have to roll a 12 or better against a primary ability of a CR=APL, and failing will saves usually means you're bad off. Meanwhile, the monk is probably looking at a +6 or so, and with still mind a +8.
The same goes for reflex saves where you've only got a +1. What do you do against a grease spell? I know you haven't statted up your skills and may very well max acrobatics - you have the skill points for it - but it's still only a +9 in that case, not enough to jump over it (which the monk can).
Also, you can't grapple with weapon and heavy shield. You can grapple if you use a weapon cord to drop the axe, but you won't be very effective due to penalties. Bull rush isn't a bad maneuver, but it's far more circumstantial than grappling and in _many_ encounters, it won't do much good.
I'm not saying either is better or worse, and I'm not saying the monk has no issues (I do think it should get a boost) but the monk does have strengths that this doesn't.
| Shadow_of_death |
So what is the DPR for him? How will he do once he gets past level 6? What was the point buy? I could figure it all out myself but I've taken a sleeping pill and the answer you're most likely to get will be the square root of pickles.
Added DPR, I will do levels 6-10 later and he actually really comes together in his monk role and his easy CMB success at level 8 so I am not worried about the next few levels.
He can also Twf with knockback being his second attack by level four giving him 10.8 + 7 knockback at level 4-5 (if knockback is successful, the chart doesn't give me average CMD's and that's a problem, but I have a +18/+19 at level 4/5 so I am confident.) Probably not what I'd use against a big bad (CR= or CR+1 opponent) but it is an option for more damage on other things.
| Bob_Loblaw |
One of the problems I have seen with Bull Rush is that it can limit your number of attacks each round. You want your maneuvers to use your highest attack bonus to improve their effectiveness. Pushing someone outside your threat range can limit your iterative attacks. All of this will depend on when you used your 5-foot step for the round. At levels below 6, this will have zero impact on your number of attacks except attacks of opportunity.
Also, Bull Rush (and most of the maneuvers) are harder to use against creatures as you level. This was one thing I noticed when I was looking up the averages the monk was going up against. The CMDs get crazy high. Obviously your character is going to use the maneuvers when it suits him best so he probably won't be trying to bull rush a colossal dragon.
If you need to know the CMDs you're going up against, you can use the one from here: http://www.d20pfsrd.com/bestiary/monster-filter. I just sorted by CR and then figured out the minimum, average, and maximum CMD for each level. When I did it for the monk, I used only the CMDs against trips.
ciretose
|
Bob_Loblaw wrote:
So what is the DPR for him? How will he do once he gets past level 6? What was the point buy? I could figure it all out myself but I've taken a sleeping pill and the answer you're most likely to get will be the square root of pickles.Added DPR, I will do levels 6-10 later and he actually really comes together in his monk role and his easy CMB success at level 8 so I am not worried about the next few levels.
He can also Twf with knockback being his second attack by level four giving him 10.8 + 7 knockback at level 4-5 (if knockback is successful, the chart doesn't give me average CMD's and that's a problem, but I have a +18/+19 at level 4/5 so I am confident.) Probably not what I'd use against a big bad (CR= or CR+1 opponent) but it is an option for more damage on other things.
If we are considering rage as part of DPR, then we should be including the after effects of stunning fist as well.
You can rage 4 rounds plus your Con modifier per day, which is more than stunning fist but still an expendable resource. Additionally there are negative effect following a rage (Fatigue and lower AC). So using them both as comparable assumptive parts of the DPR seems reasonable to me.
So what does stunning fist add? If we assume a 50% success rate (which is about what we are looking at on the scales) if you hit then you would look at the hit rate for one attack and for that attack add a 50% chance that you stun the enemy.
Now, when you stun the enemy, functionally you are going to get another round of attacks before they can counter.
So logically, the DPR would be Flurry, plus a chance of a second flurry. The formula would be similar to adding potential damage from Crits, only higher as it would be basically an 25% chance of an entire round of attacks.
Again, I think this isn’t a useful metric to apply, but if you are going to use it you have to take all of the variables into consideration.
Again, the way to do it is to look at a group of module or AP encounters and compare what equal level classes can do in those encounters.
@Dire Mongoose
I agree with you, it does get harder for the monk in that AP. But like I said it gets harder for a lot of classes given the specific conflict. Hopefully with the foreshadowing the build could adapt to a role within the party.
ciretose
|
It's a good build, SoD, but you DO have some weaknesses a monk doesn't. For example, how do you cope with will saves? A +3 at level 5 - this means you have to roll a 12 or better against a primary ability of a CR=APL, and failing will saves usually means you're bad off. Meanwhile, the monk is probably looking at a +6 or so, and with still mind a +8.
The same goes for reflex saves where you've only got a +1. What do you do against a grease spell? I know you haven't statted up your skills and may very well max acrobatics - you have the skill points for it - but it's still only a +9 in that case, not enough to jump over it (which the monk can).
Also, you can't grapple with weapon and heavy shield. You can grapple if you use a weapon cord to drop the axe, but you won't be very effective due to penalties. Bull rush isn't a bad maneuver, but it's far more circumstantial than grappling and in _many_ encounters, it won't do much good.
I'm not saying either is better or worse, and I'm not saying the monk has no issues (I do think it should get a boost) but the monk does have strengths that this doesn't.
This is fair. I would like more options for monks as well, but I think that it can be an effective class as is. I don't want "power" boosting options as much as I want flexibility options to better interact with other classes or to be able to put emphasis in one area while trading off another. UM address a lot of these issues for me, but I am looking forward to Ultimate Combat to see what else they came up with.
| Jeranimus Rex |
Calculate Perfect Strike?
Ok, I figured it out, and it's actually kind of simple.
A Perfect Strike is chanceToHit+(chanceToMiss*chanceToHit)
The formula is slightly modified for additional dice-rolls.
For example
Lets say Damage McCoinFlip only has a 50% chance to hit. converted to decimal form, that's .5
But McCoinFlip has perfect strike, and he decides to use it. His new chance to hit is now:
.5+(.5*.5) = .75
Not bad, he now has a 75% chance to hit his opponent. And lo and behold, McCoinFlip is lvl10, so he gets three rolls. To calculate, take the new chance to hit, and add (newChanceToMiss*oldChanceToHit):
.75+(.25*.5) = .875
Pretty rad I'd say.
Calculate Stunning Fist?
Each effect has a different Impact on DPR, but to simplify things (and really, this algorithm should apply for all of them, may be adding a step or two.) I'll only work on stunned. This is worst case scenario benefits, which basically means that the monster never had a dex bonus to begin with.
Since the first attack (which is the one using SF anyways) doesn't benefit from SF, then it stays the same.
The second attack onwards now get two calculations. The regular DPR calculation, and the SF Calculation. The new SF calculation increases the chance to hit by 10%, so add .1 to your chance to hit. Otherwise, calculate average damage normally.
Now then, since monsters get that pesky saving throw, convert the chance of SF to succeed into a percentage. for the sake of simplicity we'll call this triggerSF, and the chance for SF to fail as failSF.
Now, to calculate your overall average, take all those numbers and plug them into the fallowing formula:
avgTrueDamage = failSF*avgDamage + triggerSF*SFavgDamage
To calculate total average DPR, take firstStrike, and then add the number of iterative attacks that have been calculated using the formula above.
Give me enough time, and I'll figure out mobility, and better articulate the nature of debuffs that don't deal with AC, Attack, or Damage.
| Big Stupid Fighter |
I'd like to hear from people who ACTUALLY PLAYED A MONK (a -Pathfinder- monk, not a 3x monk) (and not just a one nighter, but over a campaign) and regularly felt their character was useless.
I'd like to hear what kind of campaign was being run. I'd like to hear what point buy was being used, what level the party was, etc.
Had a Monk played by one of my players in my Curse of the Crimson Throne game I DM'ed. He had major issues with it, as he went a dex route, and had to re-build in the 3rd book due to being useless. Switched to the Treantmonk Strength build through a personal plot, quit the character in the 4th book despite it in disgust. Picked up a Paladin and never looked back. The party was Half-Elf Wizard, Human Sorceror, Halfling Rogue, Half-elf Druid, Human Bard, Human Monk (Paladin).
| LilithsThrall |
LilithsThrall wrote:Had a Monk played by one of my players in my Curse of the Crimson Throne game I DM'ed. He had major issues with it, as he went a dex route, and had to re-build in the 3rd book due to being useless. Switched to the Treantmonk Strength build through a personal plot, quit the character in the 4th book despite it in disgust. Picked up a Paladin and never looked back. The party was Half-Elf Wizard, Human Sorceror, Halfling Rogue, Half-elf Druid, Human Bard, Human Monk (Paladin).I'd like to hear from people who ACTUALLY PLAYED A MONK (a -Pathfinder- monk, not a 3x monk) (and not just a one nighter, but over a campaign) and regularly felt their character was useless.
I'd like to hear what kind of campaign was being run. I'd like to hear what point buy was being used, what level the party was, etc.
You've got no tanks in that party (pre-Paladin). Was the Monk trying to tank?
ciretose
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LilithsThrall wrote:Had a Monk played by one of my players in my Curse of the Crimson Throne game I DM'ed. He had major issues with it, as he went a dex route, and had to re-build in the 3rd book due to being useless. Switched to the Treantmonk Strength build through a personal plot, quit the character in the 4th book despite it in disgust. Picked up a Paladin and never looked back. The party was Half-Elf Wizard, Human Sorceror, Halfling Rogue, Half-elf Druid, Human Bard, Human Monk (Paladin).I'd like to hear from people who ACTUALLY PLAYED A MONK (a -Pathfinder- monk, not a 3x monk) (and not just a one nighter, but over a campaign) and regularly felt their character was useless.
I'd like to hear what kind of campaign was being run. I'd like to hear what point buy was being used, what level the party was, etc.
This is helpful
I personally didn’t like the first book so much, so when I ran it I mixed it with RoTRL. So I’m only looking at book play, not speaking from experience at table. Looking at the party, there is no tank. So the Monk would have to default to that role to keep things off the three casters, since the rogue isn’t made for that. And so, not surprisingly the Paladin worked better as a tank/frontline.
The party composition mixed with the confined spaces of probably forced the monk to tank against actual tank classes to protect the casters.
The first set of encounters would seem somewhat monk friendly, as being able to choose non-lethal damage at times would be a way to go.
The All the worlds meat encounter with the party composition will probably force the monk into the tank role. I would guess this was the biggest issue throughout.
In a party with 3 casters and a rogue, the 5th player is going to be forced into the role of keeping things off the casters and taking hits while the rogue flanks. A monk can lock things down, and it can be a flanking buddy, but for what that party needs a Paladin is a much better fit.
This is my issue with the DPR discussion. A monk isn’t always going to want to run up and trade blows, particularly when dealing with classes that are designed to fill that role more or less exclusively.
You wouldn’t expect a rogue, bard, or inquisitor to tank either. They are an opportunistic class.
If one of the arcane casters was a more melee focused class, or even a class that can hold without being protected like a cleric, I think the monk would have been able to be a monk rather than being forced into the "lock down and protect" mode every encounter.
| Jeranimus Rex |
In a party with 3 casters and a rogue, the 5th player is going to be forced into the role of keeping things off the casters and taking hits while the rogue flanks.
This all of course depends on the caster builds. If the Druid was wild-shaped based and wanted to wade into melee, then there's a third dude going on the attack. Furthermore, if he had an animal companion, there's the possibility of it being another melee fighter to help with the protecting of the squishes.
I'd like to know their builds before I make any judgements or comparisons.
I'd also like to know how the Player was playing the monk in the first place as well.
| Bob_Loblaw |
Bob_Loblaw wrote:Calculate Perfect Strike?Ok, I figured it out, and it's actually kind of simple.
A Perfect Strike is chanceToHit+(chanceToMiss*chanceToHit)
The formula is slightly modified for additional dice-rolls.
For example
Lets say Damage McCoinFlip only has a 50% chance to hit. converted to decimal form, that's .5
But McCoinFlip has perfect strike, and he decides to use it. His new chance to hit is now:
.5+(.5*.5) = .75
Not bad, he now has a 75% chance to hit his opponent. And lo and behold, McCoinFlip is lvl10, so he gets three rolls. To calculate, take the new chance to hit, and add (newChanceToMiss*oldChanceToHit):
.75+(.25*.5) = .875
Pretty rad I'd say.
How do you take into account critical hits? At level 10 if any of them are a threat, I can use whichever of the other two I want as the confirmation roll. I would think this increases my odds of getting a critical hit which should improve my DPR.
| Shadow_of_death |
One of the problems I have seen with Bull Rush is that it can limit your number of attacks each round. You want your maneuvers to use your highest attack bonus to improve their effectiveness. Pushing someone outside your threat range can limit your iterative attacks. All of this will depend on when you used your 5-foot step for the round. At levels below 6, this will have zero impact on your number of attacks except attacks of opportunity.
Also, Bull Rush (and most of the maneuvers) are harder to use against creatures as you level. This was one thing I noticed when I was looking up the averages the monk was going up against. The CMDs get crazy high. Obviously your character is going to use the maneuvers when it suits him best so he probably won't be trying to bull rush a colossal dragon.
If you need to know the CMDs you're going up against, you can use the one from here: http://www.d20pfsrd.com/bestiary/monster-filter. I just sorted by CR and then figured out the minimum, average, and maximum CMD for each level. When I did it for the monk, I used only the CMDs against trips.
My CMB will very easily work at -5 this just means I push them 10 feet instead of 15, so I can attack at highest BAB and then still successfully bull rush. Remember I am doing sufficient damage as long as I am killing it before it kills me, So even if my second attack only does STR damage (which is already a third of my damage) it keeps my opponent from full attacking. (if they are medium my natural reach makes this extra easy and vice versa for huge and larger targets).
So the first you see a colossal dragon is CR 21, it has a cmd of 58, yeah by level 20 I can probably handle that. Lets take level six, I'll have a raging bull rush CMB of +22, the highest CMD at CR 6 is 28 (it is the lamia, also the only one that high), so even if I'm fighting the highest CMD I still have a 45% chance to knock it back 10ft and if it is a medium creature I only need to knock it 5 because of my natural reach which is a 65% chance. Funny thing to note is nothing has a bonus to bull rush.
Thank you for the resource, I am feeling more confident in my CMB numbers now. Also good to have goal numbers.
| Jeranimus Rex |
Crit Calculation
By RAW, you're only able to use the dice rolled by perfect strike to confirm the crit.
That means the chance to hit for the purpose of criticals is one step lower than a Perfect Strike hit.
That just means that instead of using the Perfect Strike chance to hit on both the regular damage and crit damage values, you use the PS chance as the value for regular damage, and then use regular hit values for crits (or if level 10, PS with one less die rolled).
To Illustrate using the the percenteges from the above example.
@lvl 9 and bellow
.75*(avgDmg + avgPrsDmg) + .5*avgDmg*critChance*(critMod-1)
@lvl 10 and Above
.875*(avgDmg + avgPrsDmg) + .75*avgDmg*critChance*(critMod-1)
Hope that helps.
I would like to add that even with more flexible selection in dice, the max hit multiplier you'll get without a feat like Critical focus or some such thing that makes it easier to confirm crits will never be higher than the hit multiplier provided by PS on the regular hits.
| Shadow_of_death |
If we are considering rage as part of DPR, then we should be including the after effects of stunning fist as well.
You can rage 4 rounds plus your Con modifier per day, which is more than stunning fist but still an expendable resource. Additionally there are negative effect following a rage (Fatigue and lower AC). So using them both as comparable assumptive parts of the DPR seems reasonable to me.
So what does stunning fist add? If we assume a 50% success rate (which is about what we are looking at on the scales) if you hit then you would look at the hit rate for one attack and for that attack add a 50% chance that you stun the enemy.
Now, when you stun the enemy, functionally you are going to get another round of attacks before they can counter.
So logically, the DPR would be Flurry, plus a chance of a second flurry. The formula would be similar to adding potential damage from Crits, only higher as it would be basically an 25% chance of an entire round of attacks.
Again, I think this isn’t a useful metric to apply, but if you are going to use it you have to take all of the variables into consideration.
Again, the way to do it is to look at...
I have six rounds of rage at level one.... that is enough for the two harder encounters, the dpr only drops 2-3 points without rage and that is easily enough to handle most starting fights in a game.
I have 12 rounds by level 4 which should last me 3 encounters (shouldn't take more then three rounds a piece, so maybe all four but i like to count on a long battle or two) If it really seems low to you I can grab extra rage at level 9 instead of greater bull rush, but I don't see it as necessary until about level 13.
Seriously though, I'm a barbarian, why wouldn't you consider rage? and it is not like we haven't considered stunning fist, it is just 50% chance to hit and 50% chance to stun 1-6 times a day isn't adding much because A) it has a 25% chance to work and B) you can't add it to even 1/3 of all the attacks you'll be making in a day. So it doesn't apply anywhere near as often as rage. Think about it this way, if you added the extra damage from stunning fist + (your average damage without it x the number of times you attacked) / the number of times you attacked, the average would only be barely higher then if you never stunning fisted. Rage on the other hand will be applying to roughly half my attacks.
I also noticed you didn't really comment on my build (sad face) just mentioned adding rage to dpr, so any thoughts?
| Hyperion-Sanctum |
(all your monk builds)
I don't think your AC is high enough.
Looking at your guy from level 6 and my last guy at level 6, yours is a 20 and mine is a 23. Not only is that a 15% difference on the d20 roll but with an attack of +12, the baddie hits me 50% of the time, so he hits you 65%.2+ hits and your dead (25 high damage, you have 51 HP, so basically)
Now granted you can flurry. But at a +7 Flurry, you hit on 12s+ (45%). If we assume it only gets that one attack at +12, then you're probably ok.
Also, how is the dmg d6+13?
I got 3 STR, times 1.5 cause of two-handed, so that's 4. Power attack adds 4, times 1.5 cause two-handed, weapon spec of 1 and a +1 Weapon.
Thats 4+6+1+1= 12.
Anyway, if your Flurry DPR is 25. He lives to round 3.
It's is about 17. So you live to round 3.
Now it depends on who went first. Next hit kills either of you. I'd assume that if you engaged eachother, either he moved to you and swung first, or you moved to him and didn't flurry. That leads to your average death. I personally would prefer having the extra 3 AC + the ki point for more AC than just the ki point.
| Momar |
Bob_Loblaw wrote:Crit Calculation
By RAW, you're only able to use the dice rolled by perfect strike to confirm the crit.
That means the chance to hit for the purpose of criticals is one step lower than a Perfect Strike hit.
That just means that instead of using the Perfect Strike chance to hit on both the regular damage and crit damage values, you use the PS chance as the value for regular damage, and then use regular hit values for crits (or if level 10, PS with one less die rolled).
To Illustrate using the the percenteges from the above example.
@lvl 9 and bellow
.75*(avgDmg + avgPrsDmg) + .5*avgDmg*critChance*(critMod-1)@lvl 10 and Above
.875*(avgDmg + avgPrsDmg) + .75*avgDmg*critChance*(critMod-1)
Hope that helps.
I would like to add that even with more flexible selection in dice, the max hit multiplier you'll get without a feat like Critical focus or some such thing that makes it easier to confirm crits will never be higher than the hit multiplier provided by PS on the regular hits.
Maybe I'm just not understanding, but does this account for the increased chance to get a critical threat in the first place? Rolling three times with a 19-20 range gives you a chance to get at least one threat of about 27% (calculated by 1-chance to not crit at all, which is .9 to the third power in this case).
| Big Stupid Fighter |
You've got no tanks in that party (pre-Paladin). Was the Monk trying to tank?
Yes.
I'd like to know their builds before I make any judgements or comparisons.
Wizard was of the God variety right out of Treantmonks guide, first time player who proved very capable, loved crafting. Sorceror was Undead bloodline, mix of blast and Save or Suck/Die, not much buffing. Halfling Rogue went dual kukri's high dex, everyone has seen these. Druid chose fire domain over a companion, went a more casting orientated build, oddly did not like summoning however. Bard took archery feats and buffing and enchantment spells.
I'd also like to know how the Player was playing the monk in the first place as well.
Attempted to make a high AC, high saves melee'er. Ran around with the rogue using mobility, grapples and flurries. Worked ok the first few levels, started to lag later on and not be able to take hits/avoid them at all. Got creamed alot, lack of damage became glaringly obvious when the wizard got access to pouncing celestial dire tigers (Still back in the day pre-smite nerf, undead etc took double from each hit). Strength helped this, but not much. The paladin he switched to had a companion, 2 handed sword and the charge feats.
| Shadow_of_death |
It's a good build, SoD, but you DO have some weaknesses a monk doesn't. For example, how do you cope with will saves? A +3 at level 5 - this means you have to roll a 12 or better against a primary ability of a CR=APL, and failing will saves usually means you're bad off. Meanwhile, the monk is probably looking at a +6 or so, and with still mind a +8.
The same goes for reflex saves where you've only got a +1. What do you do against a grease spell? I know you haven't statted up your skills and may very well max acrobatics - you have the skill points for it - but it's still only a +9 in that case, not enough to jump over it (which the monk can).
Also, you can't grapple with weapon and heavy shield. You can grapple if you use a weapon cord to drop the axe, but you won't be very effective due to penalties. Bull rush isn't a bad maneuver, but it's far more circumstantial than grappling and in _many_ encounters, it won't do much good.
I'm not saying either is better or worse, and I'm not saying the monk has no issues (I do think it should get a boost) but the monk does have strengths that this doesn't.
Woah, didn't mean to miss this.
45% chance on a will save is under par but I look at it this way, I'm a fifth party member, using your will save attack on me means you didn't use it on the fighter, and guess who will be ending those spell effects (due to death) because you didn't? I can take it up to 50% if I use my human +2 bonus, I still haven't decided where to put that.
I generally don't care about reflex saves, grease isn't a big spell area, 10ft means with one DC 10 acrobatics check, passed easily with even a couple ranks, and I'm on the other side and in the wizards face. Other reflex saves are just damage and I have an HP buffer for that.
Who said I have an intention of grappling? I am a mobile attacker, why would I tie myself up with one creature? I can think of many circumstances when grappling would be useless, but I cant think of any circumstance where bull rush wouldn't do something. Don't get me wrong grapple can be great, but I don't see what the monk can accomplish with it that I cant with bull rush or just attacking.
So aside from the will saves (and who honestly didn't see that coming) I have to disagree with the other "strengths" the monk has over me. Sorry about not posting skills, didn't decide and it seemed irrelevant at the time, you can assume I maxed intimidate though.
ciretose
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ciretose wrote:If we are considering rage as part of DPR, then we should be including the after effects of stunning fist as well.
You can rage 4 rounds plus your Con modifier per day, which is more than stunning fist but still an expendable resource. Additionally there are negative effect following a rage (Fatigue and lower AC). So using them both as comparable assumptive parts of the DPR seems reasonable to me.
So what does stunning fist add? If we assume a 50% success rate (which is about what we are looking at on the scales) if you hit then you would look at the hit rate for one attack and for that attack add a 50% chance that you stun the enemy.
Now, when you stun the enemy, functionally you are going to get another round of attacks before they can counter.
So logically, the DPR would be Flurry, plus a chance of a second flurry. The formula would be similar to adding potential damage from Crits, only higher as it would be basically an 25% chance of an entire round of attacks.
Again, I think this isn’t a useful metric to apply, but if you are going to use it you have to take all of the variables into consideration.
Again, the way to do it is to look at...
I have six rounds of rage at level one.... that is enough for the two harder encounters, the dpr only drops 2-3 points without rage and that is easily enough to handle most starting fights in a game.
I have 12 rounds by level 4 which should last me 3 encounters (shouldn't take more then three rounds a piece, so maybe all four but i like to count on a long battle or two) If it really seems low to you I can grab extra rage at level 9 instead of greater bull rush, but I don't see it as necessary until about level 13.
Seriously though, I'm a barbarian, why wouldn't you consider rage? and it is not like we haven't considered stunning fist, it is just 50% chance to hit and 50% chance to stun 1-6 times a day isn't adding much because A) it has a 25% chance to work and B) you can't add it to even 1/3 of all the attacks...
I will comment on the build when I get home and have my books :)
| Jeranimus Rex |
Maybe I'm just not understanding, but does this account for the increased chance to get a critical threat in the first place? Rolling three times with a 19-20 range gives you a chance to get at least one threat of about 27% (calculated by 1-chance to not crit at all, which is .9 to the third power in this case).
Hmmmmm interesting point.
If that's the case, then the crit chance should be modified in addition to the hit chance. Calculated in the same way as regular hit chance.
The Numbers for common values are provided in the following
Crit: PS/ PSlvl10
15-20: .51/.657 (This is bonkers!)
17-20: .36/.486
18-20: .1775/.300875
19-20: .19/.271
20: .0975/.142625
I'm gonna have to brute force double check this.