Monk useless in Pathfinder Society?


Pathfinder First Edition General Discussion

Liberty's Edge

Hello everyone!

I have heard that the monk losses consistency as he grows up in level. They told that this is true because the role of the monk isn't too defined.

Is this true? Monk is my second favourite class in Pathfinder, following the Magus.

Thanks for the answers.

The Exchange

Lols.

Monks are a great PFS class. I have several players in the area who play them and they are quite good.

No, don't listen to others...play the character you want to play.

On a side note, "they" (whomever was telling you about monks and their role) is especially confused about PFS play.

You don't need any roles to play and have fun in PFS play. You don't need X or Y or Z. You don't need a dedicated healer (really, if a few people have a wand of CLW, you're fine), you don't need a dedicated front liner (I've played many successful PFS without one), you don't need magery or whatever.

What you need is just the willingness to work together to find solutions...those are the fun games where you find a way to succeed. Monks are great because they can be so flexible...their 'lack of role' (which is not ever needed) is actually a strength in PFS play.

Yeah, "they" likely have no idea what they are talking about. I never listen to "they".

-Pain

p.s. Alternate reading as well:

Painlord's What to Expect at a PFS Table
Painlord's How to be a Better PFS Player
Painlord's What we Teach New PFS Players

The Exchange

Ravenath wrote:

Hello everyone!

I have heard that the monk losses consistency as he grows up in level. They told that this is true because the role of the monk isn't too defined.

Is this true? Monk is my second favourite class in Pathfinder, following the Magus.

Thanks for the answers.

The strict answer to your question "do they lose consistency?" is actually yes. But the answer to the question "do they use utility?" is decidedly no. In PFS by level 8 or 9 a Monk is hitting often enough to deal damage consistent with a front-liner and will have a decently high enough AC to actually act as a front-liner. They are good at maneuvers and usually have a massive CMD.

But also at level 8 or 9, Monks (even non-archetyped) start to diversify. One may become a grapple master. One may spend his money on AC boosts while another keeps upgrading his Belt of Giant Strength. This one over here does a whirlwind attack.

(A player may "lose consistency" as well if they try to make their monk an "everything" monk instead of specializing. Buying an Amulet of Mighty Fists and a +1 Adamantine Temple Sword is a good example of this.)

Monks are probably the most versatile of any class at high levels. They aren't "the best" at a specific thing (other than maneuvers) but are able to adapt to a wider variety of situations and have great survivability. (Not to say that monks are invulnerable, when my Monk is confronted with a range combat situation his response is to charge if possible or run away if not.)


I like to think of monks as Pathfinders version of special forces. There are plenty of options how to build one. In my opinion it is best to focus on whatever route you choose. I love their skill sets and fast movement.

Think of a set skill or feat and have a blast.


Painlord, I'm going to respectfully disagree with your "You don't /need/ a specific role."

There are modules out there now that are all but impossible if you don't have one or two specialized niche players, and they don't give a lot of forewarning on which niche player is needed.

In general:

Lots of tier 3-4 modules now have "Beat a Knowledge (x) DC of 25-28, or require the GM to pull something out of his ass to avoid the mission grinding to a halt."

I'm now seeing modules that are requiring astonishing Appraise and Disable Device checks, and I'm seeing more modules rely on traps that require DC 25 to DC 30 Perception skills - virtually requiring a Rogue with Trapfinding to be viable.

In general, anything that makes Rogues more useful in PFS is to be encouraged, as well as the Knowledge Monkey niche...but these are one of the big changes in PFS play for Season 3 that I've spotted, and I like making characters who are "front-line, plus something extra..."

The Exchange

AdAstraGames wrote:

Painlord, I'm going to respectfully disagree with your "You don't /need/ a specific role."

There are modules out there now that are all but impossible if you don't have one or two specialized niche players, and they don't give a lot of forewarning on which niche player is needed.

In general:

Lots of tier 3-4 modules now have "Beat a Knowledge (x) DC of 25-28, or require the GM to pull something out of his ass to avoid the mission grinding to a halt."

Hmm...I think this is a neat challenge Ad Astra. While I don't know what mod, in particular, you are talking about, I think it's pretty easy to disprove what you are saying.

Put in a spoiler that gives the name of the mod and a description of the challenge...and we'll see how many different ways people have already overcome the obstacle. My guess is that there will be several unique and fun ways to complete the scenario.

While I agree that come builds can make some encounters easier than others, that isn't what you are saying, you are saying it's "all but impossible" to succeed without X, Y, or Z. That's a bold statement.

Edit:

Even if your party doesn't have the skills necessary and the GM needs to tweak the mod to make it work, why is that a bad thing? Or if the party just fails but the party did their best, is that a bad thing?

I'd rather have fun failing a scenario while trying and working my darndest to overcome with everyone playing the character they want than 'win' because everyone is playing a character they don't want because they feel they 'have to'.

Your reality may vary.

-Pain


I'd have to agree a little with both of you. The one thing that I find disturbing, and would undermine my ability to have fun in PFS, is the idea that failing a scenario due to not having the proper roles in the party since I have no control on what players bring to the table. It would basically be like rolling the dice to see if I even had a chance to try to succeed.

Though I agree with Painlord that I have not seen any scenarios that are unable to be finished due to not having a certain role. Faction missions, yes, especially the seasons that had both an easy and a hard one. But I would also like to see what scenarios you have had a problem with to see if I can think of a way for a party to work around not having a trained-only skill or class ability.


Ehh... you can pretty much play whatever you want in PFS and do fine.

If my fan-wielding 7-Strength melee aristocrat can do fine in PFS, a Monk sure can too.

AdAstraGames wrote:
these are one of the big changes in PFS play for Season 3 that I've spotted, and I like making characters who are "front-line, plus something extra..."

Nice, AdAstra! I'm about to delve into Season 3 locally, and if what you're saying is true (modules that require more than just combat smackdown ability), that could go a long way towards increasing my enjoyment of PFS!

-Matt

The Exchange

Nickademus42 wrote:
I'd have to agree a little with both of you. The one thing that I find disturbing, and would undermine my ability to have fun in PFS, is the idea that failing a scenario due to not having the proper roles in the party since I have no control on what players bring to the table. It would basically be like rolling the dice to see if I even had a chance to try to succeed.

I think this is an interesting point. It describes the differences that can legitimately occur between gamers.

For me, the fun of the game comes from socially interacting to overcome problems and so the XP/GP reward is less important. It's the journey and not the destination. The only way we 'fail' is if we don't work together and find ways to adapt, improvise and overcome.

For others, the fun comes from 'winning' and getting the XP/GP.

I appreciate that PFS has the ability to cater to both.

Nickademus42 wrote:
Though I agree with Painlord that I have not seen any scenarios that are unable to be finished due to not having a certain role. Faction missions, yes, especially the seasons that had both an easy and a hard one. But I would also like to see what scenarios you have had a problem with to see if I can think of a way for a party to work around not having a trained-only skill or class ability.

Yeah, maybe. I have yet to see if this actually true. I haven't seen it, but have yet to play, read, run every scenario. However, there might be one or two of them out there (scenarios that you absolutely *must* have an X, Y, or Z), but they are likely to be exceptions to the rule. Even if they do exist, making characters to cater to rare exceptions or building parties to cater to them seems quite silly to me. In the end, everyone should still play what they want to play.


Example 1:

Bennett Manor Gauntlet

Three of the faction missions more or less require making three DC 28+ Stealth Checks where, if any one of the three is failed, the faction mission cannot be completed. This is for tier 5-6

One of the faction missions requires a DC 26 Appraise check.

The primary mission can be failed by failing to make a DC 30 Disable Device check and setting off a trap that effectively destroys the item the team is supposed to recover. We pretty much fast talked the GM into letting us take damage to recover the item in question before the acid destroyed it, but as written, failing the Disable Device check means the scenario is unwinnable.

All in all, I actually like the premise of this module - but our group of PFS characters that had adventured together for 10+ modules was SO the wrong team for this it wasn't funny. I think the module writer set the DCs a bit too high.

Also, I wanted the tea with the DC 35 Fort save versus sleep to be a recoverable boon...

Example 2:

Delirium's Tangle

This module almost TPK'd us because nobody could make the Knowledge (engineering) checks, and every random room had a 50/50 chance of having a trap that nobody could disable....or even detect...although when you recognize a room layout because your failure on the Knowledge (engineering) tests means you keep running through the same room five times...with the same re-setting trap...which you know is there, and you know you can't avoid...

Example 3:

Sewer Dragons of Absalom

This module opens up with a series of serial encounters that, if you fall into pit traps turn into "have four encounters at once versus half the party..." One of those modules where a rogue would've made it an order of magnitude easier...

I no longer remember the tier 1-2 module that required 5 different Knowledge (x) checks at DC 24 to pass three challenges without carving your way through like a band of bloody murderers...but DC 24 for Tier 1-2 in 5 different skill checks pretty much requires a Bard or Inquisitor with the Knowledge domain.

The usual gripe is that most modules only want a thief until someone gets an Adamantine Greatsword, because once the Greatsword is gotten, no door can stop the party.


Painlord wrote:

I think this is an interesting point. It describes the differences that can legitimately occur between gamers.

For me, the fun of the game comes from socially interacting to overcome problems and so the XP/GP reward is less important. It's the journey and not the destination. The only way we 'fail' is if we don't work together and find ways to adapt, improvise and overcome.

For others, the fun comes from 'winning' and getting the XP/GP.

I appreciate that PFS has the ability to cater to both.

Oh, don't get me wrong. By 'winning' I don't mean getting the xp/gp/pa. I'm referring to the in-game roleplay of the fact that the Society sent me to do a mission for them. If out-of-game the scenario cannot be completed because of something that is beyond my control as a player, my character is just SOL.

Were this the case I'd feel like a person given a square peg to fit into an equal-diameter round hole. I wouldn't have any fun trying to jam it into the hole. Now put a saw in the room and we're talking. I at least then have the ability to notice it, saw off the corners and get the peg in the hole after all. Once it is possible, THEN I enjoy all the trials and tribulations of the journey.


AdAstraGames wrote:
Example 1

Retort:
Haven't played this one yet, so going from what you've included. Ignoring the faction missions as irrelevant since you're not supposed to get all the faction missions anyway, the main situation of a trapped quest object is harsh. Though if you've identified the trap as acid, it may be possible to shield the object from energy damage and avoid its destruction. It may also be possible to use magic or gear to quickly move the object out of the way as the trap springs. Perhaps a whip attack or Hydraulic Push followed by a feather fall on the object (no touch required).

AdAstraGames wrote:
Example 2

Retort:
Played this one last night. I'm not sure where the K(engineering) was, but the maze allows four different checks to navigate: Perception, K(arcana), K(dungeoneering), Survival. I may have mistaken one of the Knowledge's and it's engineering, but still that's a decent spread of skills that doesn't require a single role. I agree the rooms themselves are frustrating in how they are setup. Perhaps use Acrobatics to jump over the squares you know are trapped? What we did with the maze is if the Perception rolls failed (I see a LOT of PFS players with high Perc), someone would roll Survival and everyone else would Aid Another. We rarely failed.

AdAstraGames wrote:
Example 3

Retort:
Haven't played this one either. The idea of a split party doesn't really cater to any role. Multiple roles could do things to ease the pain(casters use sleep/stun spells to debilitate, dpr hit hard and fast, tanks use total defense to hold out until help arrives, charmers start acquiring pets to even out the numbers, etc.)

As for the Know(x) DC 24, that's not that much. A 1st-level character with the particular Knowledge as a class skill gets +4 just from a rank. Add in +2 to +4 for Int mod and a character could feasibly pass with a roll of 16. Both my wizards have +10 to all knowledges at level 2, so. Besides from what you say those checks are just for a non-combat means of passing the challenge. A not-so-well learned party can just hack n slash through the band of bloody murderers (unless there is a reason they couldn't).

Grand Lodge

Ad Astra

It helps if your spoiler says which scenario. I had a look at example 1 and have to agree with what Painlord said.

Ghenett Manor Main mission:

first of all - what acid? The book is protected by a Sonic Trap. So triggering the trap might hurt (or even kill) someone but should keep the book intact.

Beyond that - it says in the scenario that a Silence Spell renders the trap useless.

And you can bypass the trap. The group I GMed had a player who earth glided below the floor and found the compartment that way.

I will have a look at the other missions - but despite having GMed the scenario I seem not to recocknize them as clos to impossible.

Ghennett Manor faction Missions:

I couldn't find a skill check > 20 and two missions with Appraise DC20 Lantern Lodge and Taldor have one or even two alternative skills that can be used.
I'm not aware of any mission that fails because you are not stealthy.

Silver Crusade

Example 3::

Sewer Dragons of Absalom

This module opens up with a series of serial encounters that, if you fall into pit traps turn into "have four encounters at once versus half the party..." One of those modules where a rogue would've made it an order of magnitude easier...

Having GM'd said module, I don't recall any issue with that happening. And I just re-read it, and didn't see it again. Can you point me to where you would have that happen?

Grand Lodge

Alexander_Damocles wrote:

** spoiler omitted **

Having GM'd said module, I don't recall any issue with that happening. And I just re-read it, and didn't see it again. Can you point me to where you would have that happen?

I have the same problem with example 1. I don't recocknize the problems mentioned as well and re-reading them I can't find them in the module.

So either I'm wrong and miss something, the memory of the game is wrong - or the GM adds difficulties that are not in the module.


We had a party that did not have:

Earthglide (or summoned creatures)
Silence spells (of any variety)
Anyone with Disable Device
Anyone with a Stealth modifier above +5.
Anyone with Appraise.

And my recollection of the trap...was Acid dissolving the McGuffin if the trick floor was set off.

I am not saying that it was an unsolvable solution (though our GM, having seen all of us blow our faction missions, seems to have given us a gimmee on the main mission).

I am saying - and this reinforces my point - that season 3 missions require a wider range of roles than pure combat capabilities.

Again - in spite of getting bitten on the ass by this module (and nearly TPK'd in big fight), I like the idea, and I really like that it gives rogues and non-combat spells useful things to do, and challenges that can't be answered by More Greatsword.

I think the execution and DCs could've been toned back by about 3 points each (still wouldn't've helped me on that Appraise check I blew) and the module improved.


Thod wrote:
Alexander_Damocles wrote:

** spoiler omitted **

Having GM'd said module, I don't recall any issue with that happening. And I just re-read it, and didn't see it again. Can you point me to where you would have that happen?

I have the same problem with example 1. I don't recocknize the problems mentioned as well and re-reading them I can't find them in the module.

So either I'm wrong and miss something, the memory of the game is wrong - or the GM adds difficulties that are not in the module.

Explanation:

At roughly the midpoint of the module, you go through the Kobold Lair through a 10' wide corridor with niches, and giant round balls sent down the corridor, with Kobolds firing bows at the party.

There were nice, obvious places to sidestep the rolling balls of crushing death...which had pit trips that would send you down into the sewer where two other encounters ran.

It was well done, and well executed, and a nice example of smart opponents using smart tactics. It's also something that would've been MUCH easier if there'd been a rogue along...which I think is, all in all, a good thing.

Again, this IS NOT A COMPLAINT!

Silver Crusade

AdAstraGames wrote:
Thod wrote:
Alexander_Damocles wrote:

** spoiler omitted **

Having GM'd said module, I don't recall any issue with that happening. And I just re-read it, and didn't see it again. Can you point me to where you would have that happen?

I have the same problem with example 1. I don't recocknize the problems mentioned as well and re-reading them I can't find them in the module.

So either I'm wrong and miss something, the memory of the game is wrong - or the GM adds difficulties that are not in the module.

** spoiler omitted **

A better way:
Or you run straight back down that hallway to the intersection, wait for the rock to roll on and get stuck, and then proceed to kick the tar out of the kobolds. When I ran it (Pacificon 2011), the party breezed through it and the next encounter. Plus, it only turns into four encounters if you *really* try to pull every NPC in the encounter on your head. The kobold alchemist tho, now *he* was great. Spiderclimb and bombs, from an obnoxious, trash talking kobold? I'll take more of those, thanks!
Grand Lodge

This worries me somewhat - I don't have the modules, haven't read the modules and at some point, intend to play the modules... so was the GM adding crap to mess with AdAstraGames or what?

The Exchange

Back to the original post. Monks are the melee Jack of all trades. the bard of combat in other words. not as good as the fighter or barbar's for pure Damage. but with lots of annoyingly fun to use specials that make gm's whine about them blasted monks. the monks are very skilled in many areas and can if built with care to both skills and feats, be a fun addition to any party.

I Totally agree with Painlord on one point.

Painlord wrote:
Yeah, "they" likely have no idea what they are talking about. I never listen to "they".

I add neither do we (Painlord and myself) we just enjoy ourselves no matter what table we are at. unless you want to sit at a table and have fun role playing! and care not a damn for the numbers on the sheet. then we totally fit that role! how many converts are you up to now pain?

Play what you enjoy!

Liberty's Edge

Helaman wrote:
This worries me somewhat - I don't have the modules, haven't read the modules and at some point, intend to play the modules... so was the GM adding crap to mess with AdAstraGames or what?

I don't know what the GM's motivations were. But if AdAstraGame's recounts are 100% accurate, then the GM modified the scenario.

This is not something that any GM should do, and I can assure you Helaman, that any Venture Captain or Lieutenant that puts on a game day, makes sure all their GM's are aware that they should not be modifying things in scenarios.

The Exchange Contributor, RPG Superstar 2010 Top 16

In the context of Ad Astra's comment:

Quote:
There are modules out there now that are all but impossible if you don't have one or two specialized niche players, and they don't give a lot of forewarning on which niche player is needed.

I'll just comment on the two scenarios I'm familiar with.

Delerium's Tangle:
I'm guessing you are talking about the maze? The maze ends after a set number of encounters and there are about 4 different ways to navigate it.

K(engineering)
Survival to track someone
K(Arcana)
Just lumping through a set number of iterations

There was also a boon you could trigger before entering the maze to give you a bonus on one of the skill checks. This hardly requires a niche player or a specialist, worse case it requires getting beat up a bit. If the GM painted the trapped room as being identical every time you passed through it then perhaps he should have used a little more imagination when describing things or had the trap already triggered so you could see you were going in circles.

A monk wouldn't sweat the traps because he has awesome reflex saves, slow fall, and acrobatics to avoid damage.

Sewer Dragons:

Worse case, it splits the party in two not four. It's super easy to regroup and if you lack the skills, you just need to survive a few rounds against a moderately nasty Otyugh or two until reinforcements arrive. The only specialization you needed was being able to solo a monster for a round or two waiting for reinforcements. I'm not sure if it made it through editing, but in their tactics the otyugh(s) were supposed play with their food if they didn't feel threatened.

Honestly, I think a monk would rock that encounter. He (should) have solid acrobatics and can jam down that hallway unlike the rest of the party. He can deflect crossbow bolts from the Kobolds and has a great reflex save to avoid the traps. If he had to solo the otyugh's he has a decent CMD which comes in handy against the Otyugh's grab ability and can flurry even when grappled.


Dennis Baker wrote:


"faction mission is impossible"...

Some factions, the faction missions boil down to "Do not let NPC X die." or "Vaguely Threaten NPC X, but don't kill them." Other faction missions usually have "Complete skill check of DC X, or talk to NPC Y who can help you with skill check of DC X."

While Paizo is free to change the nature of faction missions to favor specific classes, a faction mission that cannot be roleplayed for SOME sort of bonus is kind of frustrating - especially if you chose a faction because, hey, it fit your character concept and personality - and their faction mission skill checks suddenly change from "Talk to NPC, make Diplomacy check that you have and have been using five levels" to "No NPC to talk to, and, by the way, make a high DC skill check that pretty much requires someone who's specialized in that skill to have a chance of succeeding."

Faction Mission:

The faction mission in question was to recover a specific bottle of perfume, without making it obvious that the perfume was taken. EG, it was expressly stated that stealing all the perfume bottles and sorting it out later was a "you failed to be sufficiently subtle" way of blowing the mission.

I bought a 20 GP bottle of perfume that had contents meant to look similar in appearance to the perfume I was lifting. I bought an extra, empty, perfume flask, and a funnel, so that I could swap the perfumes in the bottles on site, so that the replacement could be done in such a way that nobody would be the wiser until someone tried to apply the perfume.

The perfume was on a vanity with 30 other bottles to choose from.

I then got told "DC 26 Appraise check to identify the correct bottle."

I feel I did MY part to play along with the intent of the faction mission.

I also want the tea with the DC 35 Fort save versus sleep as a boon. I specifically want to hand it to the Bard and have the Bard cast Beguiling Gift and hand some BBEG the tea...

Quote:

The game is designed around the assumption that 50% of faction missions will fail.

If some of the faction missions are unattainable due to missing skills that is the sound of the system working as intended. Many GMs softball faction missions which is kind of sad because it invalidates the efforts of players who make the efforts to get them.

I agree that faction missions should not always succeed. I'm with you there. I'm even willing to accept that faction missions should require different skills for each faction to succeed.

Where I object is when the skills needed to complete a faction mission radically change after characters have been built. This character has had a challenging time doing faction missions - getting about 70% of them. This was his first Season 3 module, and this module was brutal on faction missions for everyone.

Prior to this, his faction's missions had largely been "Talk to NPC X, recover gewgaw Y, dispose of thingamajig Z, make a Diplomacy check of DC (fairly high) or "Roleplay something embarrassing".

About one time in three, these required a skill check that he didn't have, but could talk to someone else in the party to help with. His "Magic Faction Mission Skill" turned out to be Diplomacy or just talking to an NPC for about three quarters of the faction missions.

This is the first time I've had a faction mission that there was NO chance of my succeeding at, and the "usual things" that I built this character to be good at, spending two traits and a feat, and about 400 GP in roleplayed bribes over two years - specifically for handling faction missions - were rendered "eh, don't bother."

Making this more frustrating is seeing faction missions that have no skill checks whatsoever - just "Make sure NPC X doesn't get killed by your companions." and "Deliver item Y to NPC Z while in location AAAA."

Now, it could be that the module I played, had faction missions that were set to "Nightmare Mode." But it's something that does concern me...

The Exchange Contributor, RPG Superstar 2010 Top 16

Hah, I deleted that post because I figured it was taking things too far on a tangent :P

Your character has succeeded on 70% missions, the target is 50%.

"Where I object is when the skills needed to complete a faction mission radically change after characters have been built. "

How do you know what skills will be needed for a faction mission before the module is written?


Andrew Christian wrote:
Helaman wrote:
This worries me somewhat - I don't have the modules, haven't read the modules and at some point, intend to play the modules... so was the GM adding crap to mess with AdAstraGames or what?

I don't know what the GM's motivations were. But if AdAstraGame's recounts are 100% accurate, then the GM modified the scenario.

This is not something that any GM should do, and I can assure you Helaman, that any Venture Captain or Lieutenant that puts on a game day, makes sure all their GM's are aware that they should not be modifying things in scenarios.

It's been over a month since I played that module, I think. The impression we'd been given was that setting off the false floor trap would pretty much auto-fail the primary mission, and from the player's side, it looked an awful lot like he was modifying a bit on the fly so that we'd succeed in spite of having nothing resembling the skills or abilities needed.

Please note - I actually LIKE THE IDEA that the module has lots of problems that can't be solved with More Greatsword. I felt the DCs on that module were too high by about 3-5 for a 5th level party. The spoiler in my immediately previous post explains the faction mission issue.

This is a module that came close to TPKing a 5th level party that was pretty solidly constructed for beat-down, in part due to some well timed rolls by the GM (and some ill timed saving throws from the player). My character - in addition to failing a faction mission - got killed in this module, and needed a Raise Dead and Restoration (18 Fame expended), and I'm actually pretty impressed with the module. Great idea, wonderful theme.

I think its difficulty was a bit too high for tier 4-5, and it absolutely would've benefitted us to have a rogue (up until that near TPK combat encounter...)

As detailed in my prior post, I'm hoping it was a case of "Everyone's faction mission was impossible." rather than a mandate from on high that "Certain factions have to make skill DC checks in uncommon skills, while others just have to talk to an NPC/prevent an NPC from dying."

The Exchange Contributor, RPG Superstar 2010 Top 16

Back on the monk...

I honestly think they are fine in PFS. They have lots of great defenses and some nice side abilities that can be good for situations where other characters struggle. You are likely to be frustrated at some points in society play because some other classes are significantly out-damaging you in combat though.


Dennis Baker wrote:

Hah, I deleted that post because I figured it was taking things too far on a tangent :P

Your character has succeeded on 70% missions, the target is 50%.

"Where I object is when the skills needed to complete a faction mission radically change after characters have been built. "

How do you know what skills will be needed for a faction mission before the module is written?

When you've done 10 missions for a faction, you've got a reasonably good guess as to what sorts of skills and behaviors will be needed to complete a mission. Your Silver Crusade faction won't require that you use Sleight of Hand to plant evidence on someone. Your Taldan faction will usually involve talking to someone who reminisces about The Good Old Days. Your Qadiran faction will usually involve some sort of Appraise or Profession check that's easy to deduce.

It's not a case of "Well, this faction mission needs a DC 28 Profession (candlemaker) skill check..." after your last fourteen missions have all been "Don't let your party members kill NPC X." or "Delivery package A to NPC B."

And for all I know, that particular module may have been written for tier 6-7 and adjusted for tier 4-5 and not been adjusted quite as far as it needed to be...

It was, by far and away, the most challenging PFS module I've ever played.


The Monk is actually pretty good at PFS play. There are a number of modules where the Big Fight Scene involves charging ranged combatants across difficult terrain, and a

Here are skills that will be useful:

Acrobatics
Climb
Sense Motive
Perception (duh)
Knowledge (religion)
Knowledge (history)

Since you're going to have a good DEX anyway, I strongly recommend taking a trait that gives you one of the quintessential Rogue skills as a class skill.

Liberty's Edge

Awesome comunity, as allways.

I'm now sure about a thing: I should be playing whatever I like to play, because this game is so balanced and tested that's difficult to break a build to the point the character is useless.

Thanks for all your answers!


Ravenath wrote:

Awesome comunity, as allways.

I'm now sure about a thing: I should be playing whatever I like to play, because this game is so balanced and tested that's difficult to break a build to the point the character is useless.

Thanks for all your answers!

You should play what you want to play, because the majority of PFS scenarios are balanced for "average" levels of optimization.

It is possible to make a build that's useless or nearly so. It's hard to make a build that's useless accidentally...

Do focus on having decent skills. PFS play rewards having a couple of Knowledge skills or Linguistics skills in the party.

The Exchange Contributor, RPG Superstar 2010 Top 16

Ravenath wrote:

Awesome comunity, as allways.

I'm now sure about a thing: I should be playing whatever I like to play, because this game is so balanced and tested that's difficult to break a build to the point the character is useless.

Thanks for all your answers!

Well...

The monk is a challenging class to play compared to many other classes. If you are a new to Pathfinder RPG you might get frustrated compared to some other class choices. I think it's a fine choice, but you might consider something else if it's your first character.


Nickademus42 wrote:

The one thing that I find disturbing, and would undermine my ability to have fun in PFS, is the idea that failing a scenario due to not having the proper roles in the party since I have no control on what players bring to the table. It would basically be like rolling the dice to see if I even had a chance to try to succeed.

I disagree. The alternative to not having uses for certain classes means this: You think, "Any campaign or module should be a 'walk-through' no matter which class you have."

Then classes become entirely pointless in the first place.


Ravenath wrote:

Hello everyone!

I have heard that the monk losses consistency as he grows up in level. They told that this is true because the role of the monk isn't too defined.

Is this true? Monk is my second favourite class in Pathfinder, following the Magus.

Thanks for the answers.

I'm playing a monk right now in a 20 point Patfinder by the rules game. I am having no problem being useful. The only folks that are down on monks are either those that are envious of powerful combat oriented fighter and barbarian builds which the monk can't match for damage output or those that don't know how to build a monk and play them to their strengths. I don't expect to be the combat monster as a monk, but I do expect to be useful because I have much better skills and can help the overall success of the party while having a good time.

Scarab Sages

My PFS Monk is now level 11. Started him back at the beginning of season 1 and I have no regrets. He suffered a chronic case of often being the lowest level guy in the Party and often the only melee combatant. (Situational local problem at the time.) So he often found himself trying to hold a front line against creatures about one tier above what he should have been fighting. It was a constant source of amusement at how much he got the crud beat out of him every adventure. (Thank goodness for having good healers!)He has even been outright killed twice. Yet he is sa great character and a good build that has performed admirably in many combats, made many skill checks, and been downright fun to play.

Liberty's Edge

AdAstraGames wrote:
This is a module that came close to TPKing a 5th level party that was pretty solidly constructed for beat-down, in part due to some well timed rolls by the GM (and some ill timed saving throws from the player). My character - in addition to failing a faction mission - got killed in this module, and needed a Raise Dead and Restoration (18 Fame expended), and I'm actually pretty impressed with the module. Great idea, wonderful theme.

Got some bad news for you AdAstra, the PP cost for the Raise Dead and required RestorationS (two are needed) comes to a total of 24 PP, as you need the 4 PP version of the Restorations, not the 2 point versions.

Raise Dead wrote:
Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature.
PFSOP Guide, Table 5-4:Generic prestige Awards wrote:
Restoration 2 PP ( 4 PP to remove a permanent negative level)

Note that you can mix&match paying by gold and PP for the Raise Dead and 2 Restorations needed, as long as each of the three spells is paid for in its entirety by the same method (PP or gp)

Raise Dead 5,450 gp or 16 PP
Restoration 1,380 gp or 4 PP each

SO, the options are:
24 PP & 0 gp
20 PP & 1,380 gp
16 PP & 2,760 gp
8 PP & 5,450 gp
4 PP & 6,830 gp
0 PP & 8,210 gp

Sometimes, living again sucks (the Prestige Points right out of you).

Contributor

Helaman wrote:
This worries me somewhat - I don't have the modules, haven't read the modules and at some point, intend to play the modules... so was the GM adding crap to mess with AdAstraGames or what?

Re: Ghenett Manor Gauntlet where this is concerned:

.

Spoiler:
1) The skill check for each and every faction mission in the module is DC 20; 2) The only stealth check listed in the module is a DC 26 check for removing an iron grill from one of the exterior windows (one of four means of entering the manor) in order to avoid detection by the caretaker--incidentally, when alerted the caretaker does nothing more than invite the party to use the front door and request that they not damage the grill; 3) The McGuffin (book) is protected by a sonic blast trap, not acid. Setting off the trap does not harm the book in any way. In fact, acid is mentioned only three times in the module: the cantrip acid splash (in Besai and Livilla's spell lists) and Besai's "acidic verbal abuse."

Sounds to me like your GM made several changes to the module as written. I'm not sure what the PFS policy is on this.

Contributor

AdAstraGames wrote:
Dennis Baker wrote:


"faction mission is impossible"...

** spoiler omitted **

Quote:
The game is
...

I certainly would have credited you with your efforts to complete this faction mission. But you really need to have a word with your GM:

Spoiler:
The faction mission in question was a DC 20 check, and could be Appraise, Craft (alchemy), or Knowledge (nature). And there were 13 vials of perfume on the table, not 30.

Scarab Sages

I am currently playing a monk in PFS, he is level 4. So far, the only thing i do not like about him overall is his lack of skills. I say lack, because I took the favored class bonus in CMD, and while I didnt dump INT, I left it at 10.

Things my monk excels at:

1. Providing cover and intercepting mooks and BBEGs from the healers/casters/squishys.

2. Fast movement to run down escaping people so we can interrogate them.

3. Phenomenal acrobatics to move through bad/rough terrain, get past big pits/obstacles, and tie up ranged people. (ex: Forget the adventures name, but there were two towers with archers on top, 50 feet high and 30 feet apart...I climbed the one, then made a dc 30 acrobatics check and literally leapt from one to the other, and kept the bad guys there busy while my party slew the beasties on the first tower. My high AC kept me alive, maneuvers tripped and bullrushed the mooks, I threw one off a tower and slayed some of the others with my d8 temple sword).

4. Fun to play

5. Utilitarian abilities many dont have...if you dont have a rogue, someone with evasion like a monk is awesome (someone will survive the fireball).

IMHO, PFS is all about cooperative working together. That said, its wise to take even a few Knowledge skills that might seem unusual to a character...why does a fighter need K(history)? Maybe its military history, and during the course of learning about the formations of the Korvosan Guard, you also learned X....

Getting around challenges as a group is far more satisfying to me than being a one man show. I have a burn/elemental sorcerer that literally pwns almost every scenario he has been in, often killing every mob almost by himself....but its not that fun to me. Sure, its a huge power trip to blast through 4 mooks in one or two rounds, but seriously...I dont like being that guy.

So far, I have yet to see a class thats not good for PFS.


I would suggest a reading of the guide to monks that Treantmonk wrote somewhere around. Basicly, when you build a Monk and you decide where to put a talent or what kind of equipment you need, you should keep in mind those two questions "does it help my damage output? Does it help my CMB?"; those are your priorities, because if you are not flurrying blows, you should take advantage of your full-BAB CMB.
And remember: strength is your MAIN attribute! :)

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