DeusTerran |
This is mostly to confirm my math as well as a slight rules question.
At level 20 (16 synthesist summoner and 4 Monk of the sacred Mountain) While the Eidolon is wearing Bracers of Armor +8, all of it's armor points as Natural Armor (+12) with its base natural armor as a humanoid (+2) with maximum improved Natural Armor evolutions (+8) The Greater shielded Meld (+4 shield) with two improved natural armor feats (+2) A dex of fourteen while wearing a belt of incredible dexterity +6 (20 dex total = +5 dex AC) While the Monk has the monk AC with a wisdom 16 (+4) with the sacred mountain natural ac (+1) with three feats of improved Natural armor (+3) while being hit with a maximum Barkskin (+5)
If my math is right that is a total of 56 AC. Did I do this right? And if so, what can hit this without being a critical hit?
Riuken |
This is mostly to confirm my math as well as a slight rules question.
At level 20 (16 synthesist summoner and 4 Monk of the sacred Mountain) While the Eidolon is wearing Bracers of Armor +8, all of it's armor points as Natural Armor (+12) with its base natural armor as a humanoid (+2) with maximum improved Natural Armor evolutions (+8) The Greater shielded Meld (+4 shield) with two improved natural armor feats (+2) A dex of fourteen while wearing a belt of incredible dexterity +6 (20 dex total = +5 dex AC) While the Monk has the monk AC with a wisdom 16 (+4) with the sacred mountain natural ac (+1) with three feats of improved Natural armor (+3) while being hit with a maximum Barkskin (+5)
If my math is right that is a total of 56 AC. Did I do this right? And if so, what can hit this without being a critical hit?
Be careful when stacking your natural armor bonuses with your enhancement bonuses to natural armor. The two types stack, but they don't stack with themselves. Not saying you did it wrong, just to double check since I'm being lazy and not checking them all myself. Also a critical threat isn't a critical hit, and as such you will almost never be crit due to confirmation rolls.
DeusTerran |
DeusTerran wrote:Be careful when stacking your natural armor bonuses with your enhancement bonuses to natural armor. The two types stack, but they don't stack with themselves. Also a critical threat isn't a critical hit, and as such you will almost never be crit due to confirmation rolls.This is mostly to confirm my math as well as a slight rules question.
At level 20 (16 synthesist summoner and 4 Monk of the sacred Mountain) While the Eidolon is wearing Bracers of Armor +8, all of it's armor points as Natural Armor (+12) with its base natural armor as a humanoid (+2) with maximum improved Natural Armor evolutions (+8) The Greater shielded Meld (+4 shield) with two improved natural armor feats (+2) A dex of fourteen while wearing a belt of incredible dexterity +6 (20 dex total = +5 dex AC) While the Monk has the monk AC with a wisdom 16 (+4) with the sacred mountain natural ac (+1) with three feats of improved Natural armor (+3) while being hit with a maximum Barkskin (+5)
If my math is right that is a total of 56 AC. Did I do this right? And if so, what can hit this without being a critical hit?
Ah okay, well I just got back from reading the Armor rules (specifically the Natural armor one) and By RAW; the Nat armor from the sacred mountain Monk and his nat armor feats do not apply, so that's an Total AC of 52 (touch 19, flatfooted 47) That's still one damn hard target to hit!
Riuken |
At that point why not just drop the monk levels? If what you're trying to prove here is that synthesist is OP, you're job's done already, there are countless threads about it already. If you want to use your sythesist potential on high AC go right ahead. Standard monks, fighters, and duelists can get their AC there too.
DeusTerran |
At that point why not just drop the monk levels? If what you're trying to prove here is that synthesist is OP, you're job's done already, there are countless threads about it already. If you want to use your sythesist potential on high AC go right ahead. Standard monks, fighters, and duelists can get their AC there too.
My plan wasn't to prove that they are OP, I was just asking if my math was right, and thanks to you I was proven I was indeed wrong (by 4 that is)
I'm planning on playing a guy that was inspired by Kamen Rider, the Monk dip is for Master of Many styles with Janni Rush (Rider Kick) and I need at least 3 levels of Monk to pick up Monastic Legacy to improve on the unarmed attacks
Darth Grall |
I'm planning on playing a guy that was inspired by Kamen Rider, the Monk dip is for Master of Many styles with Janni Rush (Rider Kick) and I need at least 3 levels of Monk to pick up Monastic Legacy to improve on the unarmed attacks
Firstly, love Kamen Rider so props.
Also Nick is correct, you're off there. Should be 18 dex from the the passive buff in those stats. Assuming you boosted the dex from 12 to 14 with eidolon's ability increases, then it would be 20. With the +6 from the belt, should be 26 Dex for a +8 bonus. So it seems you're off by a bit.
So you have:
+10 Base That everyone gets
+8 Armor from Bracers
+8 Dex
+12 Natural Armor from armor bonus quality
+8 Natural armor from the Evolutions
+2 From Biped
+4 Shiled from Greater Meld
+3 Improved Nat Armor Feats(A Synthesist's eidolon doesn't get feats so, I assume the ones you have improve the eidolons. If not, this doesn't apply at all).
+4 Monk(your listed WIS of 16 is a +3, not +4, but @4th you get a +1 so it's okay)
+5 Nat Armor With Barkskin
10 base + 8 armor + 8 dex + 4 shield + 30 Natural Armor + 4 Monk
This total is by my count is 64 AC with a Flat-Footed AC of 56 and a touch AC of 22(Ouch). 61(53 flat) if the improved Nat armor feats don't apply.
If you have any wealth left, get a Ring of Protection so you can get a Deflection bonus too, which helps with your abysmal touch ac. Also, dodge bonuses could help you out too, so the feat dodge might be in order.
DeusTerran |
DeusTerran wrote:I'm planning on playing a guy that was inspired by Kamen Rider, the Monk dip is for Master of Many styles with Janni Rush (Rider Kick) and I need at least 3 levels of Monk to pick up Monastic Legacy to improve on the unarmed attacksFirstly, love Kamen Rider so props.
Also Nick is correct, you're off there. Should be 18 dex from the the passive buff in those stats. Assuming you boosted the dex from 12 to 14 with eidolon's ability increases, then it would be 20. With the +6 from the belt, should be 26 Dex for a +8 bonus. So it seems you're off by a bit.
So you have:
+10 Base That everyone gets
+8 Armor from Bracers
+8 Dex
+12 Natural Armor from armor bonus quality
+8 Natural armor from the Evolutions
+2 From Biped
+4 Shiled from Greater Meld
+3 Improved Nat Armor Feats(A Synthesist's eidolon doesn't get feats so, I assume the ones you have improve the eidolons. If not, this doesn't apply at all).
+4 Monk(your listed WIS of 16 is a +3, not +4, but @4th you get a +1 so it's okay)
+5 Nat Armor With Barkskin10 base + 8 armor + 8 dex + 4 shield + 30 Natural Armor + 4 Monk
This total is by my count is 64 AC with a Flat-Footed AC of 56 and a touch AC of 22(Ouch). 61(53 flat) if the improved Nat armor feats don't apply.
If you have any wealth left, get a Ring of Protection so you can get a Deflection bonus too, which helps with your abysmal touch ac. Also, dodge bonuses could help you out too, so the feat dodge might be in order.
The eidolon Does get feats, but they don't apply when fused. When you use split form the feats that the eidolon has kick in.
Darth Grall |
The eidolon Does get feats, but they don't apply when fused. When you use split form the feats that the eidolon has kick in.
True, but neither do they get your items until you get to 20th. Plus what does the split form matter as a Synth, it's really not the appeal of the class.
Regardless your math was off.
HaraldKlak |
I'm planning on playing a guy that was inspired by Kamen Rider, the Monk dip is for Master of Many styles with Janni Rush (Rider Kick) and I need at least 3 levels of Monk to pick up Monastic Legacy to improve on the unarmed attacks
Derailing a bit, but I can't help myself when it comes to possibly insane synthesist ideas, and you got me thinking.
Janni Rush could really have some potential for an high damage build.
Making the Synthesist 16 / MoMS 4, and as a half-elf for an extra 4 evo points (total of 25).
We want to be huge for the highest unarmed damage (10 pts). We want to be quadped for pounce (1 pts). And we wants as many hands as possible to use with Multi-weapon-fighting. 7 limbs evolutions (14 pts) gives us 14 unarmed strikes.
The unarmed strike damage, including monk's robe, is a base of 2d8. Huge size is 4d8. Casting enlarge person to become gargantuan raise this to 6d8.
Now for some added punch, we are going to use a wand of strong jaw, to double that damage to 12d8.
Now we are ready for that Janni Rush attack, dealing 24d8 + 24 (pure str 1½ with dragon ferocity) per attack.
That 14 attacks with an average damage of 132 (not counting a lot of possible bonusses)...
Darth Grall |
The unarmed strike damage, including monk's robe, is a base of 2d8. Huge size is 4d8. Casting enlarge person to become gargantuan raise this to 6d8.
I don't think that increasing the size of a weapon works that way with a monk, given the table for variant sized monks unarmed damage. Doesn't it just change the base damage die, then scale? Doesn't seem to me it just would double like that, since monk's fist at level 16 on a medium character is 2d8 where was it's 3d8 on a large. At level 20 it's 2d10 for a medium and 4d8 for a Large. I'm not seeing double at all, so the damage could be more or less than your suggesting.
HaraldKlak |
HaraldKlak wrote:The unarmed strike damage, including monk's robe, is a base of 2d8. Huge size is 4d8. Casting enlarge person to become gargantuan raise this to 6d8.I don't think that increasing the size of a weapon works that way with a monk, given the table for variant sized monks unarmed damage. Doesn't it just change the base damage die, then scale? Doesn't seem to me it just would double like that, since monk's fist at level 16 on a medium character is 2d8 where was it's 3d8 on a large. At level 20 it's 2d10 for a medium and 4d8 for a Large. I'm not seeing double at all, so the damage could be more or less than your suggesting.
I was expecting the step from Large to Huge to be 3d8 -> 4d8. Alternatively it could be done as 3d8 -> 6d6 (given that 1d8 medium is 2d6 large). Increasing to gargantuan would either be 6d8 (given that 1d6 medium is 2d6 large) or 9d6 (given that 2d6 becomes 3d6). The latter is the highest average damage.
I prefer doubling on two size increases, since it is consistent with the natural attack damage when increasing size, as well as moving two steps on the improved natural attack damage (although only at the top end of the scale).
Nothing suggests how to do it precisely, so I prefer using the lower averages when posting builds :)