About to start a no-magic campaign. How would a monk fare?


Pathfinder First Edition General Discussion

1 to 50 of 57 << first < prev | 1 | 2 | next > last >>

My GM is starting a campaign where mortals cannot use spells or spell-like abilities or make magical items.

So we are playing in a very low-magic world.

My question is how does a monk fit into this world? I was thinking that a lot of his abilities become a lot more useful when they can't be replaced by a first lvl spell (slowfall). Wouldn't a monk be a lot more powerful in this world setting than he normally is or am I missing something?


Monk would be hurt by the lack of magic items. No amulet or monk robes would hurt damage. Plus, no qingong monk. But you do get some cool abilities that would help out. Particularly once you get abundant steps.


M1rough wrote:

My GM is starting a campaign where mortals cannot use spells or spell-like abilities or make magical items.

So we are playing in a very low-magic world.

My question is how does a monk fit into this world? I was thinking that a lot of his abilities become a lot more useful when they can't be replaced by a first lvl spell (slowfall). Wouldn't a monk be a lot more powerful in this world setting than he normally is or am I missing something?

Wait, so monsters have spells?

Dragons have only breath weapons, Ogre Magi can only fly and regenerate (no magic spells), etc?

So your enemies are humaniods only?
If so, Monks will still be weak, but won't be dwarfed as badly.

Now if the DM make some terrain that favos the monk (lots of pit falls where the party needs to go into, the others have climb down but monk can jump down) then maybe that might help.

So classes are Barbarian, Fighter, Cavalier, Gunslinger, Rogue (Ninja is even stronger), Monk, Alchemist (it isn't magic)?

Because Rangers and Paladins have magic.


Well, Rangers and Paladins can survive without their spells. There are even a few archetypes that do exactly that.

Problem is, the game assumes you have some magic items with you (including stat boosting items, cloak of resistance and magic weapons), so pretty much anything above CR 8 would be a nightmare.


Martial types will be worse off than casters assuming casters are not banned.


Surely it depends on what the DM puts into play to balance it, and the type of adventures they have in mind. If the necessary stats are modified throughout the world, and they don't expect you to be able to stomp the same level beasties as you would in a game where these things are allowed, there's no reason why it can't work.

To me, the important thing isn't what characters are expected to be able to do, but how the DM creates a world in which all characters are hindered and/or rewarded equally so noone is left behind.


If the ki remains the monk at least can heal himself. But as he is very gear dependand he'll still be hurt.

Sczarni

The monk can do fine imo, with Ki bypassing Cold iron, Silver at lvl 7, and lvl 4 bypassing magic dr, and lvl 10 bypassing alignment... you'll be fine.

Poor melee guys are going to have to constantly switch weapons.

Grand Lodge

4 people marked this as a favorite.

Poorly, if the GM does not adjust anything else.

Sczarni

Why do you think they will do poorly compared to other classes without magic items? A fighter or a Barbarian certainly won't do better.

Grand Lodge

A fighter or barbarian will have a better AC and damage than a gearless monk. So if the GM makes the campaign nothing but a slugfest, the monk will do little damage when he is not unconscious from getting beat down. Hence my statement about adjusting more than just the magic.

Scarab Sages

It is trivial for a gearless monk to start with a 16-17 ac. An AC that improves automatically with level.

A barbarian will start with a 14-16 AC and will likely not improve without magic.

Only a character wearing heavy armor will have more ac than a monk in a low-magic world.

Sczarni

I'm not sure how you get to this opinion, assuming 20pt builds, the monk can get an ac of 10+3(dex)+3(wis)+1(dodge) to start, not including any racial modifiers.

Weapons, no one is bypassing all the DR of things except for the monk in this situation, the Barbarian and warrior will have to constantly switch weapons to adapt.

The fighter ac? 10+2(dex)+shield(2)+chainmail(6)+dodge(1) ends up ahead for sure ac wise, but the monk will always beat their saves or be close, except for the superstitious barbarian.

The lack of magical gear will favor the monk as they level and start fighting things with DR. The monk will end up with some of the better weapons in the game and AC will kick up a good bit.

lvl 20, the monk will have all ki stuff going, bypass all DR and be rocking 2d8s, and immunities to damn near everything.

The lack of magic in the world makes the monk better than before by comparison, because he will be doing so much more than the fighter and barbarian.

Sovereign Court

1 person marked this as a favorite.
M1rough wrote:
My GM is starting a campaign where mortals cannot use spells or spell-like abilities or make magical items.
wraithstrike wrote:
Martial types will be worse off than casters assuming casters are not banned.

Huh?


3 people marked this as a favorite.

There's this game, called "Iron Heroes". It is on the D20 system, and is set up for what you want. It would be far better to take a system set up for super low magic, rather than try and make Pathfinder warp to fit. Put the round peg in the round hole.


I think it will be great, to play a monk becomes daring and cool and you face the possibility of being very strong once you level a bit. The weaknesses of the classes will stick out though, because magic can't be used to get around it.

Remove almost all DR though dm.


Ascalaphus wrote:
M1rough wrote:
My GM is starting a campaign where mortals cannot use spells or spell-like abilities or make magical items.
wraithstrike wrote:
Martial types will be worse off than casters assuming casters are not banned.
Huh?

LOL


1 person marked this as a favorite.

Naturally without gear we'll be fighting things way below our EPL after awhile.

Only mortals are screwed, outsiders can still use magic.

We're doing 30 point builds my array before racial mods was 17str 15dex 15con 10int 15wis 7char

Casters aren't allowed neither is the Alchemist. Alchemy is still around, but there are no advanced sciences (if you view the alchemist as more science-y). Consequently Gunslingers aren't allowed either

My GM does have Iron Heroes but we want to see what happens in the pathfinder system if you took all the magic away from the PCs

When I asked how the monk would fair, I meant in comparison to the rest of the (theoretical) party.


lantzkev wrote:

I'm not sure how you get to this opinion, assuming 20pt builds, the monk can get an ac of 10+3(dex)+3(wis)+1(dodge) to start, not including any racial modifiers.

Weapons, no one is bypassing all the DR of things except for the monk in this situation, the Barbarian and warrior will have to constantly switch weapons to adapt.

The fighter ac? 10+2(dex)+shield(2)+chainmail(6)+dodge(1) ends up ahead for sure ac wise, but the monk will always beat their saves or be close, except for the superstitious barbarian.

The lack of magical gear will favor the monk as they level and start fighting things with DR. The monk will end up with some of the better weapons in the game and AC will kick up a good bit.

lvl 20, the monk will have all ki stuff going, bypass all DR and be rocking 2d8s, and immunities to damn near everything.

The lack of magic in the world makes the monk better than before by comparison, because he will be doing so much more than the fighter and barbarian.

Ok that's what I was thinking, but the lack of heals in our game made me want to invest in a lot of defensive feats. I was thinking something along these lines:

1 :Endurance,Diehard|Combat Reflexes
2 :|Improved Grapple
3 :Defensive Combat Training|
4 :|
5 :Toughness|
6 :|Improved Bull Rush
7 :Deflect Arrows|
8 :|
9 :Great Fortitude|
10:|Medusa's Wrath
11:Iron Will|
12:|
13:Lightning Reflexes|
14:|Spring Attack
15:Strike Back|
16:|
17:Blind Fight|
18:|Improved Critical
19:Snatch Arrows|
20:|

Am I gimping myself too much on damage here or does it not even matter?

Sczarni

1 person marked this as a favorite.

Considering what's going to happen in this campaign, my own recommendation is a human barbarian with superstitious rage power (and the human favored class going to it) and invulnerable rager.

In this kind of game, it'll be a power house, and as the to hit of NPCs gets up and the ac of the PCs falls (it's going to without magic) that DR will be more and more valuable. And with superstitious, you'll be able to resist anything and everything just about. (although if you want to throw in two levels of rogue for evasion that's not a bad idea either)


Man why do you have so many odd stats? You get no benefit from them being odd! Max out str and Dex or something, then put your level four point in wis


Yeah... only 1-2 odd stats is the best for a point buy setup.

Trust me, from experience, this campaign won't get much past 8-9 without it becoming a "vs. other humaniods only" or TPK each fight because of the lack of magic, unless the GM is pretty much removing DR and all SLAs from the monsters too. Since you won't be able to counter anything, even a simple snake at low levels will kill, or put the party on 1 adventure day/2 weeks to heal scheduling.


1 person marked this as a favorite.

How will they hit ghosts lol

Dark Archive

hmm for 30 points no magic campaign I would recommend sword and board fighter as they are the hardest guys to kill without magic

18(10+2 racial),16(10), 14(5), 14 (5), 10, 10

Feats, power attack, shield focus, dodge for feats

10+3(dex) + 4 (chain shirt) + 3 (shield) + 1 (dodge) = AC 21 at level 1

Take combat expertise at level 2 and weapon focus at 3

by level 3 your AC should be

10+2 (dex) + 9 (full plate) + 3 (shield) + 2 dodge = AC 26 should require nat 20s to hit you while using combat expertise you will have a +8 to hit ( +1 mwk weapon, +4 from ST, +1 weapon focus + 3 bab - 1 combat expertise)

your AC will climb by 1 per 4 levels from combat expertise (the penalty will be countered by your weapon training to hit bonus), you will get another +1 AC from shield focus at level 8 and by level 12 your AC will be 30 with no magical gear.


1 person marked this as a favorite.

Everything is going to depend on what the GM throws at you for encounters. The monk can do fine if the GM keeps in mind that the characters don't have the necessary gear to compete in a normal campaign.

Dark Archive

Also forgot to up the shield to a tower shield +2 AC and forgot the higher level armor training boost to max dex, so by level 12 with tower shield and longsword you have an AC 33, most likely dwarfing the rest of the party by about 10-15 points. (Meaning if it can hit you on a 19 it hits everyone else on a 4), you can also increase your AC vs crit threats to much higher numbers if needed (although I dont see why).

All of this is with purely mundane masterwork equipment.


I might grab some. Archery feats because flying things will make you cry


How are you guys going to handle healing? Non-magical healing is quite slow and this will probably limit you to a very small number of encounters per day unless the fights are quite one-sided.

Basically an all muggle campaign could be okay for a one shot game but the game just assumes a massive amount of magic in order for anything to really work particularly well.

Honestly looking at something like iron heroes or 4e with only martial power sources is a much better bet than using PF.


If you want super low magic, the 3.0 Midnight campaign setting redid all the half-casty classes in a really well thought out way. Just ditch the bloodlines and its a gritty, are you sure you want to do this, kinda world.

Liberty's Edge

wraithstrike wrote:
Martial types will be worse off than casters assuming casters are not banned.

Only if they play style has only 1 encounter/day. Without magic items a cleric or oracle will fare well, a wizard will be extremely squishy and use most of his spell to survive.

Fly is not so good if your AC is in the 15-20 range after using your spells.

Mo magic items mean no scrolls, no wands and so on, so your defense and offense will be fueled by your limited spells.


Monk with Ki will do well. Especially so if the game is going to be played with higher tier stats. (25 point buy?)

If this is the case the low level monk advantages are
flurry, (puts them on par with the two weapon fighters. bonus:full str+ to dmg)
evasion - GREAT class ability.
All Good Saves.
by lvl 6 he is the fastest in the party, even sooner if no one is a barbarian.
Average to high AC with out using magic.
then you have the ki pool, this is probably the only way to get haste in this world... ever?
stunning fist is going to be one of the only ways to stun a monster,
which will probably be important since there is no way to heal a player about to get murdered.
At level 7 you can heal yourself. Pretty op when even CLW doesn't exist.

I suspect a TPK at level 1-3 though :D
If you want to be the last alive,
Play an orc/half orc barbarian with toughness and a jacked con and look into the feats that let you stay happy when in the negatives.
at level 4 barbarians can also heal themselves with renewed vigor!
Barbarian saves are kinda low so consider a 14 wis and a 14+ dex (con 16+ is a must)
also consider the +2 save feats :D

GOOD LUCK!


Ascalaphus wrote:
M1rough wrote:
My GM is starting a campaign where mortals cannot use spells or spell-like abilities or make magical items.
wraithstrike wrote:
Martial types will be worse off than casters assuming casters are not banned.
Huh?

I wonder if I even read the opening post now. oops. :)


The GM can't just use any encounters, and he will have to adjust the since it assume magic items will be in play. There are other threads that cover this.


What about Channel Energy? It is neither a spell nor a spell-like ability, it is a supernatural ability. Is it covered under these rules? If a monk's ki abilities are assumed to function in this setting, can Clerics still Channel?


No matter what class you play I'd take the godless healing feat.


Also, Paladins should still be able to Lay On Hands...actually, almost all of their class abilities are supernatural abilities, and they can also Channel.


Someone mentioned Iron Heroes upthread. I have played it, and I think that might work for what he wants to do.

Liberty's Edge

1 person marked this as a favorite.

Beside the lack of people casting spells at level 1-2 the absence of magic items will make little difference. In a magic using game if the GM use WBL a level 1-2 party will have very few magic items.

By level 3 you would see the first permanent magic item and/or wand, so the group CR would be about 1 point lower than intended. People capable to use heavy armor would compensate the lack of AC enhancing items purchasing better armor.

By level 5+ the lack of magic items would start to hurt, with the group being about 2 CR less powerful than intended and the power difference will increase as you increase in levels.

The main problems are:
- the low rate of healing (that can be somewhat ameliorate with mundane skills and some alchemical substance);
- incapability to remove some condition barring divine intervention;
- some enemy becoming way more powerful;
- huge disparity in AC between classes. A sword and shield fighter in heavy armor will have a way better AC than a rogue in light armor, even if the rogue has a very high dexterity;
- huge benefits from any ability giving DR;
- the need to use feats to enhance AC, ST and hit points to compensate some critter power and mundane dangers like disease.

Any character in a similar setting should have a ranged weapon and use it as much as possible against enemies without ranged attacks.
There are spelless ranger archetypes that will work very well and the 3rd party spelless range will be extremely powerful.

Sovereign Court

1 person marked this as a favorite.

Well, barbarian Superstition is penalty-free; you don't risk accidentally resisting a healing spell :P

I think the monk would actually have a niche as DR-penetrator, since he's one of the few non-caster classes that get it naturally. Take a good look at Crane Style though, I think that's probably the best nonmagical defensive strategy for monks.


Wouldn't you get hit forever and always as you level, since isn't the only way to up your AC bracers of armor as a monk?

This pretty much applies to everybody, but mostly the monk, since they can only get about 18 or so (with dodge) unless they dump like crazy. It seems like that AC barely helps around lvl 4.

Grand Lodge

1 person marked this as a favorite.

I would say a monk would fare average or above average in this kind of campaign. With magic items being rare, all of the melee based classes will advance at about the same rate. Fighters and others that wear heavy armor will probably have the high AC, but that comes at the mobility trade off. Still, a monk that focuses on his AC would have the same level of defense because the fighter's armor is not going to get enchanted. No one's damage is really going to go up by much without magic weapons. The monk's damage will actually improve over time. The monk will also have a lot of abilities such as poison and disease immunity and healing that other characters won't have access to.

If I were doing a build in this game I would max out Wis and Dex to get the best AC possible, not to mention bump up your saves. Pick up weapon finesse and you should be hitting at about the same rate as a fighter or paladin. Without Str your damage is not going to be great, but you can make up for that with lots of attacks. Also, Stunning Fist is going to be your friend. Working your way towards Spring Attack would be a good choice as well.


CylonDorado wrote:

Wouldn't you get hit forever and always as you level, since isn't the only way to up your AC bracers of armor as a monk?

This pretty much applies to everybody, but mostly the monk, since they can only get about 18 or so (with dodge) unless they dump like crazy. It seems like that AC barely helps around lvl 4.

You haven't seen the level 6 monk with 30 something AC. I can get 21 or 22 at level 1 as a human Monk Master of many styles with a 20 point buy.

Str- 16
Dex- 16
Con- 13
Int- 7
Wis- 16 (+2 racial)
Cha- 7

Dodge, Crane Style, and Snapping turtle style for feats, and Heart of the Streets for a racial trait.

so 10+ 3 (dex)+ 3 (wis)+ 1 (dodge)+ 1 (Snapping turtle)+ 2 (Fighting defensively) + 1 (Crane Style) + 1 (Heart of the Streets) = 22 AC

This is assuming you are next to allies and if not you go down to 21, however, typically not much is hitting you at level 1 even with a 21 AC. Now your bonus to attack suffers but you still have a positive bonus to hit.

Liberty's Edge

1 person marked this as a favorite.
CylonDorado wrote:

Wouldn't you get hit forever and always as you level, since isn't the only way to up your AC bracers of armor as a monk?

This pretty much applies to everybody, but mostly the monk, since they can only get about 18 or so (with dodge) unless they dump like crazy. It seems like that AC barely helps around lvl 4.

With a 30 point build there is little need to dump anything.


Diego Rossi wrote:
CylonDorado wrote:

Wouldn't you get hit forever and always as you level, since isn't the only way to up your AC bracers of armor as a monk?

This pretty much applies to everybody, but mostly the monk, since they can only get about 18 or so (with dodge) unless they dump like crazy. It seems like that AC barely helps around lvl 4.

With a 30 point build there is little need to dump anything.

I'd more say- there is NO need to dump anything.

I played a low magic campaign, where we had no healing magic. Here's how the game went:

We'd have an encounter. Then we'd have to rest 1-2 days while we healed up. If there was a random encounter during the resting period it started all over again. We spent about 90% of our time resting and doing Heal checks.

Fun, Fun, FUN!!!

not.

Grand Lodge

Yeah, that was my experience with it too.


I would consider a Dual Talented Human Sensei Monk for the inspire courage ability as buffs are going to be rare in a no magic game and/or see if spell like abilities are an option because if so a Qinggong monk could be made to resemble a Conanesque (old Conan not the new one) Sorcerer which could be a lot of fun.

Grand Lodge

vuron wrote:

How are you guys going to handle healing? Non-magical healing is quite slow and this will probably limit you to a very small number of encounters per day unless the fights are quite one-sided.

Basically an all muggle campaign could be okay for a one shot game but the game just assumes a massive amount of magic in order for anything to really work particularly well.

Honestly looking at something like iron heroes or 4e with only martial power sources is a much better bet than using PF.

He could always put in a rapid healing mechanic, the way TSR did for it's Conan and Red Sonja modules which assumed no caster or at least no cleric parties.


1 person marked this as a favorite.

If its default monsters with the bell curve of ever increasing DR, don't play a monk. The thing thats worse than pc death is your melee pc hitting with every attack and not affecting the enemy. Saw this in the game I'm in over the last few sessions. Thats why I decided to stop controlling the npc for a bit cause it was downright depressing 3/4 of the time. Strength wasn't even the dump stat. Worthless at later levels. If this isn't the case, then I recommend a skirmishing monk. Emphasis on whittling down the enemy over time and it will take alot of time. If you are intent on playing a monk, the sohei archetype is pretty cool. If your dm allows, play the oriental adventures sohei. Plenty of fun.

Liberty's Edge

Quote:

...

Ki Pool: Monks typically have problems bypassing DR with their unarmed strikes, forcing them to rely on weapons to deal with many forms of DR. We have decided to add a new ability to the Ki Pool monk class feature. At 7th level, a monk's unarmed strikes count as cold iron and silver for the purposes of overcoming damage reduction, so long as he has at least 1 point remaining in his ki pool.
...
Jason Bulmahn
Lead Designer

From here: Monkeying Around.

So:
4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
7th level, a monk's unarmed strikes count as cold iron and silver for the purposes of overcoming damage reduction, so long as he has at least 1 point remaining in his ki pool.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Better than other character in a no magic world, he would be the only one with a magic weapon.

Sovereign Court

1 person marked this as a favorite.

I remember a low-ish magic campaign in 2nd ed. Our principal source of healing was goodberries; healing more than 13hp per day (goodberry+natural) wasn't likely, and an average of 16 goodberries were made per day, with a shelf life of 7 days. And the whole party had to live off that.

So yeah, after a serious encounter we needed quite some time to lick our wounds.

1 to 50 of 57 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / About to start a no-magic campaign. How would a monk fare? All Messageboards

Want to post a reply? Sign in.