How do I ram the coward in mid air who is afaid to fight me?


Rules Questions

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Monks should take the dimensional agility feats. They allow actions after DD (depending on how far you take the feat chain).


Lobolusk wrote:
StreamOfTheSky wrote:

Vertical jump DC is 4x the height you want to jump. Jumping 60 ft into the air like an anime character requires a DC 240 check and is literally impossible to ever do.

Whether there are buildings or objects or something to jump off of for less of a high jump I don't know, but even jumping 20 ft up is a DC 80 and not freaking happening.

technically it is a 120 dc my dc are halved......

Yeah, true.

As a 12th level Core Rulebook monk however ...

12 ranks of the Acrobatics, +3 for it being a class skill = +15 base Acrobatics bonus.

Being a 12th level monk with a 70 ft. speed adds +12 untyped bonus (monk level 12th) and a +16 racial bonus due to speed for your always running start check. Current total: +43, assuming a 10 Dexterity score.

You have 1 remaining ki point, burn it to add another +20 - running total is now a +63. 'tis a shame about having burned off all of the rest of your ki pool for the day, as you could rinse, lather, repeat until he is a pummeled pile of mush. Have the paladin grace you with his aura of justice to lather on the slobberknocker for ALL of you.

1st level sorcerer/wizard spell jump at CL 9th+ adds a +30 enhancement bonus for (CL) minutes. Running total is now a +93.

Either boots of speed, expeditious retreat or haste tacks on another 30 ft. enhancement bonus to your speed - which in turn adds another +12 to your racial bonus on your jump checks. Running total is now a +105.

Lacking a bard, you are not lacking a 12th level sorcerer. If your sorcerer is all about buffing, that sorcerer has greater heroism as THE "go to" 6th level spell - adding another +4 morale bonus on all of your skill checks, among other things. Running total is now a +109.

You have a "stonelord" paladin (dwarf sounding name). Presuming that the aforementioned paladin did not cashier out his spellcasting abilities, he should have access to 3rd level and lower Paladin spells - at least 2/day. Amongst those spells is the lovely spell prayer, adding a +1 luck bonus on your skill checks once uttered (among other things). Running total is now a +110. Since your group has no Cleric or Oracle, the Paladin should always have 1, preferably 2 prayer spells in his head after prayers. More is better of course, but 2 of these available every day is all kinds of bad news for the enemy.

Using just the Core Rulebook - and a mere 10 Dexterity score - your monk should have access to a +110 bonus on his Acrobatics checks to jump about the battlefield like a rabbit hopped up on crack. Hopefully, at 10th level you chose the Spring Attack feat as your freebie, which permits you to pimp slap such lesser foes with near impunity.

With that +110 bonus, your monk enjoys a 55% chance of making a high enough check to jump up to his level and slug him with a Stunning Fist to the cajones. Every point higher of Dexterity bonus further increases the reliability of this tactic.

With the theoretical resources at your group's disposal, you should be able to lay the smack down on the chucklehead most satisfactorily.

Feats such as Acrobatic (another +4 bonus on Acrobatics checks) and Skill Focus (+6 bonus) slather on even more of the nasty. A trusty pair of boots of striding and springing adds another +5 competence bonus on jump checks. The upgrade here would be an improved ring of jumping, upgrading the +5 competence bonus to a +10 competence bonus.

(The Vital Strike feat tree also capitalizes on this capability of a monk, since you should be able to use a Stunning Fist in conjunction with this feat tree.)


Unfortunately from what I've seen posted, the Sorcerer is too busy pussing out and running away instead of casting spells.

Personally I'd go after him for abandoning the party instead of "Random flying guy nobody can hit because they're woefully unprepared for everything ever".


Rynjin wrote:

Unfortunately from what I've seen posted, the Sorcerer is too busy pussing out and running away instead of casting spells.

Personally I'd go after him for abandoning the party instead of "Random flying guy nobody can hit because they're woefully unprepared for everything ever".

The sorcerer posted that the spells were IIRC all about buffing the party and a smidge of teleportation. If so, greater heroism is a must-have for the concept.

From the sound of it, they need to beat a hasty retreat and regroup - or exercise a "tactical withdraw" into a lower-ceilinged structure and pepper the bad guy to lure him inside with the monk Stealthed above the entryway, waiting to pounce on him like the ninja he is.


I still don't see why "The Winged Alchemist hits him with Dispelling Bombs both damages and possibly forces him to the ground" was completely ignored as a possible plan either.


Turin the Mad wrote:
With that +110 bonus, your monk enjoys a 55% chance of making a high enough check to jump up to his level and slug him with a Stunning Fist to the cajones.

Did you ever know that you're my hero?


Rynjin wrote:
I still don't see why "The Winged Alchemist hits him with Dispelling Bombs both damages and possibly forces him to the ground" was completely ignored as a possible plan either.

'tis an excellent plan, good Rynjin. If the alchemist selected that particular combination of discoveries. If so, the alchemist tac-nukes the chucklehead, the monk boots him in the head, the attack dog eats his face and the buffer ... pontificates on the laying of the smacketh down - the paladin lumbers over and scrapes the guy off the monk's sandaled feet.

^_____^


Ansel Krulwich wrote:
Turin the Mad wrote:
With that +110 bonus, your monk enjoys a 55% chance of making a high enough check to jump up to his level and slug him with a Stunning Fist to the cajones.
Did you ever know that you're my hero?

Many thanks for the compliment, Ansel Krulwich! :)


Turin the Mad wrote:
Rynjin wrote:
I still don't see why "The Winged Alchemist hits him with Dispelling Bombs both damages and possibly forces him to the ground" was completely ignored as a possible plan either.

'tis an excellent plan, good Rynjin. If the alchemist selected that particular combination of discoveries. If so, the alchemist tac-nukes the chucklehead, the monk boots him in the head, the attack dog eats his face and the buffer ... pontificates on the laying of the smacketh down - the paladin lumbers over and scrapes the guy off the monk's sandaled feet.

^_____^

He mentioned earlier the Alchemist was flying and that he had Dispelling Bombs.


O.o ...

Sorry, I read the earlier posts while idling on the phone and missed out on that part.

The alchemist needs to do his job and get the wizard on the ground. The monk and pally can mop him up with a spork and a butter knife.


Turin the Mad wrote:
With that +110 bonus, your monk enjoys a 55% chance of making a high enough check to jump up to his level and slug him with a Stunning Fist to the cajones.

Totally worth all the investment!


Turin the Mad wrote:
Either boots of speed, expeditious retreat or haste tacks on another 30 ft. enhancement bonus to your speed - which in turn adds another +12 to your racial bonus on your jump checks.

Doesn't work, it's an enhancement bonus so it doesn't stack with the monk class enhancement bonus.

And good luck finding a sorcerer who spent a spell known slot on Jump but didn't bother with Fly.


I am a ninja I have 10 total acrobatics check skill points, every other adventure I have ever played I have never used the acrobatics skill.

I even had this conversation with the paladin during character introductions"

me "here is my aligator man ninja"

him "looks cool where are your acrobatics skills"

me " i never use it so i just put a few points into it"

him "okaaaayyy"


its fine we will make it work next Saturday. thanks for the suggestions.

oh I forgot the DM drew the map in 20' squares instead of 5 foot squares and this guys fly speed is really good for some reason so that slows the game down considerably


Roberta Yang wrote:
Turin the Mad wrote:
Either boots of speed, expeditious retreat or haste tacks on another 30 ft. enhancement bonus to your speed - which in turn adds another +12 to your racial bonus on your jump checks.

Doesn't work, it's an enhancement bonus so it doesn't stack with the monk class enhancement bonus.

And good luck finding a sorcerer who spent a spell known slot on Jump but didn't bother with Fly.

Incorrect. The enhancement bonus is to speed. Speed provides a racial bonus. Totally stacks. :)

At this level, one of the three should be accessible to the monk.

Scarab Sages

Lobolusk wrote:
But this is magical coward flight.

Sounds more like somebody using sound tactics vs. a group of fighters too stupid to pick up a bow.

Solution 1. pick up a bow and shoot him.
Solution 2. fly potions
Solution 3. dispel magic
Solution 4. grapple/bull rush


okay can somebody help me with the dc's for acrobatics.

has a ninja I am treated has having a running start for all jump checks and they are halved if I have one Point of KI (I do)

I have a +10 to acrobatics.

for all of you calling us stupid i want to point out we do have ranged weapons and can most likely hit him given enough time.
but I dont want to spend 4 hours worth of time rolling d20 in a row hoping for the % to roll in my odds to hit him.
i am looking for diferrent solutions.so I don't want to waste my Saturday night.

Liberty's Edge

Turin the Mad wrote:

O.o ...

Sorry, I read the earlier posts while idling on the phone and missed out on that part.

The alchemist needs to do his job and get the wizard on the ground. The monk and pally can mop him up with a spork and a butter knife.

No party is ever complete without a +1 spork. Hey, they have a paladin. Make that a +1 holy spork.


Lobolusk wrote:

<snip>

for all of you calling us stupid i want to point out we do have ranged weapons and can most likely hit him given enough time.
but I dont want to spend 4 hours worth of time rolling d20 in a row hoping for the % to roll in my odds to hit him.
i am looking for diferrent solutions.so I don't want to waste my Saturday night.

If that's the case you are asking the wrong question(s). It should be "How do I remove the darkness/concealment bonus from this flying opponent or other opponent I can't get into melee with?". Or "How do I improve my ranged damage output?" (since 50% concealment amounts to halving your damage output over time). The real issue here isn't flight as much as the group can't get into melee with the foe and is being forced to deal with a foe who has concealment at range. They could just as easily be on the other side of a crevasse, standing a top the cliff of the box canyon you're in, behind the merlons of the curtain wall you're below, or any other of the numerous situations adventurers are likely to encounter that inhibit or prevent your ability to close to melee.


EldonG wrote:


No party is ever complete without a +1 spork. Hey, they have a paladin. Make that a +1 holy spork.

Dang skippy. That's an essential part of every paladin's mess kit, that +1 holy spork. 1d2+(lots of bonuses) is no laughing matter! ;)

Scarab Sages

Kayerloth wrote:
If that's the case you are asking the wrong question(s). It should be "How do I remove the darkness/concealment bonus from this flying opponent or other opponent I can't get into melee with?".

The heartseeker enhancement. It is only a +1 equivalent and has many useful scenarios. If the party invests in it, darkness/fog become tools, not obstacles, and invisible opponents are much less dangerous.

I would not put it on my primary weapon, but would certainly consider it for a secondary weapon, such as a bow.


Artanthos wrote:
Kayerloth wrote:
If that's the case you are asking the wrong question(s). It should be "How do I remove the darkness/concealment bonus from this flying opponent or other opponent I can't get into melee with?".

The heartseeker enhancement. It is only a +1 equivalent and has many useful scenarios. If the party invests in it, darkness/fog become tools, not obstacles, and invisible opponents are much less dangerous.

I would not put it on my primary weapon, but would certainly consider it for a secondary weapon, such as a bow.

Exactly. Not quite doable for the above party but one of my favorite tricks for my 3.5 Archer was Deeper Darkness + True Seeing with me at the center of the darkness. Also the ability Seeking on ranged weapons is in PF (and is also a +1 enhancement ability).

Point is as a whole the party needs to deal damage effectively when they can't engage in melee for whatever reason as well as when in melee.


Turin the Mad wrote:
Roberta Yang wrote:
Turin the Mad wrote:
Either boots of speed, expeditious retreat or haste tacks on another 30 ft. enhancement bonus to your speed - which in turn adds another +12 to your racial bonus on your jump checks.

Doesn't work, it's an enhancement bonus so it doesn't stack with the monk class enhancement bonus.

And good luck finding a sorcerer who spent a spell known slot on Jump but didn't bother with Fly.

Incorrect. The enhancement bonus is to speed. Speed provides a racial bonus. Totally stacks. :)

At this level, one of the three should be accessible to the monk.

No, a Monk's Fast Movement is an enhancement bonus, it does not stack with the enhancement bonus to speed from Haste/Ex Retreat effects.

Also, technically, a Monk's High Jump ability's spending a ki point to gain a +20 to jump checks doesn't stack with their bonus = to monk level on jump checks, as both are untyped bonuses from the High Jump ability.


Ninja in the Rye wrote:
Turin the Mad wrote:
Roberta Yang wrote:
Turin the Mad wrote:
Either boots of speed, expeditious retreat or haste tacks on another 30 ft. enhancement bonus to your speed - which in turn adds another +12 to your racial bonus on your jump checks.

Doesn't work, it's an enhancement bonus so it doesn't stack with the monk class enhancement bonus.

And good luck finding a sorcerer who spent a spell known slot on Jump but didn't bother with Fly.

Incorrect. The enhancement bonus is to speed. Speed provides a racial bonus. Totally stacks. :)

At this level, one of the three should be accessible to the monk.

No, a Monk's Fast Movement is an enhancement bonus, it does not stack with the enhancement bonus to speed from Haste/Ex Retreat effects.

Also, technically, a Monk's High Jump ability's spending a ki point to gain a +20 to jump checks doesn't stack with their bonus = to monk level on jump checks, as both are untyped bonuses from the High Jump ability.

Well that's disappointing (since to me that should make the ability supernatural). I view the ki pool abilities as a different source, but *shrug*.


Ninja in the Rye wrote:
Also, technically, a Monk's High Jump ability's spending a ki point to gain a +20 to jump checks doesn't stack with their bonus = to monk level on jump checks, as both are untyped bonuses from the High Jump ability.

If we're getting pedantic, High Jump doesn't grant a bonus equal to the monk's level, it just adds the monk's level to your Acrobatics checks without even mentioning the word "bonus".

Turin the Mad wrote:
Well that's disappointing (since to me that should make the ability supernatural). I view the ki pool abilities as a different source, but *shrug*.

I thought it was disappointing because it means that in a party that uses Haste regularly the monk is no faster than any other character until level 12 (and takes even longer to overtake the Barbarian or Travel domain Cleric, whose fast movement abilities do stack with Haste), denying them what's supposed to be one of their unique abilities, but sure, I guess having the wrong pair of letters next to the ability's name is a thing worth complaining about too.


Don't forget that paizo nerfed monk fast movement to be ground speed only. In 3E, it applied to all speeds.

Wizard with Fly and Haste is as fast or faster than a monk of any level, aside from the increased mobility already provided by flying. True story.


Roberta Yang wrote:
Ninja in the Rye wrote:
Also, technically, a Monk's High Jump ability's spending a ki point to gain a +20 to jump checks doesn't stack with their bonus = to monk level on jump checks, as both are untyped bonuses from the High Jump ability.

If we're getting pedantic, High Jump doesn't grant a bonus equal to the monk's level, it just adds the monk's level to your Acrobatics checks without even mentioning the word "bonus".

Turin the Mad wrote:
Well that's disappointing (since to me that should make the ability supernatural). I view the ki pool abilities as a different source, but *shrug*.
I thought it was disappointing because it means that in a party that uses Haste regularly the monk is no faster than any other character until level 12 (and takes even longer to overtake the Barbarian or Travel domain Cleric, whose fast movement abilities do stack with Haste), denying them what's supposed to be one of their unique abilities, but sure, I guess having the wrong pair of letters next to the ability's name is a thing worth complaining about too.

Kinda figured your point was self-explanatory. Feel better now?


Pathfinder Starfinder Roleplaying Game Subscriber
DM_Blake wrote:


You seem fixated on the "coward" thing...

It's just a running gag. Lobolusk isn't serious.

DM_Blake wrote:


[The awakened barbarian dog] can bark, I suppose. Probably not much else.

I'm playing the awakened barbarian dog (with permanent enlarge animal by the way). His name is Balto, or, as Balto would say (in a bad Russian accent), "Balto the Wonder Dog. Just like say on tag on collar. You see, one next to rabies vaccination."

He snarled and snapped and generally threatened to bite the balls off the flying whatever it is but it is hard to intimidate someone who knows you can't reach them.

The situation isn't as hopeless a Lobolusk seems to think. We've a flying earth elemental around and, if Balto can intimidate the cowardly sorcerer into being useful, he'll dimension door up there and grapple FCG (flying coward guy); presumably an 800 lbs dog can drag him down to the ground.

Nor are we as stupid as it might seem. Oh, sure we might have killed off most of our potential allies (the gods as my witness, I was sure those cocoons were giant fire spiders), and maybe murdering the Moorlock queen in her sleep when she trusted us was a mistake. And fireballing those Moorlock refugees? Do you know how easy it is to mistake a stonethrowing crowd as underdark jihadists?

But we've had our moments along the way. We've dropped sharks on enemies. Our sorceress brought down a dinosaur with just magic missiles. The halfling made the centaur cry, on repeated occasions. And the alchemist, oh the alchemist, - all you have to do is sneak up behind our gamemaster and whisper "ranged touch attack" and you'll see a grown man reduced to tears of rage and frustration.

I haven't had this much fun since the Godplate campaign, back in, let me see, '79 it was. We had to carve our own dice back then out of mastodon bones. And if you looked in the mirror and said "Gygax" three times, he'd appear and change whatever module you were playing into "Temple of Elemental Evil".


[rotflmao] Glad you're having fun, fellow old fart. You have an alchemist, your group should be pretty well able to bring down the bad guy, although it might get painful. [/rotflmao]


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Turin the Mad wrote:
Being a 12th level monk with a 70 ft. speed adds +12 untyped bonus (monk level 12th) and a +16 racial bonus due to speed for your always running start check. Current total: +43, assuming a 10 Dexterity score...Either boots of speed, expeditious retreat or haste tacks on another 30 ft. enhancement bonus to your speed - which in turn adds another +12 to your racial bonus on your jump checks. Running total is now a +105.

The problem is that Haste (or Boots of Speed or Expeditious Retreat) would not do anything for a 12th level Monk as he has already applied a +40 Enhancement Bonus to his movement and Haste is also an Enhancement bonus so they do not stack. The +40 should be better so he should take that. Otherwise, you have a super jumping Monk for sure!

Also, regarding the flying while unconscious, to stay in one place he would have to make a DC 15 Fly check to Hover and it seems like an unconscious character cannot make an active skill check like that. If I were the DM, I would probably have him float down like the effect when the spell wears off the caster. Now, the spell is still in effect so should he regain consciousness, he could begin to fly right away. The rules are not clear on this, but then they were not meant to cover 100% of every situation. I did try and see if there was anything about being unconscious that would prevent a skill check like Fly, but that is not listed.

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