| Darth Grall |
Is there anything out there that takes advantage of a character's speed/momentum and uses it for damage or attack? Surely there's something that grants extra damage or a greater attack bonus based on the distance charged...
Edit: I ask since a player is playing a monk and wants to see if there is any way for him to take advantage of it.
Arni Carni
|
Speed assists with Grapple, but it just lets you drag your opponent around faster. Might make a difference in how many Grapple checks you have to make before you drop someone down a hole.
Speed assists with the Spring Attack Feat becuase you need to be able to move 10 ft. to intiate it, and you would like to be able to move further than your target can move when you "spring back"
Let's say a 7th level Monk wants to hit a Fighter with heavy armor and a move rate of 15 ft. The Monk can move 60 ft. He starts 20 ft. from the Fighter, moves 20 ft., attacks, and moves 40 ft. Because of the Feat, the Fighter gets no AoOs, and can't move far enough to get close enough to hit the Monk.
You have to be at least 7th level to do this, because the Spring Attack requires a BAB of +4, which the Monk gets at 6th level, and the Monk's Fast Movement bonus is not fast enough to avoid a counter Charge until he gets +20 speed at 6th level. Even then, a less encumbered opponent might be able to Charge into melee and get at least one attack that round.
Other prerequisites for Spring Attack are Dodge, which can be taken as a Bonus Feat, and Mobility. Mobility doesn't become available as Bonus Feat until level 6, and Spring Attack doesn't become available until level 10. If you want to Spring Attack at level 7, you will have to take Mobility as your 6th level bonus Feat and Spring Attack as you 7th level standard Feat.
Please note that the sentence at the end of the Bonus Feats section of the Monk class description, "A monk need not have any of the prerequisites normally required for these feats to select them.", should only apply to Bonus Feats acquired at the appropriate skill level, and not to the same Feats if they are taken earlier on as a standard Feat build.
| Eridan |
A monk is good in jumping and a higher land speed gives him an additional bonus.
So he can do 5ft high jump attacks to get a +1 on attack for higher ground but some GMs dont allow this. Additionally he will get an AoO (which he can avoid via acrobatics if the GM allows this).
This is more a houserule than a real RAW possibility but i think it is not OP compared to other fighting styles. He loses his full round action but useful for hard to hit enemies.
| Outlaw Corwin |
There's a relatively crummy 3rd party archetype called a Harrier that grants a couple of the things you listed. Among other things it'll give a +1D4 damage if you move 10 or more feet, up to +1D8 if you charge. Still, it takes some real dedication to the character concept. Cause for a monk it'll rob him of his flurry, ki pool, and several other things. Which is the real issue with the archetype. Robs the most recognizable features from classes to give them mediocre abilities. But if he wants to judge for himself: http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/adept- godling/archetypes/super-genius-games---adept-godling-archetypes/harrier
Arni Carni
|
Well let's see about that.
The Monk gets a +5 to hit against heavy armored fighter with a moderate DEX bonus, so let's estimate AC 20.
He hits on 15+, using Stunning Blow. It might take a couple of passes to land the blow, but he takes no DAM while he attempts to land his blow, because the Fighter can't catch him.
When he does land the blow, depending on the Monk's personal preference, he can either Stun the Fighter, causing him to drop his weapon(s) and lose his turn, or he can Fatigue the Fighter to reduce his mobility and any potential to chase or charge the Monk. The Fighter with gets a Fort save at about +5 against a DC of around 17 to resist the effect, so it might take a couple of hits before he succumbs.
Once the Fighter has been disarmed and slowed, the Monk can close for Flurry of Blows against an unarmed opponent who probably didn't take Improved Unarmed Fighting.
So the Monk can make a bit better than one attack per round, and do between 1d8 and 2d8 DAM per round, while the Fighter can't even touch the Monk. Average DAM of between 5 and 10 HP per round against the Fighter's typical 42 HP (I am assuming the Fighter is level 7 as well). The Monk has a fair chance of beating the Fighter in about 6 rounds, maybe 10.
I'm not really looking at the Fighter's side of this, and it could very well be that he might get one or two really good shots in, at which point the Monk can, and probably should, cut and run, leaving the slow ass fighter in the dust. A quick shot of Cure Light Wounds, and the Monk circles back to repeat the performance. Death by a thousand pinpricks is still DEATH, and one-shot wonders can't cut you if they can't reach you.
Don't go crazy on doing the math here. Too many assumptions and variables to make the math accurate. But if you think the Monk is under-powered, then you ain't playing him right.
"When you can take the pebble from my hand, you will be ready."
| Outlaw Corwin |
Pretty much. Even if you cheesed it up with pounce or something to get all your attacks that bonus, it still wouldn't be a better option than a flurry. Tis why I said you've gotta be dedicated to a "fast" character concept. Maybe marginally viable if it's a level 5 max campaign... but yeah, he asked so I gave the only crummy answer!
| soupturtle |
Well let's see about that.
The Monk gets a +5 to hit against heavy armored fighter with a moderate DEX bonus, so let's estimate AC 20.
He hits on 15+, using Stunning Blow. It might take a couple of passes to land the blow, but he takes no DAM while he attempts to land his blow, because the Fighter can't catch him.
When he does land the blow, depending on the Monk's personal preference, he can either Stun the Fighter, causing him to drop his weapon(s) and lose his turn, or he can Fatigue the Fighter to reduce his mobility and any potential to chase or charge the Monk. The Fighter with gets a Fort save at about +5 against a DC of around 17 to resist the effect, so it might take a couple of hits before he succumbs.
Once the Fighter has been disarmed and slowed, the Monk can close for Flurry of Blows against an unarmed opponent who probably didn't take Improved Unarmed Fighting.
So the Monk can make a bit better than one attack per round, and do between 1d8 and 2d8 DAM per round, while the Fighter can't even touch the Monk. Average DAM of between 5 and 10 HP per round against the Fighter's typical 42 HP (I am assuming the Fighter is level 7 as well). The Monk has a fair chance of beating the Fighter in about 6 rounds, maybe 10.
I'm not really looking at the Fighter's side of this, and it could very well be that he might get one or two really good shots in, at which point the Monk can, and probably should, cut and run, leaving the slow ass fighter in the dust. A quick shot of Cure Light Wounds, and the Monk circles back to repeat the performance. Death by a thousand pinpricks is still DEATH, and one-shot wonders can't cut you if they can't reach you.
Don't go crazy on doing the math here. Too many assumptions and variables to make the math accurate. But if you think the Monk is under-powered, then you ain't playing him right.
"When you can take the pebble from my hand, you will be ready."
That is a spectacularly ridiculous scenario.
- The fighter is quite an anomaly for having 15ft movement speed. Most fighters have at least 20ft. With 20ft speed he can charge your monk when they're 40ft away or less.- Even if the fighter has only 15 feat, that's still 30 ft on a charge, so your monk cannot start and end a turn outside of charge range. So the only way to spring attack every turn would be if the fighter was stupid enough to close half the gap every turn without reaching the monk. That's pretty darn stupid.
- What the fighter would do if he cannot charge, is stay where he is, draw his bow and fire away (a level 7 fighter without a composite bow is a blatant idiot). If the monk moves back towards the fighter, he can be charged the next round. If he doesn't, it becomes a ranged battle, which the fighter will win thanks to his proficiency with composite longbows and full base attack bonus.
- A fighter who doesn't carry a backup weapon in case he's disarmed doesn't deserve to live.
edit: I apologize for going hopelessly off topic.
I think the answer to the original poster's question is: there is no such thing. The +2 to attack on a charge is all you're going to get in terms of hitting harder because you're going fast. There are a few other advantages though: high speed makes it easy to reach the weaker members of your enemy's party (aka: charge the wizard), and your enemies can pretty much forget about fleeing. It also makes it easier to get into flanking positions in non-standard battlefields (move around the big obstacle to flank your opponent from the back). Also, you probably have movement speed to spare to do some jumping, so you can try jumping on obstacles (rocks, tables, etc.) to gain the advantage of higher ground.
| Tarantula |
If I was playing the fighter, I would move action up, then ready action to smack the monk when he gets in range. Assuming this fighter has a greatsword, thats 2d6+Str+Power Attack to trade for the monks spring attack. And he can keep doing this every round (since the ready will cause him to go just before the monk each round).
On topic there is this feat which gives a bonus:
Death from Above (Combat)
You allow gravity to add extra force to your charges.
Benefit: Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground.
But it does cost a feat.
| soupturtle |
If I was playing the fighter, I would move action up, then ready action to smack the monk when he gets in range. Assuming this fighter has a greatsword, thats 2d6+Str+Power Attack to trade for the monks spring attack. And he can keep doing this every round (since the ready will cause him to go just before the monk each round).
You're right, that's definitely the way to go. I use readied actions way too little.
blackbloodtroll
|
So, this Fighter has no Weapon Cords, no reach weapon, no armor spikes, no spiked gauntlets, no ranged weapon, a poor fortitude save, mysteriously missing Armor Training, and no sense of tactics?
This optimized Monk is so powerful, that it has a decent chance of taking down this, unusual Fighter, and that's, how awesome the Monk is?
What exactly are you trying to say?
| Wasum |
So the Monk will tie up the Fighter by not attacking him. He can still attack one of the Fighter's ally and get back in position to attack the Fighter next round.
And if the ally readies against the Monk too, that makes 2 enemies out of combat.
I like it :-)
So the fighter will be tied up because he'll be chasing the monk? What?
bbt+1
| Tarantula |
So the Monk will tie up the Fighter by not attacking him. He can still attack one of the Fighter's ally and get back in position to attack the Fighter next round.
And if the ally readies against the Monk too, that makes 2 enemies out of combat.
I like it :-)
Then the fighter moves next to the ally, so the monk will still be in a position to get hit? Or you know, they just ignore him and focus on stuff that is actually a threat.
The black raven
|
The black raven wrote:Then the fighter moves next to the ally, so the monk will still be in a position to get hit? Or you know, they just ignore him and focus on stuff that is actually a threat.So the Monk will tie up the Fighter by not attacking him. He can still attack one of the Fighter's ally and get back in position to attack the Fighter next round.
And if the ally readies against the Monk too, that makes 2 enemies out of combat.
I like it :-)
The latter is what they should do, rather than waste their standard actions readying against an attack that will never come.
| Ughbash |
Well let's see about that.
The Monk gets a +5 to hit against heavy armored fighter with a moderate DEX bonus, so let's estimate AC 20.
He hits on 15+, using Stunning Blow. It might take a couple of passes to land the blow, but he takes no DAM while he attempts to land his blow, because the Fighter can't catch him.
When he does land the blow, depending on the Monk's personal preference, he can either Stun the Fighter, causing him to drop his weapon(s) and lose his turn, or he can Fatigue the Fighter to reduce his mobility and any potential to chase or charge the Monk. The Fighter with gets a Fort save at about +5 against a DC of around 17 to resist the effect, so it might take a couple of hits before he succumbs.
Once the Fighter has been disarmed and slowed, the Monk can close for Flurry of Blows against an unarmed opponent who probably didn't take Improved Unarmed Fighting.
So the Monk can make a bit better than one attack per round, and do between 1d8 and 2d8 DAM per round, while the Fighter can't even touch the Monk. Average DAM of between 5 and 10 HP per round against the Fighter's typical 42 HP (I am assuming the Fighter is level 7 as well). The Monk has a fair chance of beating the Fighter in about 6 rounds, maybe 10.
I'm not really looking at the Fighter's side of this, and it could very well be that he might get one or two really good shots in, at which point the Monk can, and probably should, cut and run, leaving the slow ass fighter in the dust. A quick shot of Cure Light Wounds, and the Monk circles back to repeat the performance. Death by a thousand pinpricks is still DEATH, and one-shot wonders can't cut you if they can't reach you.
Don't go crazy on doing the math here. Too many assumptions and variables to make the math accurate. But if you think the Monk is under-powered, then you ain't playing him right.
"When you can take the pebble from my hand, you will be ready."
Ok.
First Fighter assuming standard core fighter is goign to have at worst a 20 move (dwarf or small race). Since at 7th level they get full move in heavy armor. The only way they would be 15 even before level 7 would be a halfling or gnome that was in heavy armor.
Second With his +1 magical full plate and a dex of 10 (to get the 20 ac you suggest) it appears he is using a 2 handed weapon.
Fighter readys an action for when the monk comes in and swings his sowrd. Spring attack stops attacks of opportunity not readied actions.
Basically unless you are playing a level 7 monk againt a level 1 fighter your spring attack strategy doesn't work.
Btw assuming a 12 dex, +1 full plate, +1 shield, dodge (fighters get lots of feats) +1 scimitar. The fighter has an AC of 25.
Monks don't beat fighters in a fight unless you make a LOT of assumptions or are playing shrodeingirs monk.
| Darth Grall |
I wouldn't say that a Monk can't beat a Fighter. They can compete with Fighters pretty handedly imo.
Both combat styles prefer stand still & full attack combats. Sure they don't hit as hard, but flurry gives them a ton of attacks at comparable attack values(even higher with the right archetype). However sheer number of attacks can give them the edge, even with less hp. However it's a moot point, cause typically they aren't fighting each other, we judge fighters and monks on how well they kill monsters and other things. I certainly concede a Fighter is better than a monk in that regard.