| Barritt "Twigsnapper" Falkbeer |
I have a player creating a 10th level Qinggong monk to join an existing campaign. I don't know much about monks (nobody ever plays them long) and I especially know nothing about Qinggong monks.
So, what are the worst traps, pitfalls, rules loophols, or other swindles a player might try - either things that ruin his character or that overpower his character?
Or, assuming none of the above, what should I expect from this class as I run the game?
| Kazaan |
If Qinggong is the only archetype he's taking, the only thing to watch for is that he has appropriate leveled replacements for his abilities. Basically, a number of Monk class abilities (ie. Slow Fall, High Jump, etc.) can be optionally replaced with a number of ki-based abilities ranging from spell-like abilities, abilities that let you spend ki to benefit from a particular feat, etc. But they're limited by level so there are some that you can't take before you're lvl 6, 12, etc. If this is a "from the ground up" character, make sure he doesn't just presume starting at lvl 10 means he can replace slow-fall with a lvl 6 ability. If you're allowing him to take all feats and class abilities as if he just "starts at lvl 10", then no worries.
The other thing to watch is if he combines with other archetypes, abilities those archetypes swap out cannot themselves be swapped out and you cannot use the Qinggong abilities to "recover" a swapped out vanilla ability. For example, say a Qinggong swaps out Slow Fall for Barkskin SLA, then later wants to swap out Diamond Body for Slow Fall; Qinggong normally allows this. But, if you have an archetype that replaces Slow Fall with Ability Y, you cannot swap out Ability Y for any Qinggong abilities and, later, you cannot trade out another valid ability for Slow Fall.
Wormser
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It is neither a trap nor overpowered. It is the revised base for monk class. It only adds options to the various abilities. In addition, unlike every other archetype it has been explicitly explained that it will work with ALL other monk archetype (even those that modify the same abilities) with qinggong taking a secondary role. Thus, think of it as Monk 2.0 instead of an archetype
| XMorsX |
I agree with the above posts, it is not a trap. The best thing for him that he can probalby do is taking Barkskin at lvl 4. At 10th lvl he would be able to take Quicken Spell-like ability (True Strike) if he has change something for True Strike, but normally has no feat at 10th lvl. Also, if he has chosen the Drunken Master archetype, he will be able to do more times per day some qinggong powers like barkskin, scorching ray, true strike, gaseous form etc. Nothing that you cannot handle though.
Michael Sayre
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In addition, unlike every other archetype it has been explicitly explained that it will work with ALL other monk archetype (even those that modify the same abilities) with qinggong taking a secondary role.
To be clear, this means that if another ability alters an ability that Qinggong can replace, Qinggong can no longer replace that ability. Other archetype abilities are "locked in", and then Qinggong can kind of be used to fill in the gaps that are left.
| Barritt "Twigsnapper" Falkbeer |
OK, I've read up on the archetype and don't see any problems with it, and so far nobody has posted any abuse-worthy concerns, so I'll assume it's a relatively un-munchkinable archetype.
What about monks in general - can a clever player find combos of class abilities, feats, traits, magic items, spells, etc., that can be system breaking? Are there well-known combos I should watch out for?
Also, are there any traps that the player should watch out for? You know, those abilities that seem awesome but turn out to be really bad choices?
Thanks again.
| Gargs454 |
Biggest thing you need to be "concerned" about with the monk is that they can get their AC up to really high levels through Crane Style and assorted other items/abilities/etc. Crane style can be particularly annoying to some GMs as the feat tree can also allow for one attack to be blocked that would otherwise hit and then allow for the monk to return fire when he blocks the attack.
All in all though, while its an excellent combo for the monk, its not all that game breaking imho as a) it requires the monk to fight defensively (albeit at not as bad a penalty as normal), b) requires the investment of 3 feats, and c) the monk still doesn't do a whole lot of damage.
Just keep in mind that Crane Style does nothing against ranged attacks and is noticeably less effective against fights involving lots of monsters.
Frankly, its pretty hard to make an overpowered monk. Sure, with the right equipment, character gen system, and campaign setup, it can be done, but its a lot harder for the monk than most classes.
The monk's best chance to "break" the game is through the use of Qinggong powers and items to find work arounds for non-combat encounters. Gaseous form for example can make a monk an even better scout than he already is. Generally though, most people don't consider this to be all that game breaking.
| Dabbler |
OK, I've read up on the archetype and don't see any problems with it, and so far nobody has posted any abuse-worthy concerns, so I'll assume it's a relatively un-munchkinable archetype.
The monk is a pretty un-munchkinable class.
What about monks in general - can a clever player find combos of class abilities, feats, traits, magic items, spells, etc., that can be system breaking? Are there well-known combos I should watch out for?
Lormyr is the poster who's made more of a monk than anyone I ever saw, and most of those tricks he used that make the monk most effective rely in enlarging the monk either virtually (such as with Strong Jaw buffs) or actually (Enlarge effects).
Other than that, the strongest monk builds I have seen reliably are dex-focussed monks with the agile property on their AoMF. They can function better than most (they get around some MAD), but they are hardly overpowered.
Also, are there any traps that the player should watch out for? You know, those abilities that seem awesome but turn out to be really bad choices?
Other than arguably the entire monk class, you mean?
Monks suffer from some fundamental problems:
MAD - Multi-Attribute Dependency - means they need a lot of good scores in several attributes to function well. The biggest mistake a monk player can make is to assume that spreading their stats evenly will work, because it doesn't. The monk should always focus on the stat they will use to hit with. The monk can't influence anything without hitting it, so if you can't hit anything you are basically a poser shouting "Hi-ya!" and looking cool.
Lack of Enhancement - the monk's main "weapon" is their unarmed strike (or a temple sword, which is OK) and it's got problems. It does not enhance as well as other weapons, and that means less accuracy and less damage. It also has an appalling threat range. Don't let the rising dice confuse you, unless you pull Lormyr's enlarging tricks it won't count for much. The AoMF has been adjusted in price but that +5 cap still hoses you. Your player will need an AoMF, and if he doesn't have a friendly crafter to make one then you might want to drop one into the adventure.
Poor DR penetration - again, the ki-strike is a red herring, the main DR that you run into is alignment based at high level, and with poorer enhancement you won't get past it that way easily as few things have DR/lawful.
The monk concept in combat is tied to "lots of attacks that accrue damage" except that this doesn't work - your damage is tied to your accuracy, which can suffer if you are not careful, and your ability to get past DR, which while it has been improved is still less than ideal.
The other problems the monk has - that the qingong gets around - is abilities that do not tie in together well. Some are useful, just not that useful. Wholeness of Body is a waste of space, and Diamond Soul is self-nerf most of the time, as friendly spells have to get through it as well as hostile ones.
On the flip side, you can get a very good AC as a monk, and you have excellent defences in the form of immunities and saves, so your player is unlikely to have the frustration of failing saves often unless he has cursed dice. Your speed and mobility are good, and you do have a few skills that can come in handy to let you support the party scout. The big problem is being effective against the enemy as well as just keeping out of their way.
Edit: I'll add, the styles can be really helpful. Crane is good, as is Snake, and for a strength-focused monk Dragon is the best.
Kazumetsa Raijin
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I have a player creating a 10th level Qinggong monk to join an existing campaign. I don't know much about monks (nobody ever plays them long) and I especially know nothing about Qinggong monks.
So, what are the worst traps, pitfalls, rules loophols, or other swindles a player might try - either things that ruin his character or that overpower his character?
Or, assuming none of the above, what should I expect from this class as I run the game?
Other than the whole Slow Fall thing of "swapping out instances" or the whole thing. So he may think he keeps all of Slow Fall but the one he gets at level 4 or something. That thing is tricky, but it seriously doesn't impede anything or make him in any way shape or form OP.
Other than that, EVERYTHING he gets from being Qinggong, he deserves. Monks are poor enough in damage and attack as is. Throw the man a bone >_>
Just keep in mind that he replaces the listed ability, with any Qinggong ability of that Monk level or Lower. If I played a regular Monk, I'd probably cry. Every Monk should be a Qinggong Monk(since it stacks with the majority of other archetypes too).
Also, I would greatly recommend heeding Dabbler's input on it.