Monks


Pathfinder First Edition General Discussion

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Lord Twig wrote:
Lord Twig wrote:
Oh, I forgot distance in the Perception DC. Say the dragon is hiding 40' from the road. That would increase the DC to 24.
Okay. I would like to point out that I put this in before you posted your character. So I did not do it just to screw you over. ;-)

Sounded fair to me... I usually max perception on martial characters, and definitely on a Barbarian, and 13 is what I got. Surprise me!


The one thing I don't get is everyone says the 'vanilla' monk suck compared to the barbarian or the fighter, then they tell you to use an archetype for the supposed better class like invulnerable rager or unarmed fighter. To each their own man, I personally like the monk and I play one. I have a fun time playing. If it doesn't work at your table but it works at someone elses, leave it alone. No sense in nitpicking about a table you'll never play at. Most people are WAY to concerned with realism about the monk punching stuff. Dude, you're fighting dragons and demons. That's all I'm going to say.
That's my two cents. Carry on.


Arkady Zelenka wrote:
To each their own man, I personally like the monk and I play one.

I have fun playing a commoner. They are mechanically balanced with everyone else and there's nothing wrong with them. Quit telling me they aren't as powerful as fighters. Maybe that's how it works at your table, but not at mine!

I should probably mention more seriously that how much fun you have is somewhat unrelated to the mechanical balance. Someone can have fun with a commoner. Sure doesn't mean its balanced with everyone else or that you wouldn't have a problem playing at a table with a wizard/druid/cleric.


Invulnerable rager might be an improvement for barbarians. But for rangers, paladins* and fighter the arcehtypes are not really stronger than the base class, IMHO.

* maybe oath of vengeance is stronger here.


Nicos wrote:

Invulnerable rager might be an improvement for barbarians. But for rangers, paladins* and fighter the arcehtypes are not really stronger than the base class, IMHO.

* maybe oath of vengeance is stronger here.

Take a look again at some of the Fighter Archetypes, especially Two-handed Fighter and Two-weapon Fighter.

A vanilla two-handed fighter isn't going to be as good as an archetype that is built around two-handing, same applies to two-weapon fighting. As a jack-of-all-trades combatant (archery, maneuvers, damage etc) sure, the vanilla fighter might be best, but when you start to specialize, look very closely at the archetypes.


Tels wrote:
Nicos wrote:

Invulnerable rager might be an improvement for barbarians. But for rangers, paladins* and fighter the arcehtypes are not really stronger than the base class, IMHO.

* maybe oath of vengeance is stronger here.

Take a look again at some of the Fighter Archetypes, especially Two-handed Fighter and Two-weapon Fighter.

A vanilla two-handed fighter isn't going to be as good as an archetype that is built around two-handing, same applies to two-weapon fighting. As a jack-of-all-trades combatant (archery, maneuvers, damage etc) sure, the vanilla fighter might be best, but when you start to specialize, look very closely at the archetypes.

I have taken considerably looks onto fighter arcehtpes.

Yes the two handed fither does some more damage, that it is. The vanilla fighter still have more versatile (swicth hitter for example) and can have better mobility and AC.

Two weapon warrior is not particulary impresive, good but not better. I mean, It is a better TWF but not stronger overall.

They are good at what they do, but stronger than the vanill a fighter, IMHO (at least not by any significant amount).

EDIT: I do not think any of thse is stronger than a vanilla fighter specialized in archery and tanking with a heavy full plate, for example.


With pretty few exception (in the "weaker side") I think fighter archetype are pretty well balanced against the base class.


I think that varies with class... Most Rogue archetypes are terrible, except for one or two that are all but obligatory. I can't recall any good Wizard archetype... Or Sorcerer archetype for that matter, other than Tattooed Sorcerer.

You know what, now that I think about it... Most archetypes are pretty bad.


Lemmy wrote:
You know what, now that I think about it... Most archetypes are pretty bad.

Uhm, it woudl be interesting to see a thread about what classes benefits more form its arcehtpes.

Sadly, and not surinsingly, rouges arcehtypes sucks a lot.

Maybe druids, they have a lots of archetypes.


Nicos wrote:
Maybe druids, they have a lots of archetypes.

Most druid archetypes are pretty awful actually.


MrSin wrote:
Nicos wrote:
Maybe druids, they have a lots of archetypes.
Most druid archetypes are pretty awful actually.

I had that impression although I ever really paid much attetion to those archetypes.

Saurian shaman seems to be great for DPR though.


I would say the Monk benefits the most from archetypes. One almost never see vanilla monks anymore. At least, I haven't seen a vanilla Monk since archetypes came out.


MrSin wrote:
Nicos wrote:
Maybe druids, they have a lots of archetypes.
Most druid archetypes are pretty awful actually.

Yeah, but Menhir Savant is amazing. It's basically a better druid. And Saurian Shaman can be pretty good too.

Magus is probably the one class with a nice selection of archetypes. Maybe Bards too... The other classes have about 15 terrible archetypes for every 2~3 good ones


Nicos wrote:

Invulnerable rager might be an improvement for barbarians. But for rangers, paladins* and fighter the arcehtypes are not really stronger than the base class, IMHO.

* maybe oath of vengeance is stronger here.

Agreed.

You know... just ONE decent replacement for hunters bond would be nice. No every ranger wants a pet (or a horrifically bad group "buff" )


Even with Invuln. Rager it's not the only option to make a strong Barbarian I've seen plenty of builds around Urban Barbarian or whatever it's called and other archetypes as well as builds using just the core barbarian. I've seen plenty of different archetypes used for fighters and rangers, I mostly ignore paladin threads but I'm sure other archetypes are used for those.

But Monks? A good monk uses one of two archetypes by default, Qinggong or MoMS. They may stack on some archetypes in addition to those but one of those will pretty much always be included and the only time Qinggong isn't stacked onto Monk is if the Monk class is just a dip hence MoMS. Now let's ignore MoMS for a second because it's a whole different beast and is often used for dipping cheese.

What is it that Qinggong lets you do? It gives you the option to trade out abilities the core monk has for spells(SLA's technically but whatever), and feats for the most part. Now it is worth noting that the Monk abilities are so bad that the ability to cast a single specific spell constrained to a number of times per day equal to his ki pool's allowance and also limited by how much he need to use the bonus ki attack on his flurries is still mostly better than the ability he would get normally. This is pretty much proof positive that the Core Monk is weak.

Now lets look at the classes like say the Barbarian or Fighter or Gunslinger. How desirable is it to trade out their core abilities? How many barbarians would give up rage increases or rage powers for a single 2nd level spell that used up 10-20% of their daily Rage per use?


Lord_Malkov wrote:
Nicos wrote:

Invulnerable rager might be an improvement for barbarians. But for rangers, paladins* and fighter the arcehtypes are not really stronger than the base class, IMHO.

* maybe oath of vengeance is stronger here.

Agreed.

You know... just ONE decent replacement for hunters bond would be nice. No every ranger wants a pet (or a horrifically bad group "buff" )

Wiith how I have things planned out right now with my current ranger/horizon walker build I plan on giving a decent buff to my group. At least +8 to +12 on all FE.


I do not really know most archetpes but with fighters I like

Weapon master, Archer, twho hander fighter, dervish of dawn, lore warden, Polearm master, trench fighter, brawler, mobile fighter.

The meh are: Armor master, buckler duelist, Phalanx fithter, savage warrior, shielded fighter, unbrekeable, swordlord*, Thunderstriker, Unarmed fighter, viking, tactician, cad, tower shield spcialist.

The bad are: crossboman (terrible), weapon bearer squire (worst archetype ever).

Roughrider and dragoon have an special mention, they are not particulary bad but they only work as a dip or afhter you have horse master feat.

Why the fighter do not have an option for an animal companion anyways? specially sad afther that books of animal companions :/

=====

Mand, those are alot of archetypes. Most of them need some power boost.


gnomersy wrote:

Even with Invuln. Rager it's not the only option to make a strong Barbarian I've seen plenty of builds around Urban Barbarian or whatever it's called and other archetypes as well as builds using just the core barbarian. I've seen plenty of different archetypes used for fighters and rangers, I mostly ignore paladin threads but I'm sure other archetypes are used for those.

But Monks? A good monk uses one of two archetypes by default, Qinggong or MoMS. They may stack on some archetypes in addition to those but one of those will pretty much always be included and the only time Qinggong isn't stacked onto Monk is if the Monk class is just a dip hence MoMS. Now let's ignore MoMS for a second because it's a whole different beast and is often used for dipping cheese.

What is it that Qinggong lets you do? It gives you the option to trade out abilities the core monk has for spells(SLA's technically but whatever), and feats for the most part. Now it is worth noting that the Monk abilities are so bad that the ability to cast a single specific spell constrained to a number of times per day equal to his ki pool's allowance and also limited by how much he need to use the bonus ki attack on his flurries is still mostly better than the ability he would get normally. This is pretty much proof positive that the Core Monk is weak.

Now lets look at the classes like say the Barbarian or Fighter or Gunslinger. How desirable is it to trade out their core abilities? How many barbarians would give up rage increases or rage powers for a single 2nd level spell that used up 10-20% of their daily Rage per use?

To add insult to the injury, MoMS is really only good for people dipping a level or two of Monk, but kinda bad for pure Monks themselves.


MoMS.... this bugs me. They should have just let core monks take style feats as bonus feats...
Would this have been a big deal? They expanded fighter weapon groups right? And fighters list of bonus combat feats grows with every book.

Otherwise MoMS is pretty pointless... even fusing styles is not that great and is super feat intensive.... and even a normal monk can switch as a free action.

Instead what did style feats give us?
Uber DR stalwart barbs using crane style? Better aldori swordmasters?


I kind of agree having access to style feats as monk bonus feats would be huge and not just because their bonus feats are pretty god awful either. Hell if they had just added them to the bonus feats list but limited it so they couldn't ignore the pre requisites on them that would still be a big buff to the monk.


Lord_Malkov wrote:
Instead what did style feats give us?

Well, they also happened to give us a chain of feats that requires investment and may actually give something worthwhile back. They also tend to be more interesting than just getting a small bonus to a stat, and even better they tend to give you a bonus beyond the action they give you. Though prereqs for them are a bit weird, such as requiring improved unarmed strike when they don't involve unarmed strikes, and their balance is sometimes questionable as is the level when you can obtain them.

They also give us arguments over whether you need to take an action to enter the style in combat. Do I really have to spend a swift action on turn one to enter the style? Alternatively I'm just going to say I walk around flailing my arms ready to deflect attackers.


I started a new thread for the challenge here.

How do your characters fair against an acid breath weapon and frightful presence on the surprise round?


I think we did this sort of thing once before (I had an Unarmed MoMS Monk 2/TWF Ranger 8 and a cestus-focused TWF Ranger), but people lost their enthusiasm midway through... Hopefully this one will go longer.


I would put up my dwarf monk but we're using a 30 point point buy in my DMs game so it would be tough to squeeze it down into 20 and still be happy with the trade offs of being a dwarf.


gnomersy wrote:
I would put up my dwarf monk but we're using a 30 point point buy in my DMs game so it would be tough to squeeze it down into 20 and still be happy with the trade offs of being a dwarf.

Huh, dwarf has +2 Con and Wis, both very useful for a Monk and the extra movement makes up for his base 20 speed. But I know going down that much can hurt. A 30 point buy probably helps him a lot.


Dwarf is actually a very strong defensive Monk race. With access to the Ironhide and Steel Soul feats, you can bump Natural Armor (through Improved Natural Armor) and saves pretty high.

A Crane Wing, Dex focused, Dwarven Monk is neigh-impregnable.


Lord Twig wrote:
gnomersy wrote:
I would put up my dwarf monk but we're using a 30 point point buy in my DMs game so it would be tough to squeeze it down into 20 and still be happy with the trade offs of being a dwarf.
Huh, dwarf has +2 Con and Wis, both very useful for a Monk and the extra movement makes up for his base 20 speed. But I know going down that much can hurt. A 30 point buy probably helps him a lot.

While the race isn't necessarily bad, I'm playing him at level one and a lot of the payoffs are coming later for example I get the bonus speed at 3 the high point buy lets me keep wis, dex, and con fairly high while keeping Str capped and even let me dump a few points into Int for an extra skill point per level.

It's true that I could just dock points off of strength for the pb and do up the build as a 10th level character it would feel disingenuous since doing that would hurt me pretty notably in the lower levels when I'm having a tough time landing hits and can't afford magical anything to get around it. It also doesn't help that my build is making some pretty mechanically bad choices in order to get access to fast drinker so that he can spam ki mid fight as much as he wants at level 7 but yeah it's hard managing the trade offs for a monk that's all that I can say.

Personally if I were min maxing I'd probably rather be human all things said though. Sure I'd lose a +2 bonus(and a -2 penalty) but I'd gain the option to put the remaining +2 where I please and the bonus feat would be roughly worth another +2 equivalent in Con if I took Toughness also I'd get a +1 skill point per level for free which would let me dock points out of int without really suffering. Stupid humans being mechanically good. I'd also get 10ft more movement all the time which would be notable earlier although I give up +2 to all my saves which is bad but certainly less bad on the monk than on any other class barring paladin.


@MrSin
Dude, I never said anything about monks being on par with the rest of the classes, I'm just saying if you're not having fun playing stick to solitaire. Yeah mechanically some classes are better than others that's the whole point. Each has their own strengths and weaknesses. Like I said to each their own, I enjoy reading the back and forth. Carry on.


Arkady Zelenka wrote:

@MrSin

Dude, I never said anything about monks being on par with the rest of the classes, I'm just saying if you're not having fun playing stick to solitaire. Yeah mechanically some classes are better than others that's the whole point. Each has their own strengths and weaknesses. Like I said to each their own, I enjoy reading the back and forth. Carry on.

The thing is the monk doesn't have anything that helps the group besides below average damage and little skill points.

While a fighter will do more damage (especially when moving, which was the monk "job" in its description), or a rogue will do as much damage while still be much better in the skill use, or a ranger will do more damage and more skill than the monk while still casting spells and having a pet, the monk have one advantage : its toughness (average to high AC, good saves, some immunities and evasion).

But, toughness doesn't help the group. Paladin is not good because he is immune to charms, domination and fear (it's good for the paladin, but doesn't really help the group). He is good because he gives the group +2 to resist to all of those. Oh, and he deals more damage than the monk and is a master talker. And he casts spells too (including CLW, which allow him to use the wand). Oh, and he have a pet OR a super flexible weapon. Oh, and he can self heal as a swift action and heal the group as a standard, while removing conditions at the same time.

I could say the same for all the classes in the game : they bring something useful to the group. The monk don't.

Spoiler:
Well, the fighter doesn't bring much more than damage, but at least he can do a lot of it steadily and thanks to his feats can do a lot of things during combat (and possibly out of combat, as he have 21 feats through his career and can change his bonus feats as he see fits).


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Nicos wrote:
With pretty few exception (in the "weaker side") I think fighter archetype are pretty well balanced against the base class.

Most archetypes are not too bad, really.

Lemmy wrote:

I think that varies with class... Most Rogue archetypes are terrible, except for one or two that are all but obligatory. I can't recall any good Wizard archetype... Or Sorcerer archetype for that matter, other than Tattooed Sorcerer.

You know what, now that I think about it... Most archetypes are pretty bad.

I disagree, the archetypes make using a class easier to adapt to a concept. If you are chasing the concept, the archetype makes a lot of sense.

Tels wrote:
I would say the Monk benefits the most from archetypes. One almost never see vanilla monks anymore. At least, I haven't seen a vanilla Monk since archetypes came out.

Sadly, that's because the core monks selection of abilities was so bad, almost anything improves on them.

Lord_Malkov wrote:
MoMS.... this bugs me. They should have just let core monks take style feats as bonus feats...

I agree. But that didn't happen.

Lord_Malkov wrote:
Would this have been a big deal? They expanded fighter weapon groups right? And fighters list of bonus combat feats grows with every book.

But they still have to meet prerequisites. That said, the ranger doesn't have to meet pre-reqs for his combat style and THAT list of feats has grown.

Lord_Malkov wrote:

Otherwise MoMS is pretty pointless... even fusing styles is not that great and is super feat intensive.... and even a normal monk can switch as a free action.

Instead what did style feats give us?
Uber DR stalwart barbs using crane style? Better aldori swordmasters?

Yep. The monk got nothing that others couldn't get more out of. That's the real tragedy, those tiny losses against other classes are small on their own, but it's all the little things that just stack up.

Arkady Zelenka wrote:

@MrSin

Dude, I never said anything about monks being on par with the rest of the classes, I'm just saying if you're not having fun playing stick to solitaire. Yeah mechanically some classes are better than others that's the whole point. Each has their own strengths and weaknesses. Like I said to each their own, I enjoy reading the back and forth. Carry on.

Some classes may be better than others mechanically, but every class should be able to fill a niche, or otherwise do something for the rest of the party that contributes to their success.

For example, the rogue is another weak class, but the rogue can do ONE THING: he can scout. Others may do it as well, and more besides, but at least the rogue can perform at the role that he is described as performing.

Another weak class is the fighter, who again only does one thing: he hurts things. But he does it well, and he brings it with him to the party.

The problem the monk has is he doesn't bring much with him that benefits everyone else. He can't even do all the things that his stated role describes; he has no way of aiding allies or striking foes when they are vulnerable that anyone else cannot do, and many can do this better.

Shadow Lodge

MrSin wrote:
TheSideKick wrote:

and this is the fallacy of the message boards. not taking into account non damaging functions in an encounter with an NPC.

dpr is the easiest thing to chart so you use that as a basis for "this class sucks" threads.

What non damaging functions are you talking about exactly? Funny enough, just a while ago someone complained that they were taking in too much of it. Darn casters and they're out of combat skills. Everyone knows raw Damage is the only way to measure things![/sarc]

who said anything about "out of combat"

im talking about how you cannot quantify numerically the value of taking an enemy out of an encounter for x number of rounds. stopping the enemy from casting a spell, will net a better over all advantage over the high DPR barbarian face smashing mooks. i see combat as more then DPR, i see it as stopping the treat and unfortunatley people on these boards only care about the DPR.


TheSideKick wrote:


who said anything about "out of combat"

im talking about how you cannot quantify numerically the value of taking an enemy out of an encounter for x number of rounds. stopping the enemy from casting a spell, will net a better over all advantage over the high DPR barbarian face smashing mooks. i see combat as more then DPR, i see it as stopping the treat and unfortunatley people on these boards only care about the DPR.

Sure you can but this assumes that the face smashing barbarian can't do that. If by take an enemy out of an encounter for x rounds you mean grappling him the barbarian does it better in general(tetori may be a corner case but the trade offs are much larger for it when it can't use grapple than for the barbarian) Stopping the enemy from casting a spell? How is your monk doing that by getting in his face? Well the Barbarian has increased move speed that stacks with haste/enhancement bonuses so he's doing that just fine, alternatively he can take spell sunder and literally cut magic spells to pieces.

While combat isn't just DPR which is the easiest measurable context to how useful you are in combat, most of the things which monk supporters claim to be how they know monks are more useful than other classes isn't monk exclusive and most often the monk isn't even the ideal choice to do what they claim.

So I agree that combat isn't just DPR(although DPR is important since monsters need to die one way or the other) but if you think that accounting for non DPR things makes the monk good you're fooling yourself.


TheSideKick wrote:
MrSin wrote:
TheSideKick wrote:

and this is the fallacy of the message boards. not taking into account non damaging functions in an encounter with an NPC.

dpr is the easiest thing to chart so you use that as a basis for "this class sucks" threads.

What non damaging functions are you talking about exactly? Funny enough, just a while ago someone complained that they were taking in too much of it. Darn casters and they're out of combat skills. Everyone knows raw Damage is the only way to measure things![/sarc]

who said anything about "out of combat"

im talking about how you cannot quantify numerically the value of taking an enemy out of an encounter for x number of rounds. stopping the enemy from casting a spell, will net a better over all advantage over the high DPR barbarian face smashing mooks. i see combat as more then DPR, i see it as stopping the treat and unfortunatley people on these boards only care about the DPR.

I agree, combat is more than DPR, however everything else is highly situational. Indeed, DPR can be situational, but it's a lot LESS situational because you can usually reach some enemy and bash them.

The other reason that DPR is used as a measure for a combat class is because DPR is the only reliable thing you can do if you cannot cast spells. Maneuvers require heavy feat investment, and are not reliable as various creatures are immune to them or have such high CMD's due to size or anatomy that it makes no odds.

Some monk archetypes are better at some maneuvers than others, like the Tetori, but one archetype does not a useful class make.

However, the monk on the whole is NOT a master of maneuvers, for two reasons:
First, getting the best out of a maneuver you need all the feats, not just the free one the monk gets. Other classes, particularly the fighter, have the advantage here because they are not as MAD as the monk.
Second, most of the other combat classes have a bonus to hit on top of their full BAB and any feats which applies to maneuvers they perform.
Bonus reason, the full BAB classes also get better weapons to work maneuvers through, and they can deal better damage on top.

I wouldn't say that the monk is not effective if he has a situation he can exploit...but that's IF. The other combat classes are not relying on IF to get their spotlight time, they have DPR to fall back on.


@MrSin, hey dude I never called anybody stupid I just said it's suppose to be fun, if you're not having fun playing the game why bother playing it. It doesn't affect me either way. Like I said I enjoy reading the back and forth banter.


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Many of the people who think monks have problems don't care about or even value DPR. I for one am such a person. As both a player and GM, I value defense and problem solving far greater than raw damage. IMHO, DPR is only good for measuring DPR and how much investment it takes you to get good amounts of DPR. Beyond that, it's pretty pointless.

But monks are very bad. With enough splat material they're better, but it increases their complexity and you have to avoid a lot of traps and pit falls.

I don't value DPR much at all. I think monks in general are poor without a lot of system mastery to get the most out of tons of archetypes, races, and splat material. Which with the same you can usually make other classes grossly overpowered.


I just want the Monk to be able to hit so I can get some abilities to actually go off. I don't need the damage, I just want to hit. Is it so much to ask for if I want a master of martial arts to just be able to connect with a hit? If I just had that then Stunning Fist would actually be useful, Elemental Fist could pick up a bit of slack, I could actually shut down a monster without dying in two rounds.

I just want to hit.


Malwing wrote:

I just want the Monk to be able to hit so I can get some abilities to actually go off. I don't need the damage, I just want to hit. Is it so much to ask for if I want a master of martial arts to just be able to connect with a hit? If I just had that then Stunning Fist would actually be useful, Elemental Fist could pick up a bit of slack, I could actually shut down a monster without dying in two rounds.

I just want to hit.

Don't we all? T-T

EDIT: In a to hit bonus related sidebar can the Weapon Master Fighter Choose unarmed strikes as his favored weapon? Because it might be worth it to sidebar three levels to get weapon training and gloves of dueling access instead of some of the later monk levels.

Project Manager

TheSideKick wrote:
one, it was meant to be an insult. ]

Then it has no place on our boards. Please revisit the messageboard rules.

Removed some posts in violation of those rules.


Malwing wrote:

I just want the Monk to be able to hit so I can get some abilities to actually go off. I don't need the damage, I just want to hit. Is it so much to ask for if I want a master of martial arts to just be able to connect with a hit? If I just had that then Stunning Fist would actually be useful, Elemental Fist could pick up a bit of slack, I could actually shut down a monster without dying in two rounds.

I just want to hit.

Exactly. It's about hitting, not damage. Improving hitting will improve DPR, but in the monk's case it mainly allows other effects work.

Shadow Lodge

Dabbler wrote:
Exactly. It's about hitting, not damage. Improving hitting will improve DPR, but in the monk's case it mainly allows other effects work.

+1. If monks could hit things reliably, they could be a martial control class by spamming stunning fist and pumping the DC of it. But you need to hit first.


Or at the very least they could perform maneuvers reliably

A lot of problems with the monk come from the fact that so many of their class features are only there to replace things that they lose

AC bonus but can't wear armor

Full BAB on maneuvers and flurry because they don't get full BAB

Unarmed strike dmg because its terrible to begin with

Ki strike to bypass DR because AoMF is absurdly expensive

I mean... try to imagine for a moment that monk was an archtype for another class... would the tradeoffs be worth it?


-1-5 on AoOs and standard attacks and slower qualification for combat feats and worse bonus feats and no favored terrain or favored enemy or pet or spells for a third good save? Will is nice, but, really, if monk were a ranger archetype nobody would touch it with a ten foot pole.


Lord Twig wrote:


I did a quick search of the original bestiary and came up with 5 CR12 creatures as follows:

Adult Green Dragon
Lich
Purple Worm
Roper
Sea Serpent

You should include an encounter with a vampire/enchanter or similar. Monks can have pretty good will saves aganist mind affecting, which is quite cool. My fighterish players are a bit fed up being dominated and the like.


Aeric Blackberry wrote:
You should include an encounter with a vampire/enchanter or similar. Monks can have pretty good will saves aganist mind affecting, which is quite cool. My fighterish players are a bit fed up being dominated and the like.

Silver Spindle Ioun Stone resonance might help. Or protection from x. Several of the other martials also get things to help their saves, but fighters are probably a little lacking in that respect.

Also... Puts up a sign: "Here thar be necromancy. Approach with caution."


I thought I put you down thread!!!


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Aeric Blackberry wrote:
You should include an encounter with a vampire/enchanter or similar. Monks can have pretty good will saves against mind affecting, which is quite cool. My fighterish players are a bit fed up being dominated and the like.

Why? If you have to cherry-pick the enemy in order for the monk to contribute, isn't that underlining the point that the monk cannot contribute normally?

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