Bypassing DR / good without a cleric or paladin


Advice


So I'm DMing a group right now who is facing a creature with DR/good or Cold Iron 10. Here's the deal: My group is mostly all new, and even the more experienced one knows very little about the technical aspects of things. No one is playing a cleric or paladin, and no one has anything cold iron or good aligned. (Our group is witch, gunslinger, bard, monk).

I realize that summon monster can bring celestial creatures in to deal with this guy. It's what happened when they had to fight a hezrou previously. But, how do I put this... almost all of the major enemies here have DR/good. And the party monk is starting to feel sort of worthless as her attacks deal 1 nonlethal damage per hit. If she could bypass this damage, things would probably be okay, but she can't, and so it's not. The gunslinger still manages to deal some okay damage, but I think they're both sick of being outperformed by 1d4+1 celestial eagles.

Anyway, I think they could buy oils of bless weapon? But let's say the next encounter is going to be one that they aren't expecting and can't prepare for.

PS does it matter that the monk is an aasimar? I keep thinking there's some way they could bypass evil like true good plane outsiders, but I can't find anything suggesting it.

Dark Archive

Wait wait wait. Why is the party monk dealing 1 nonlethal per hit? Having damage reduction doesn't stop damage that does get through from being lethal, I don't believe. And damage that fails to get through just... well, fails to get through. DR does not have a minimum 1 rule. Failing to penetrate it results in zero damage dealt.

Anyway, they've got a very limited number of options available to them. Alignment DR is one of the hardest (Or easiest with oil of <insert effect here) to deal with, depending. They will need either that oil or to wind up with a +5 amulet of mighty fists, the latter of the two being ungodly expensive. My honest advice? Try to tailor the encounters in such a way that you don't make the monk, a class that is already horribly underpowered, suffer more than it has to. That player has chosen to walk the path of most resistance already, so why not toss'em a bone here or there? Give them some moments to feel badass to counterbalance all of the suck they've had to endure.

Other notes: A monk's fists begin counting as cold iron and silver relatively early on in their career. If the DR you've listed is indeed good OR cold iron, they should stop having that issue relatively shortly.


You could give the monk her bypass dr/good early for being an aasimar... that's all I got...


The Beard wrote:
Wait wait wait. Why is the party monk dealing 1 nonlethal per hit? Having damage reduction doesn't stop damage that does get through from being lethal, I don't believe. And damage that fails to get through just... well, fails to get through. DR does not have a minimum 1 rule. Failing to penetrate it results in zero damage dealt.

Huh, I was sure I read that attacks beaten by DR still do 1 nonlethal damage. Looking now though I can't see that anywhere.

The Beard wrote:
Anyway, they've got a very limited number of options available to them. Alignment DR is one of the hardest (Or easiest with oil of <insert effect here) to deal with, depending. They will need either that oil or to wind up with a +5 amulet of mighty fists, the latter of the two being ungodly expensive. My honest advice? Try to tailor the encounters in such a way that you don't make the monk, a class that is already horribly underpowered, suffer more than it has to. That player has chosen to walk the path of most resistance already, so why not toss'em a bone here or there? Give them some moments to feel badass to counterbalance all of the suck they've had to endure.

Well, for what it's worth, it's just been the last two major encounters that have done this. Our monk is a defensive monk who's had some major moments to shine so far.

The Beard wrote:
Other notes: A monk's fists begin counting as cold iron and silver relatively early on in their career. If the DR you've listed is indeed good OR cold iron, they should stop having that issue relatively shortly.

Oh! Ahaha, turns out she DOES have that option. Didn't notice, whoops. Okay, that ends my issue fairly early. She'll have to not use her magic sword but all is not lost.

Dark Archive

Might I suggest that you allow her to find a monk's robe? That should raise her damage (and a couple other useful but not game breaking class functions) by one die grade. It's not a gigantic boost, but it should certainly help close the gap slightly, assuming there is one. ... And I'd bet money there will be one even without the DR because, well, monks have it really hard right now.

Silver Crusade

Talk to your monk and see if they would want to go into the champion of the enlightened PRC. It mixes monk and paladin well but is more monk.


You're the GM. Drop a +1 holy sword or a cold iron mace or something.

Liberty's Edge

blahpers wrote:
You're the GM. Drop a +1 holy sword or a cold iron mace or something.

This. Holy's probably overkill, but Cold Iron weapons are common enough.

Also, mention OOC (or have them make skill checks to realize IC) how very useful (and reasonably inexpensive) cold iron and silver weapons are. then they can just buy them (or in the gunslinger's case, make some appropriate ammo).

Sovereign Court

Be familiar with the rules on what magical enhancement bonus will penetrate what DR:

+3 Cold Iron/Silver
+4 Adamantine
+5 Alignment DR

So if the monster has "DR X/Good or Cold Iron", a +3 weapon will suffice because it's equivalent to Cold Iron.

Note that DR only applies to mundane/weapon damage; it doesn't apply to elemental damage or most other spell damage types.

Read the DR rules carefully; there are some workarounds and limits in there that matter a lot to the difficulty. Also, the players should probably read them too, so they know which types of gear are available to them as a solution.

Grand Lodge

Kick their butts for being unprepared. Afterwards, talk about how things like this can be prevented, or give people with knowledges a chance to learn that Cold Iron beats demons.


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My favorite way to bypass DR is to grapple. Once the baddie is grappled, pinned, and tied up, that usually fixes the problem, if not, you can coup de grace them to death. Even if the baddie has DR, double damage usually gets through.


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1) I always carry Cold Iron and Silver
2) I always carry Cold Iron ammunition (only double the price). I dont even bother with regular ammunition.
3) Oil (potion) of Bless Weapon to bypass DR/Good. 50gp per oil (potion).

Scarab Sages

Cold Iron Brass Knuckles!

Sure, drops your damage output to mostly being your bonus, but more effective than hitting damage resistance, and only 2gp to boot, or 3gp for the Primal Iron version.

In fact, I'd imagine it was possible to carry a range of them, ready to suit a particular damage resistance.


I would like to offer more expansive advice. For starters, I'm guessing you are acting as a PFS GM running scenarios given to you. Otherwise, there would be no problem: you just set whatever challenges you want upon your PCs, sometimes to give them a good time, sometimes to make them cry a little bit for being unprepared. I have no experience as a PFS referee, so I don't have a clear sense of what kind of leeway you have for fudging, nerfing, or giving the PCs a chance to think of something plausibly clever: letting the players devise some kind of trap, like a pit or something, and some local friar-hermit blesses the water in the stream, and the players fill the pit with the holy water, or maybe interpreting the demon as a creature summoned or controlled against its will, so the witch casts a protection from evil on it, giving it another saving throw against its magical control, allowing it to turn on its former master. For that matter, Protection from Evil is a lovely spell vs demons (is there a way for witches to get that, or does the Gunslinger need to take a level in Cleric?). Vis a vis grappling where none of the party members is a grappler yet, the party might think to throw nets, whips, tanglefoots (tanglefeet?), until you think the party has worked hard enough to get away with it THIS TIME. I agree with Kenji that the party should be ashamed of itself for being unprepared and deserves to suffer at least a little.

I was not exactly joking about the Gunslinger taking a level in Cleric. He could take acquire a Wand of Weapon against Evil and later a Wand of Align Weapon. Hopefully, he has already acquires some silver and cold iron bullets and some adamantine weapon blanch. That should pretty much cover his DR problems. If not, there is a feat, Clustered Shots, that allow multiple attacks in 1 round to be treated as a block to overcome DR. Sounds like he needs to think about taking it. Other people could think of more elegant solutions than this, I'm sure.

Some other spells the party should look at: Alchemal Tinkering (Acid is the godless man's holy water!), Web, Strangling Hair, Black Tentacles, Grease.

I don't know if this is helpful, but that monk can become a powerful grappler with 3 feats/abilities: Greater Grapple and Expert Captor. With Great Grapple, you can make 2 grapple checks in 1 round: 1 to initiate the grapple, and 1 to tie him up. Most people don't try to tie up opponents in 1 round because if you try to tie up an opponent without pinning him first, you take a -10 to your check. Expert Captor is a Cavalier Order of the Penitent Ability. It lets you take the tie up action on a grapple without taking the -10. The monk could also achieve the same effect with the feat Rapid Grappler, which lets you make a 3rd grapple check in 1 round, the first is a standard action, the second--provided by Greater Grapple--as a move action, and Rapid Grappler lets you make the 3rd as a swift action. But maybe the monk's BAB isn't +9 yet.

Hope this helps.

Silver Crusade RPG Superstar 2014 Top 16

rorek55 wrote:
Talk to your monk and see if they would want to go into the champion of the enlightened PRC. It mixes monk and paladin well but is more monk.

Do you mean Champion of Irori?

Two things here:

1) That PC requires Smite Evil. Any creature with DR/Good, will be Evil anyways, so if smiting is an option, then the DR isn't a problem.

2) Prestige Classing almost always requires multiclassing. PCs are underpowered, as is multiclassing (in general).


Zahir ibn Mahmoud ibn Jothan wrote:
rorek55 wrote:
Talk to your monk and see if they would want to go into the champion of the enlightened PRC. It mixes monk and paladin well but is more monk.

Do you mean Champion of Irori?

Two things here:

1) That PC requires Smite Evil. Any creature with DR/Good, will be Evil anyways, so if smiting is an option, then the DR isn't a problem.

2) Prestige Classing almost always requires multiclassing. PCs are underpowered, as is multiclassing (in general).

A third bonus thing: Her charisma is 10, which is pretty good far as monks go (though p. bad amongst aasimars).

Naa, she's happy being a monk. She also has cold iron fists, so I'm not worried here.

The hard part is that it definitely FEELS like an aasimar should have the power to slay evil, but because of the evil things with smite good it generally turns out the opposite. Oh well, her possible 27 AC and her only slightly modified crane style (it activates on one attack but before rolls are made at all, instead of an auto block an attack deal, and the counter attack has to be an unarmed strike) makes her more than strong enough in most scenarios. I also remade the wavecutter into a +2 keen macuahuitl, and gave her the ability to use it just like a temple sword. So it's all good. Her fists are cold iron, they'll serve her well against this guy. And she'll notice when she makes a counter attack and it hurts the guy in ways the sword won't. It'll work great!

The rakshasa is a different story, but I sort of want him to be nightmarishly strong, so I don't mind.


Zahir ibn Mahmoud ibn Jothan
"PCs are underpowered, as is multiclassing (in general)."

Oh, I don't know. Sometimes putting together just the right sweet combination of feats and special abilities depends upon dipping into other classes.

And one thing that grows fast when you multiclass is your saving throws.

When players build characters too aggressively in one way or another, they risk losing something critical in the process. In the case of Shim's party, they lost the ability to bypass certain kinds of DR, but I bet their characters have some other kind of awesomeness, and this is the price they paid. Meanwhile, their problem might be solved by one of their characters biting the bullet and taking a level in something else to make the party more well-rounded.

Of course you could make a character too well-rounded, which would mean your character loses any edge at all.

And admittedly, if you multiclass too much, you don't reap much Favored Class bonus.

Also, if you mix classes, you do miss out on high level class abilities, and those can be really sweet. And when I'm cooking, I've often remarked that another word for lots of flavors thrown together and warmed up is poop.

I do think you are painting multiclassing with too broad a brush, though.

Silver Crusade RPG Superstar 2014 Top 16

Scott Wilhelm wrote:
I do think you are painting multiclassing with too broad a brush, though.

I am comfortable doing so. Besides, I said "in general" which gives me a lot of leeway. Sort of like starting a sentence out "with all due respect."


Shimnimnim wrote:
So I'm DMing a group right now who is facing a creature with DR/good or Cold Iron 10. Here's the deal: My group is mostly all new, and even the more experienced one knows very little about the technical aspects of things. No one is playing a cleric or paladin, and no one has anything cold iron or good aligned. (Our group is witch, gunslinger, bard, monk).

Elemental damage will bypass DR since it does energy damage. Another option is for the witch to use the Slumber hex and hope it works. Coup De Grace is extremely powerful.

The typical way one blows through DR is to simply out damage it. All of my melee characters or switch hitters tend to be able to two-handed power attack for +9 damage from just strength and power attack and the rest of the damage (1d6 to 2d6) is just the good damage.

Your only major choice is to either dump some sort of cold-iron weapons into the game or for them to be able to avoid the monster.

Your PCs could just quit the encounter.

Possible ways to win:
Grapple the monster. Pin the monster. Strangle the monster and do not allow it to breathe until it falls unconscious or dies.

♣♠Magic♦♥ wrote:
You could give the monk her bypass dr/good early for being an aasimar... that's all I got...

Actually not. Unless there is some special rule I don't know about. Aasimar do not have the good subtype, so their natural weapons do not bypass DR/good.


They can, but it takes con 13 and 2 feats to do it. Angelic Blood and then Angelic Flesh, monks don't generally have the feats to burn, and with Ki Strike the cold iron/silver are not worth the feats.


If you build a defensive character, don't expect to hit hard (paladins excluded)

Scrolls, oils and potions are your allies.

If she is not confortable with this kind of character maybe you can let her move her stats and try another thing.

I've read about brass knukles, that's the trick probably. Buy an array of knukles of different materials and you are covering a lot.

The major problems I see in this is that the group hasn't prepared themselves properly and that the monk wants to do things that she isn't meant to do. Of course you won't hit to DR 10/X with a hit die 6-8 +2-3, you will need a two-handed weapon hitting 1d10-2d6+3-5 or spells (spells bypass RD, not RE)

You can houserule something but the better way is to assist them in purchasing things they MIGHT need, allow them some knowledge checks to know general ways to bypass reductions, gather information about lore.


Taku Ooka Nin wrote, "Your only major choice is to either dump some sort of cold-iron weapons into the game or for them to be able to avoid the monster."

Unfortunately, many demons--such as the Hezrou that Shim is watching his party flounder before--are too powerful for cold iron weapons, and the power of Goodness is the only weapon against such fiends


I have not seen prayer wheels mentioned... Not for the start of a career, but later on it's great :-)
And I do hope they have power attack and deadly aim do know how and when to aid another... :-P

Sovereign Court

Huh. Never knew those Prayer Wheels existed, but they're pretty neat. Nice flavor.


Shimnimnim wrote:

So I'm DMing a group right now who is facing a creature with DR/good or Cold Iron 10. Here's the deal: My group is mostly all new, and even the more experienced one knows very little about the technical aspects of things. No one is playing a cleric or paladin, and no one has anything cold iron or good aligned. (Our group is witch, gunslinger, bard, monk).


Anyway, I think they could buy oils of bless weapon? But let's say the next encounter is going to be one that they aren't expecting and can't prepare for.
...

Actually this issues is not all that uncommon for some veteran players and is almost universal for new players. Everyone has this tendency to want to save all their money for the ultimate wizbang that that really, really want. But doing that can make it so you don’t survive long enough to get it.

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I think the best way to combat this is to get them to read some of the GUIDES for advice. For some reason if their friend tells them this is a good idea, they won’t believe it. But if they read it from some stranger then it must be true.
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There are certain things that I firmly believe almost every character should get at least 1 or 2 levels BEFORE they think they are at a level to need it. Alchemist fire and acid for swarms. Wand of cure light wounds (or infernal healing) Oils of daylight, align weapon, and magic weapon. Potions of remove disease, remove curse, remove blindness, neutralize poison, lesser restoration, and restoration. Ghost salts for incorporeals. Weapons and/or ammo that are blunt, piercing, and slashing. Weapons and/or ammo that are silver, cold iron, adamantine.
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If you never use it? So what? It really didn’t cost you all that much. But most characters will need all or nearly all of those at some point in their career. Whenever I use up one of those, I immediately buy at least 2 more of them.
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Yes, there are character concepts that don’t want to carry around a tool box of gear. But then that character needs to think about, consider, and develop tactics to deal with those situations that make such items needful.
I once had a sorcerer that had that gear minimalist mindset. But I had spells to get me through almost all of those situation. And I paid for a contingency teleport (long before the level where I cast it) to a temple where I had already arranged and paid for healing from almost any potential condition.
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I have a martial character that is only 4th level. He uses a MW bastardsword as his primary weapon. He will eventually be switching to a magic adamantine bastard sword. But he carries a MW cold iron morning star and masterwork silver dagger. He has adamantine weapon blanch already applied to a quiver of arrows. He has scrolls or potions of all of those already in his gear. The only one he doesn’t have yet is ghost salts. That is at 4th level. No matter what shows up, I can still fight it. Recently we had a fight with a minor demon DR 10/cold iron and small golem DR 5/adamantine. I beat down the demon with the morningstar and then backed up while shooting the golem with arrows. I did better than ½ the damage to kill both targets even though I didn’t use my weapon of choice. Mine was the only character in the party that could effectively fight both of them. One of the characters didn’t really have a decent chance to fight either of them. He basically had to roll a crit or max damage to get past the DR.
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Have a talk with your players entirely out of character. Explain that ‘these’ are the kinds of things that any well equipped adventurer should have on hand very early in his career. Or needs to make plans to get by without (hoping its not needed doesn’t count).
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Now for your immediate situation, you might have a demon that is trying to keep himself safe by stealing all the good or cold iron weapons in the area so they can’t be used against him. Then he drops them in a deep well with some other monster living in it. I would also make it so all the weapons in there are ones the party doesn’t really like. Put in a cold iron star knife, trident, and spiked chain. Then a good javelin, hand crossbow, and long spear. (Assuming the party doesn’t really want any of those.) Then they have something that will work. But if they want the right stuff, they have to dish out for it.

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