Need Help Dealing with my player's High Ac Monk


Advice


So I have a player to plays a Martial Artist Monk and has a 32 Ac

I know a lot comes from Dex, Wis and Monk bonus as well Dodge and his fight defensely and crane style

But He also is able to were light armor as part of is back story / my Gming mistake.

Basically long story short i built him a defense item before knowing he was going to focus on Defense

I need to build some Npc who can deal with high Ac dodge tanks

and be able to last in battle vs a few level 9 characters


1 person marked this as a favorite.

If you allowed him to wear armor simply tell him you made a mistake and change it. GM’s are only human so a good player will understand.


1 person marked this as a favorite.

The problem with tanks in Pathfinder is that they're completely ignorable. With everything invested into defense up to and including taking the penalty for fighting defensively your NPC's should be able to just whack the other guy.


Armor doesn't help vs. touch attacks (like guns), if you just want a brief reminder to him that his character can be hit. Sure he's still got everything else but gunslingers can get quite good attack bonuses as well as using touch attacks.

True strike exists. It can even have magical lineage applied to it and be quickened.

Dark which trumps whatever vision he has, or invisibility, negates the dex and dodge bonuses.


Well, try to get him flat-footed so you can get past most of the AC. And non-save spells like Stone Call will deal damage no matter what.


I'm pretty sure grappling a tank is effective. Getting him flat footed will also reduce his ac. After a while, 32 ac becomes standard as the enemies get higher hut bonuses. What level is the party?


I'd also like to know the level of the character. 32 AC is the highest a character should be at Level 9 and a completely appropriate number at Level 14.


True strike and things like magic missile that auto-hit are important. Remember that the crane style only works for melee attacks, and that you lose it if you are hit.

A true-striking unchained rogue with something nasty in a spell storing weapon can do a lot of damage. Remember the unchained rogues can lower AC with a hit.

Now the trick is getting true strike on a rogue, but there are certain objects, especially for ranged attack - a set of bracers, I believe, and some other items.


Well I was considering doing A slayer and either doing Circling Mongoose
or two weapon feint or Gming over some other feint ability to customize the character to make him able to hit

But I am not sure what level to make him

The Group is all level 9

and has a level 7 Npc i built

The Rest is a magus to focus on range
A fighter who is a lore-warden with advance weapon training
and a occultist

I don't want to Tpk but i do want this next mission to be a challenge

Its a breaking in to hostel lands and rescuing a high ranking elf

its going to be a small fortress with several Enemy npc


Things that can work against high AC:

> AoE effects like Alchemist's bombs, Clerics channeling negative energy to harm, fireball spells, and massive weapons

> Effects that target saves instead of AC

> Auto-hit spells like Magic Missile

> Vision-impairing effects

Most PCs will have little trouble stomping all over a single foe (especially because they sound like a damage-heavy group). Whatever you do with your big bad, give him some minions the players will need to chew through before they reach him. That ought to give him a few turns to throw mean things at them.


Monks generally have pretty good saves, so you want AOE damage that doesn't have a saving throw. Walls of fire are nice. Invisible foes (particularly the invisible stalker) are perfectly good foes at this level; air elementals can whirlwind and move over him to inflict damage (he'll probably make his save to avoid being picked up, though.)

One way around the saving throws: lots of AoE attacks. At this level, you could have quite a few enemies with AoE attacks -- spellcasters with 3rd level spells are a dime a dozen, small dragons, winter wolves, and a few others. Attack with several of them at once -- even if the monk saves, the damage adds up rapidly if the whole party is being bathed in fireballs or grenades or something.


JuliusCromwell wrote:

Well I was considering doing A slayer and either doing Circling Mongoose

or two weapon feint or Gming over some other feint ability to customize the character to make him able to hit

But I am not sure what level to make him

The Group is all level 9

and has a level 7 Npc i built

The Rest is a magus to focus on range
A fighter who is a lore-warden with advance weapon training
and a occultist

I don't want to Tpk but i do want this next mission to be a challenge

Its a breaking in to hostel lands and rescuing a high ranking elf

its going to be a small fortress with several Enemy npc

It looks your original post has the party level, my bad. You could possibly hit the monk with a ray of enfeeblement or exhaustion. Since its an NPC, you can make his int mod +10 just to make sure that the monk gets his str drained. An encumbered monk loses his unarmored bonus.

Sovereign Court

Eh, light armor on a monk is not a big deal really. What monk out there doesn't have someone to tap them with Mage Armor(for effectively a force effect chain shirt) or Bracer of Armor at higher levels. Now, if they are tricking out the light armor, that could be an issue.

Halfling Mutation Warrior Fighter example:
A Halfling Mutation Warrior Fighter (with Defender of the Society trait) in +2 full plate, +2 tower shield (because they can have a 3rd arm so why not), +1 Amulet of Natural Armor, Ring of Protection +1, Dusty Rose Prism Ioun Stone is already at 35 AC (10 base, +1 trait, +1 size +1 dex, +11 armor, +6 shield, +2 mutagen, +1 amulet, +1 ring, +1 insight) with about 1/3 their wealth by level spent (~18k of 46k, drop the ioun stone and +1 on the armor/shield and you are almost at non-boss NPC wealth levels for a CR 9). And this is not even fighting defensively or using any defensive feats and using a 2h weapon. Up the shield/armor to +3, up the ring/neck to +2(~40k gp spent), throw in some feats(regular/greater shield focus, armor focus, cautious fighter) and you are at 43 with fighting defensively, and still have 5 feats free.
Like, 32 is low for a level 9 focusing on defense.
Heather 540 wrote:
Well, try to get him flat-footed so you can get past most of the AC. And non-save spells like Stone Call will deal damage no matter what.

Monk's keep Wisdom to AC when flatfooted actually. Feint though, is technically denying dex, not flatfooted. When you are denied Dex or Flatfooted, you don't get dodge bonuses to AC, so Fighting Defensively/Crane Style will do zip. So strangely a feinting combatant could be annoying. I am now imagining that Mutation Warrior with Improved Feint, and Vital Strike/Power Attack/etc and Mobile Bulwark Style/Fortress/Stronghold to just negate attacks, deny flank and protect its allies.

For monsters, an Androsphinx is only a CR 9, if its prepared for a fight (pre-cast divine favor, bulls strength, shield of faith, held charge bestow curse) can make a mess of a party. Flyby Attack or two with Roar, pounce round two or three triggering bestow curse for 4 claw attacks against a frightened/paralyzed target at +22 to hit for 2d6+20 (or +26 to hit non-power attacking for 2d6+12). AC 25. Throw on simple advanced at CR 10 for +2 to hit/damage/saves/roar/bestow curse DC and +4 AC. Since it casts as a cleric, you could even swap out its memorized default spell of Calm Emotions for Darkness, and really screw over the party if they don't have darkvision. While you are at it, swap out Comprehend Languages and Remove Fear for Face of the Devourer, Ice Armor (oh look, AC 35), and/or Protection from Law. And swap out Speak With Dead for Prayer or Greater Stunning Barrier.

A fight that most parties are not prepared for is Simple Advanced, Simple Aerial Creature Leech Swarm. CR 6 individually, so a CR 9 encounter would be about 3 of them.

Advanced Aerial Leech Swarm:
Advanced Aerial Leech Swarm CR 6
N Diminutive Vermin(Aquatic, Air, Swarm)
Init +6, Blindsight 30' Perception +2
AC 22, Touch 20, Flatfooted 16
HP 51 Fort +9, Ref +8, Will +4
Immune: Mind-affecting, swarm traits, weapon damage, DR 3/-, Electric Resist 15
Speed 5', Fly 30', Swim 30'
Swarm Attack: 2d6 +1d6 electric + poison
Blood Drain(any creature starting its turn in the swarms space takes 1d3 str and con damage), Distraction DC 17, Poison(Fort DC 17, 1/round for 2 rounds, 1d4 Dex Drain

A "hard" encounter at CR 11, would be 5-6 of these.
Even just a couple rounds of automatic 1d3 str/con damage and save or 1d4 dex drain really brings back that fear for your life. The Martial Artist though has a better chance than the rest of the team though, since at level 7 it reduces ability damage/drain.


Depending on the group doing the kidnapping a single Swarm Druid NPC with some pet swarms could put a real hurt on that group without being unfair or a TPW.

Or if they are dealing with regular mercs, just try some level 5 Gunslingers armed with rifle and pistols. Decent loot for the group built into the encounter. No magic required.

Or just hit the monk with blindness. Now the monk can't hit and he lost all of his bonuses to AC.


Attack his saves and FFAC. You can create a feint monster that will attack nothing but his FFAC.

A Slayer would be perfect for this. They have Lightning Feint and Slayer’s Feint, and you can give him a high dex, Skill Focus: Acrobatics and/or Acrobatic feats to really beef it up. A rogue is also a good choice for a feint monster.

Any caster who can fly or have greater invis is also a nuisance to a Monk. You’re going to have a tough time beating the monk’s saves, so get greater spell focus, greater elemental focus, and heighten spell, and Spell Perfection (at later lvls), and a Headband of Intelligence.

Grand Lodge

Tick Swarms. lots of them. Tell him that his AC means nothing with swarm damage.


Arachnofiend wrote:
The problem with tanks in Pathfinder is that they're completely ignorable. With everything invested into defense up to and including taking the penalty for fighting defensively your NPC's should be able to just whack the other guy.

Then you're metagaming as a GM, and your players will notice.

Let's run through the list:

* Is the foe intelligent?
* Did the foe make any knowledge or perception checks?
* How many rounds has the foe been fighting the PCs?

It cheeses me off to no end when "fresh" non-sentient opponents appear to have preternatural knowledge of my martial character's abilities, and decide to pick on someone else who's farther away when both PCs are roughly identical in appearance because one guy in breastplate looks pretty much like the next.

~ ~ ~

Mysterious Stranger had the thread "solved" in the second post. (Note that a monk can wear armor, they just lose a lot of abilities if they do.)


Meirril wrote:
Or just hit the monk with blindness. Now the monk can't hit and he lost all of his bonuses to AC.

This and invisible opponents will work once, maybe twice, before the player takes Blindfighting, assuming he does not already have it.

A lot of the suggestions in this thread simply do not work on monks without hitting the rest of the party even harder.

Monks are high touch AC, high saves, high CMD, have evasion, etc.

Yes, you could throw in an opponent capable of overwhelming the monk's defenses, but that same opponent will steamroll the rest of the group afterwards.


To be honest, there isn't anything wrong with having a player around with really good AC. That doesn't make them invincible, it does make them unattractive as an opponent.

I've got a shield fighter in the campaign I'm running now. Depending on the monster they can either hit him reliably, or not at all. The ones that have about a 50% chance of hitting stick around and duke it out with him. The ones that can't really hit him figure that out after about 3 swings. If there is another monster on their side that has a better chance of hurting him, they shout out and they switch targets. Especially considering that there are 2 clerics in the same party, fighting a high AC melee that a monster can't reliably hurt makes no sense. Move on to other characters that are hurting the monster as much or more than the monk.

Of course the monk will seek out situations and methods to force the enemy to fight him. That is great! It means the player is thinking about the combat instead of just letting his build do everything.

If you think that is unfair, players do it. Heck, players do it faster. If some monster comes in with really good defenses the party starts rearranging things to make fighting them easier. Buffs, positioning, switching who does what and fights who, the tactics change to suit the situation. Why shouldn't the monsters do the same? At least the intelligent ones should. The animal intelligence (or lower) shouldn't.

Silver Crusade

To be fair, the problem is not the house-ruled Monk-light armor. A vanilla Monk built in the same way would have the same AC from Dex, Wis, items and feats. This leaves out the armor base AC and eventual enhancements. The base AC for a light armor should be, at most, 4 which can be easily obtained with a cast of Mage Armor or Bracers of Armor; the enhancement bonus can be instead substituted by Magic Vestment. So ultimately is not your fault, and making him remove his armor at this level would not solve anything.

As other have said, the best option is to hit first. While flat-footed, he has no Dex-to-AC, and cannot activate Crane Style, which should hit his AC quite a lot. Nothing will scare him more than a couple of well placed 5d6 sneak attacks in the surprise round. Maybe the damage won't kill him and you won't be able to hit him easily later during the fight, but for sure he won't perceive the encounter as trivial.


Gray Warden wrote:


As other have said, the best option is to hit first. While flat-footed, he has no Dex-to-AC, and cannot activate Crane Style, which should hit his AC quite a lot. Nothing will scare him more than a couple of well placed 5d6 sneak attacks in the surprise round. Maybe the damage won't kill him and you won't be able to hit him easily later during the fight, but for sure he won't perceive the encounter as trivial.

A DEX/WIS build monk will have both high initiative and high perception.

Without metagaming the encounter with arbitrarily high stats on the NPC's, the tactic is not reliable against monks.

Even if you get a surprise round where the monk fails his perception check, opponents won't typically start within 5', they will have to move or rely on ranged attacks.

Silver Crusade

32 on a defensive monk is quite low.... he is missing nat armor , deflection, shield and insight bonus. 3/4 are easy achieved by a monk and can be built in a lvl 9 monk.
Id he really tried his ac could easily be 5 higher.

A monk is easily countered by constructs since they often dont have access to adamantine

Silver Crusade

Volkard Abendroth wrote:

A DEX/WIS build monk will have both high initiative and high perception.

Without metagaming the encounter with arbitrarily high stats on the NPC's, the tactic is not reliable against monks.

First of all, it's not like anyone here is saying that surprise rounds will definitely kill the Monk in question. Mainly because I don't think this is the OP's goal, as I believe it is to make the encounters challenging for the Monk's player, and thus interesting. The OP asked how to handle high AC, and being flat-footed is quite a successful way to do it. This does not mean that it will always work, but it's still better than not doing it at all.

That being said, having high Perception doesn't mean being immune to surprise rounds, and playing clever enemies does not mean doing metagame. Enemies who plan an ambush (and bandits, stalkers, lurking creatures usually do it) don't usually do it at midday, in the desert; they do it at night, while the party is asleep, taking advantage of the surrounding environment and so on. So the Monk might indeed have a high Perception, which will surely make him less susceptible to being surprised than other characters, but it's still a very reliable strategy that virtually costs nothing to the GM.

Volkard Abendroth wrote:
Even if you get a surprise round where the monk fails his perception check, opponents won't typically start within 5', they will have to move or rely on ranged attacks.

So what? Melee opponents can still charge, if the terrain allows it, or can shoot at distance. Sneak attack, if any, applies in both cases, and synergizes well with the type of NPCs who usually pull off ambushes.

The point is not killing the Monk on a daily basis, just to make resisting the encounters a non-trivial task.


1 person marked this as a favorite.
DonKalleOne wrote:
A monk is easily countered by constructs since they often dont have access to adamantine

You can also use creatures that deal damage on successful unarmed/natural attacks, like oozes or elementals.

Firebug wrote:
A fight that most parties are not prepared for is Simple Advanced, Simple Aerial Creature Leech Swarm. CR 6 individually, so a CR 9 encounter would be about 3 of them.

I cannot endorse this level of evil.


Slim Jim wrote:
Arachnofiend wrote:
The problem with tanks in Pathfinder is that they're completely ignorable. With everything invested into defense up to and including taking the penalty for fighting defensively your NPC's should be able to just whack the other guy.

Then you're metagaming as a GM, and your players will notice.

Let's run through the list:

* Is the foe intelligent?
* Did the foe make any knowledge or perception checks?
* How many rounds has the foe been fighting the PCs?

It cheeses me off to no end when "fresh" non-sentient opponents appear to have preternatural knowledge of my martial character's abilities, and decide to pick on someone else who's farther away when both PCs are roughly identical in appearance because one guy in breastplate looks pretty much like the next.

~ ~ ~

Mysterious Stranger had the thread "solved" in the second post. (Note that a monk can wear armor, they just lose a lot of abilities if they do.)

Anything with even a semblance of intelligence is going to spend one round trying to hit the untouchable guys who punches like a wet noodle and then never bother attacking him again.


DonKalleOne wrote:

32 on a defensive monk is quite low.... he is missing nat armor , deflection, shield and insight bonus. 3/4 are easy achieved by a monk and can be built in a lvl 9 monk.

Id he really tried his ac could easily be 5 higher.

A monk is easily countered by constructs since they often dont have access to adamantine

Could be, but shouldn't be. 32 at that level is already basically at the point of diminishing returns, and there's no real value to raising it any higher until the monsters get more accurate. XD

Grand Lodge

GM Rednal is correct as for the average CR 9 creature goes. This AC is well optimized.

I have found many CR9 creatures with 20 or more to hit, and several CR 12 creatures with +25 to attack. So their options.


Arachnofiend wrote:
Slim Jim wrote:
Arachnofiend wrote:
The problem with tanks in Pathfinder is that they're completely ignorable. With everything invested into defense up to and including taking the penalty for fighting defensively your NPC's should be able to just whack the other guy.

Then you're metagaming as a GM, and your players will notice.

Let's run through the list:

* Is the foe intelligent?
* Did the foe make any knowledge or perception checks?
* How many rounds has the foe been fighting the PCs?

It cheeses me off to no end when "fresh" non-sentient opponents appear to have preternatural knowledge of my martial character's abilities, and decide to pick on someone else who's farther away when both PCs are roughly identical in appearance because one guy in breastplate looks pretty much like the next.

Anything with even a semblance of intelligence is going to spend one round trying to hit the untouchable guys who punches like a wet noodle and then never bother attacking him again.

* One round is a third or fourth of the duration of most fights.

* If the enemy rolled a 13 and missed, how is he to know that a 19 would also miss and that he has almost no chance at all? If it has more than one attack in a full-attack, but decides to move off and engage another, similar-in-appearance target next round, you better believe that there will be lowered eyelids and dirty looks.


I learned decades ago, if the party ever sees the enemy, they can kill it, no matter who or what the enemy is.
Heed Slim Jim's warning. No metagaming. Have you considered illusions? If you are creative (i.e. get out of the rulebook and start thinking), the characters will not know which way is up. Meanwhile, the enemy tests their responses and returns prepared to deal with these wannabe rescuers. The players will realize that the opponent has optimized against them because they showed him all their tactics.
Meirril said: "To be honest, there isn't anything wrong with having a player around with really good AC. That doesn't make them invincible, it does make them unattractive as an opponent."
Correct. My 4th (now 5th) level monk has a 29 AC. Against a rival faction of monks, the mooks got trashed so the leaders fought smarter. Now they run get bigger guns when they see him coming.
Thunderlord said: "I'm pretty sure grappling a tank is effective."
Do you want to rethink that? Where does this guys AC come from? What do you think his CMD will be?
Last thought. What kind of an evil mastermind would leave the princess in need (or, we are equal opportunity here, the hag paladin) in a location known to the rescuers?


Ziz wrote:


Thunderlord said: "I'm pretty sure grappling a tank is effective."
Do you want to rethink that? Where does this guys AC come from? What do you think his CMD will be?
Last thought. What kind of an evil mastermind would leave the princess in need (or, we are equal opportunity here, the hag paladin) in a location known to the rescuers?

I stand by what I said.

The monk likely only has wis and dex going to his cmd so crane and other dodge bonuses wouldn't be applied. Assuming bonuses are dex +6 and wis +6, his cmd would be 24, a monster profficient at grappling should be able to hit this then do its grapply things. His bonuses might be different and he might even have a str bonus but it should be better than normal attacks.


Slim Jim wrote:
Arachnofiend wrote:
Slim Jim wrote:
Arachnofiend wrote:
The problem with tanks in Pathfinder is that they're completely ignorable. With everything invested into defense up to and including taking the penalty for fighting defensively your NPC's should be able to just whack the other guy.

Then you're metagaming as a GM, and your players will notice.

Let's run through the list:

* Is the foe intelligent?
* Did the foe make any knowledge or perception checks?
* How many rounds has the foe been fighting the PCs?

It cheeses me off to no end when "fresh" non-sentient opponents appear to have preternatural knowledge of my martial character's abilities, and decide to pick on someone else who's farther away when both PCs are roughly identical in appearance because one guy in breastplate looks pretty much like the next.

Anything with even a semblance of intelligence is going to spend one round trying to hit the untouchable guys who punches like a wet noodle and then never bother attacking him again.

* One round is a third or fourth of the duration of most fights.

* If the enemy rolled a 13 and missed, how is he to know that a 19 would also miss and that he has almost no chance at all?

Because the guy he's fighting moves like a Wuxia character and bounces swords off his arms. How does my monster even know he rolled a 13? I thought we were aggressively NOT metagaming here. The GM is in no way obligated to have antagonists continually behave stupidly to their own detriment. Remember also that combat is moving, so in all likelihood, whatever failed to hit the tank was already trying to push past him to a higher value target, because the entire purpose of the tank is to get in front of those things (or to be a lulzy reach fighter who can defend them effectively from 30 feet away)

Edit: Like it's not as if you can't build a high AC character who also hits like a truck and/or has area coverage and/or has bodyguard feats. If all you have is high AC then... yeah, enemies prioritizing other targets is a perfectly reasonable thing to do. It's not like antagonists are expected to be totally clueless either; they may already have heard about this guy or seen him or anything else.


Keep in mind that you don't want to insert encounters that seem suspiciously geared towards countering/negating specific player abilities. I've had it happen to me a few times: I use Create Pit and Wall of Fire to destroy a load of zombies, in the next session we just so happen to fight flying undead that are immune to fire.

All I'm saying is you should make it seem organic. How you do this depends on your campaign. In the right scenario it's entirely feasible that,for example, a criminal organisation with sufficient resources would learn something about the group that keeps disrupting their operations (e.g. the group has magic) and take precautions (hire specialist mercs). You could outright explain this in a note found on a body or something. In this hypothetical campaign I would let they players know that were they to take steps to cover their tracks, their opponents would have a harder time adapting to the parties skills and tactics.


If you do want to insert a counter, here's one semi-decent way to work it in: rumors. The players might hear tales of their exploits and how they defeated a certain threat, citing a spell or two they used. The next smart enemy is very prepared for the spells people have been talking about.

This can also help discourage players from flagrant abuses of power. If they know people will talk about what they do, doubly so when there can be witnesses, they're much less likely to try and tip their hands by revealing everything. ^^


Slim Jim wrote:


* One round is a third or fourth of the duration of most fights.

* If the enemy rolled a 13 and missed, how is he to know that a 19 would also miss and that he has almost no chance at all? If it has more than one attack in a full-attack, but decides to move off and engage another, similar-in-appearance target next round, you better believe that there will be lowered eyelids and dirty looks.

How long a fight goes has a lot to do with the party's build and the opponents. Not just stats, but tactics and terrain make a big difference. Also sometimes it just makes too much sense to have multiple encounters be drawn into a single combat and they shouldn't all show up on the same round (unless they obviously should).

As for realizing what it takes to hit something...I tell the players what the AC they are trying to hit is on the first swing. The same thing for DCs on everything else. They have to make an attempt, but why keep that info secret? The players become experts at hitting things as they go along, why should it be a total mystery what their chances are of damaging an opponent? Because I want people to track what hits and what doesn't during the combat so they can reach the same solution during the combat? This level of obfuscation just doesn't add anything to the game.

And since I do this for the players, why wouldn't I do this for the NPCs? I do purposefully have the NPCs react slower to the information than players are allowed to because I want to be "fair" and because it hurts the story when the big scary opponent bypasses the shield fighter to go after anyone other than him because he's too hard to fight. Its fine when the flankers do this, because that is their description. But for the feel of the game its stupid when NOBODY will engage the heavy defense fighter.

And probably the same for this monk. Pay the guy some lip service, everybody will enjoy the game more. Don't get hung up because someone does something well.

But on the other hand, throwing something like said Swarm Druid above at the monk will act as a reminder that AC isn't king and that some days its the casters that save your bacon and sometimes you just have to take your lumps. Just make it go with the story. Don't punish someone for making a character, especially something you helped make!


Saffron Marvelous wrote:
Slim Jim wrote:

(snip)

* One round is a third or fourth of the duration of most fights.

* If the enemy rolled a 13 and missed, how is he to know that a 19 would also miss and that he has almost no chance at all?

Because the guy he's fighting moves like a Wuxia character and bounces swords off his arms.
They're called "vambraces", and no, my dwarf can't wire-fu, although he is slightly more nimble than some of his brethren in full-plate.
Quote:
How does my monster even know he rolled a 13? I thought we were aggressively NOT metagaming here.
Well, that would be ideal.
Quote:
The GM is in no way obligated to have antagonists continually behave stupidly to their own detriment.
His NPC attacked once, and missed. "Continually" implies a number of rounds exceeding the duration of most combats.
Quote:
Remember also that combat is moving, so in all likelihood, whatever failed to hit the tank was already trying to push past him to a higher value target,

(And now this purportedly smart opponent is granting me a free AoO with a Fortuitous weapon? OK.... <whack!><whack!>)

Average mid-level party set-up at initiative-roll is:
* One invisible wizard and/or one hidden stealth type.
* A bunch of other people wearing armor, often breastplate.

My dwarf wears a holy symbol.

--Is he a "high value target"? What class is he? Who's the higher value target, if not him? One of the other two dudes in breastplate? Their vambraces could be every bit as bouncy.

Purportedly "smart" monster choices:
* Full-attack the adjacent target he moved-and-whiffed against last turn.
* Disengage, granting an AoO (or two!), to move and engage a different target that is similar-in-appearance.

Sure: If pointy-ears-in-robes isn't invisible, then they'd have a case.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Need Help Dealing with my player's High Ac Monk All Messageboards

Want to post a reply? Sign in.