Results 1,021 to 1,050 of 2047
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2008-06-05, 08:10 AM (ISO 8601)
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- Mar 2007
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- Santa Monica, CA, US
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2008-06-05, 08:12 AM (ISO 8601)
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- Feb 2008
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- IHOP.
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Re: Beating Batman: Sir Giacomo's Guide to Monks
Giacomo, how do you feel about Monks in the Fourth Edition? Are you aiming towards Defender or Striker, or even Controller?
If you're wondering how PC's eat and breathe, and other science facts
Repeat to yourself "It's just a game, I should really just relax!"
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2008-06-05, 08:13 AM (ISO 8601)
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- Feb 2006
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2008-06-05, 08:20 AM (ISO 8601)
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- Jan 2007
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- *stab*
Re: Beating Batman: Sir Giacomo's Guide to Monks
Originally Posted by Sweet ReinOriginally Posted by Sir GiacomoLast edited by Solo; 2008-06-05 at 08:40 AM.
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2008-06-05, 08:28 AM (ISO 8601)
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- Oct 2007
Re: Beating Batman: Sir Giacomo's Guide to Monks
Well, I really don't know Faerun very well, but in that case I would say this is what happens:
1-UMD is all about "fooling" the magic item.
2-When the cleric crafts the wand, he puts his/her god's divine power inside of it, so it may be called when he needs it. The wand will only answer someone who shows the signs of worshiping the god who powered it.
3-The monk somehow grabs the wand, and then uses UMD to fool the wand, and make it think he's indeed a follower of that specific god. The divine power flows into the monk's body, and he's ready to kick ass, despite not having any specific connection to the god.
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2008-06-05, 08:34 AM (ISO 8601)
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- Feb 2006
Re: Beating Batman: Sir Giacomo's Guide to Monks
... ... ... YOU SHALL NOT PASS!
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2008-06-05, 08:39 AM (ISO 8601)
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- Oct 2007
Re: Beating Batman: Sir Giacomo's Guide to Monks
I would say it works because the cleric of Bane "corrupts" the magic energy inside the wand of Lathander and turns Latander's power in Bane's power. Hey, he's a cleric. He can bring the livings from back from the dead and call holy fire from the heavens. Corrupting a wand of another god shouldn't be that hard.
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2008-06-05, 08:43 AM (ISO 8601)
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- Feb 2006
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2008-06-05, 08:51 AM (ISO 8601)
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- Oct 2007
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2008-06-05, 09:23 AM (ISO 8601)
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- Nov 2007
Re: Beating Batman: Sir Giacomo's Guide to Monks
One problem there. If you take 18 str and want 3 skill points, that's 18 points right there. If you also want a constitution of twelve, you have enough points left for 12 in either wisdom or dexterity, giving you an AC of 11. Enlarged, that drops to 9, which also happens to be your HP total at first level. The fighter's not going to waste time grappling you when he can hit you with a spiked chain for an average of 12 damage.
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2008-06-05, 09:26 AM (ISO 8601)
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- Feb 2008
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- Orlando, FL
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Re: Beating Batman: Sir Giacomo's Guide to Monks
Off topic Rant:
I just realized... All this talk of grappling can be solved with Close Quarters Combat. I mean... you get an AOO even if they have Improved Grapple. You can further complicated it by having Evasive Reflexes (or whatever the name of the feat is) that lets you take a 5 foot step instead of an AOO
Every time someone tries to grapple you, you just 5' away. Wow, that's amusing.
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2008-06-05, 09:44 AM (ISO 8601)
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- Jan 2007
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- Konya, Turkey
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Re: Beating Batman: Sir Giacomo's Guide to Monks
About the scenario... As I mentioned before, I haven't DMed D&D for three years and I don't think I even remember some of the rules at all but... let me say what I think... Forgive me in advance about all the mistakes about numbers. I don't care about them. I care about the roles.
Surprise round:
Now, provided the evoker does not already have it, the monk will hand him the wand of enlarge (he at this point has two fully charged ones, plus a wand of obscuring mist; even with the ruling that pcs can only buy fully charged wands). The evoker (likey not yet seeing any enemy, and thus unable to target) will be quite low on spells (it is the evening). And thus be happy to do something useful. He waits for the first round to unfold
The rogue hides.
Both rogue and monk whisper warnings to their comrades.
1st round.
The dire wolves cannot charge through that terrain from 100ft away, so they are cunning enough to move half their speed and be stealthy about it (they fail vs the higher spot/listen scores of monk, rogue, druid).
Rogue and monk have higher initiative (dire wolves have only +2 mod). Probably the evoker too (wizards should be fast to get their spells off before they are hit).
Monk positions himself to hide in a way that the dire wolves cannot see him, but that the wizard will still (hide check +10 vs dire wolves' spot of +7 minus 5 penalty for distance). He uses his remaining standard action to cast bless on the party from his prayer bead. The wizard casts spider climb and climbs to safety on a tree.
The barbarian readies his TH weapon. The druid casts protective buffs on himself and the animal compainon (say, barkskin).
2nd round
The dire wolves smash into the party camp - but rogue and monk go first! Rogue emerges, sneaks Dire Wolf 1, likely doing around 2d6 (sneak) plus 1d6 (shortsword) damage.
The wizard casts enlarge on the monk,...
Then.. As soon as the wolves charged at the small grouping consisting of you, the druid, druid's companion and the barbarian, the wizard's prepared action, fireball exploded. Barbarian charged. Druid charged. You charged. No need for grapples, because wizard and rogue is really softening the targets from atop the trees. (Rogue is having his sneak attacks for point blank range even with the crossbow and wizard's evoking is... evoking.).
You are enlarged, you are giving the hurt along with your companions and the wolves are quickly distroyed. Barbarian quickly grasps a skinning knive from his satchel and skins the wolf carcasses. With his 'Profession: Tanner' he hopes he can make these into valuable stuff for the next town during his watch. You may be a bit exhausted with the thrill of adrenaline but... Not even a scratch.. You high-five OOC.
Do the number-crunching yourself. I just decided in scenario 1, Giamonk may buff and be useful without risking the party. Numbers are not important because I know they'll turn around my way. But I have a few more words...
1. You consciously or subconsciously try to make other classes look weaker. Why? As you can see in my example, D&D is a role-playing and a group game. Especially, why did you make the rogue make the worst decisions he would ever make? I'm heart-broken. Rogues, especially chaotic-neutral skillmonkey crossbow-wielding human rogues are my favourites whenever I play D&D.
2. "In DMG, in Page xxx, there's a sentence that says 'yyy' so I can write 'Masterwork Tool' in my character sheet near _any_ skill and a real, flesh-and-bone DM won't laugh at my face." Do you really believe in this? Guides are guides because they help people make characters. Most of the DMs in the whole world will not let you use masterwork UMD tools and partially charged wands. Period. So letting them in your build does not help people using your guide. And using economy to excuse partially-charged wands is... fun... OK folks gather around.. It's story-time...
Solo the mystic theurge was the mightiest adventurer of the Brass City. Being the avatar of both his God and the arcane powers, he went on adventures all by himself, feeling no need for a party slowing him down.
In one of his adventures, after killing the pesky werewolf and saving the king's daughter -damn, for the sixth time he saved her. This time he's going to advise the king a ball and chain- he salvaged four wands from the scattering ashes of the werewolf. A wand of divine power with 6 charges, three wands of enlarge, two with 6 charges and one with only three charges. Also... a wand of temporary sterility... With 12 charges. "The party the King sent before me..." he thought. The wands were still worth a few coins, so he stuck them into his handy hoversack.
Psst! We're lucky. Brass City is Giamonk's city and he just leveled up. He was going to buy partially charged wands in a week! Coincidence?
After selling the leftovers from the adventures in the city, Solo made his way to the maiden in the Ebon Tower to the south. He.. err.. heard that the woman knew a lot about.. err.. 'animate rope'?
.....
Of course Brass City is a large city and there's another adventuring group who just came back from adventuring. In the leadership of Holic the Cleric of Kord, they retrieved the cursed azure sword. They will be taking it to the great temple of Kord to the Northwest but they are now shopping for provisions. Malic the Rogue, pouch jingling with a lot of silver and gold, is happy. He walks into Elaric's Wands and Potions..
- I'll buy a wand of cure li.. Hey, burnt wands?
The shopkeeper grins.
- Another adventurer sold them to me. They're just a bit charred. They're fully functional, but they're nearly out of charges. A wand of heroism, six charges, two wands of enlarge, six charges, one with only three and... One wand of sterility with twelve charges... He said he burnt the creature possessing them. After I polish them, they'll look just like a normal wand.
Malic would love to have these. His party monk would delight being enlarged before fights in the end. But paying for 'partially-charged' wands? He had a better idea.
He took out 'the coin of near-truth' from his pouch. This coin was a joke from a near epic diviner he met in one of his adventures. This gold coin was granted an incredible divination power and was capable of giving the right answer to any of your 'yes/no' question. It was also capable of breaching any kind of defense against divination, even mind blank and divine intervention. But.... The coin would lie to you 50% of all times. So it was no different from flipping a coin and guessing the answer. But because of its magical nature the coin radiated very very strong divination and it was usable for this task.
He flipped the coin and let it fall to the ground. Then nodded to himself with a satisfied grin. "No strong curses around.. good." (The player rolls.. Good bluff roll).
The shopkeeper looks curious. "What's that, sire?"
- This coin? This is a coin of curse divination. A very strong item, it is. Sad that I'll have to part with it soon or it'll crack. My next mission forces me escorting an item with a very strong curse and keeping the coin nearby such a strong curse will indeed break it. (Another bluff roll, good roll)
- So how does it work?
- Easy. It's a simple coin. You flip it. If it acts like a coin, everything's all right. But if it lands on neither side, but it's edge instead and starts trembling and humming, it means there's a cursed item nearby. The stronger the humming and trembling, the stronger the curse is. A very great curse shatters the coin. (Another bluff roll with a positive modifier, success)
- So you'll part with it. Maybe, sell it to me?
- You? Wands and potions are rarely cursed. Yes, indeed when they're cursed, they _are_ cursed and you're in trouble that's right. But remember it doesn't work on poisoned potions and such. Just cursed wands, in your case.
- Still a good one. What would you like for it?
- You trust someone before checking the nature of my trinket? Gah.. At least check if it's magic or not before we talk about its price. I'll do the same about your goods. (Diplomacy check, success, shopkeeper's attitude is shifted towards friendly, his suspicions are erased, he will still attempt a 'detect magic' from a wand he spares for such situations but he's willing to believe now.)
The shopkeeper activates a 'detect magic' wand. The coin radiates a VERY strong divination aura and this is enough to make the shopkeeper believe. At last they agree upon a price of 'one fully charged wand of cure critical wounds, three potions of heroism, those partially charged wands except the one that causes sterility also a masterwork alchemy set that does no good for the shopkeeper but would do wonders for the party wizard".
Sad.. Giamonk is late. Maybe next time?
......
So what do we learn from this story? We learn that even though it's right that adventurers will sell partially-charged wands that are of no use to them. But if those partially-charged wands are of any use, there will be buyers willing to buy those partially-charged wands other than your PCs. If there were no demand, no shopkeeper would be willing to take those partially-charged wands off your hands. If there's demand, noone can guarantee the wands you wand will be available at any shop anywhere in the world, because there are other parties that require heroism, divine power, enlarge and similar buffs as much as giamonks.
(I know the story was not necessary at all, I just felt like writing. I hope I didn't bore you out of your minds.)
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2008-06-05, 09:49 AM (ISO 8601)
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- Jan 2007
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- *stab*
Re: Beating Batman: Sir Giacomo's Guide to Monks
Solo the mystic theurge was the mightiest adventurer of the Brass City.
WHAT!?!?!?
He had better have levels of Ur-priest at the least.
Being the avatar of both his God and the arcane powers, he went on adventures all by himself, feeling no need for a party slowing him down.
In one of his adventures, after killing the pesky werewolf and saving the king's daughter -damn, for the sixth time he saved her. This time he's going to advise the king a ball and chain
Solo would have taken matters into his own hands and chained the princess up in his entirely secure, soundproof private chambers.
For her own good and safety, of course.Last edited by Solo; 2008-06-05 at 10:13 AM.
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2008-06-05, 09:53 AM (ISO 8601)
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- Oct 2007
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Re: Beating Batman: Sir Giacomo's Guide to Monks
Not really. This claim, however, /does/ have to stem from ignorance, because it's /wrong/.
On Topic: Guys, if Giacomo refuses to submit his build to playtesting, can we finally, as a forum, agree to just ignore him? Please? It'll hopefully mean fewer fights, or at least, less lengthy ones.Last edited by Rutee; 2008-06-05 at 09:55 AM.
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2008-06-05, 10:03 AM (ISO 8601)
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- Jan 2007
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- *stab*
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2008-06-05, 10:07 AM (ISO 8601)
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- Dec 2006
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- Gold Coast, Australia
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2008-06-05, 10:12 AM (ISO 8601)
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- Oct 2007
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Re: Beating Batman: Sir Giacomo's Guide to Monks
Oh, he's only a day behind. You made it sound like he hadn't been posting at all.. Totally different then.
@^: Well, he's only behind, not not-submitting. So my bad.Last edited by Rutee; 2008-06-05 at 10:13 AM.
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2008-06-05, 10:17 AM (ISO 8601)
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- Mar 2006
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- Piercing the heavens!
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Re: Beating Batman: Sir Giacomo's Guide to Monks
That power attack cannot be used in grapple is irrelevant, it's simply how the build is laid out and the assumption of spiked chain tripper in a build that is focused on overpowering isn't appropriate. Power attack is for when he isn't engaging in grapple, the grapple feats are there to give him some extra options because it's Core-Only and he has more feats than he knows what to do with.
And even still, I would refute your point anyway.
Originally Posted by SRD
Hey, 4 points means I can get my Int up to 10, enough for UMD and Ride! Rock!
This is CORE. Fighters have the feats. In fact, in Core Only the Fighter actually has the ability to diversify. Also, you are mistaken. A good Fighter (which is, I might add, one of the weakest classes in the game) will generally do one of those things, and is using a lot of non-core feats to be even remotely viable in combat. Even still, a Fighter will generally be doing two of these things core-only. In this case, my Fighter is likely riding a horse (or a griffin when first able) and is flyby attacking your monk and puting 757-sized holes in him up until the monk decides to attempt to grapple, at which point he beats the monk in the grapple and proceeds to squeeze the remaining hit-points out of him.
And your Monk won't have a higher grapple bonus than my fighter. Period. Strength is easier for my fighter to get, BAB comes faster. There is no advantage your monk has that mine does not. If YOU were to go Half-Orc and I was not, we would be tied in strength and I would STILL have an advantage.
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2008-06-05, 10:17 AM (ISO 8601)
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- *stab*
Re: Beating Batman: Sir Giacomo's Guide to Monks
Oh, he's only a day behind. You made it sound like he hadn't been posting at all.. Totally different then.Last edited by Solo; 2008-06-05 at 10:18 AM.
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2008-06-05, 10:28 AM (ISO 8601)
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- Feb 2008
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Re: Beating Batman: Sir Giacomo's Guide to Monks
Not to be a fuddy-duddy (who says that anymore!?)
But Giacamo is (sort of) right about power attack in a grapple.
You can't use power attack with light weapons. Spiked Chain is only considered a light weapon for the purposes of the Weapon Finesse feat.
You CAN power attack with a natural attack or unarmed strike.
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2008-06-05, 10:40 AM (ISO 8601)
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- Jan 2007
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- *stab*
Re: Beating Batman: Sir Giacomo's Guide to Monks
Isn't an unarmed attack a light weapon?
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2008-06-05, 10:50 AM (ISO 8601)
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- Feb 2008
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- Orlando, FL
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2008-06-05, 10:53 AM (ISO 8601)
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Re: Beating Batman: Sir Giacomo's Guide to Monks
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2008-06-05, 11:07 AM (ISO 8601)
Re: Beating Batman: Sir Giacomo's Guide to Monks
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2008-06-05, 11:08 AM (ISO 8601)
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- Finland
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Re: Beating Batman: Sir Giacomo's Guide to Monks
Power Attack states that you can't Power Attack with Light Weapons except for Unarmed Strikes and Natural Weapons. They're a specific exception, so while a Monk doesn't get the true value out of Power Attack, he surely can use it. Just not well. And only with 13 Str.
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2008-06-05, 11:15 AM (ISO 8601)
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- Feb 2008
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- Orlando, FL
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Re: Beating Batman: Sir Giacomo's Guide to Monks
The server ate my post where I said the same thing after reading power attack.
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2008-06-05, 11:20 AM (ISO 8601)
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- Jan 2007
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- Oh gods i wish i knew
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Re: Beating Batman: Sir Giacomo's Guide to Monks
ignoring somebody only gives their arguments more credence
from
EE
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2008-06-05, 11:25 AM (ISO 8601)
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- Jan 2007
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- *stab*
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2008-06-05, 11:49 AM (ISO 8601)
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2008-06-05, 12:52 PM (ISO 8601)
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- Piercing the heavens!
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