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    • halfgiantH
      halfgiant PC
      last edited by

      Fists of Iron
      ( Complete Warrior, p. 99)

      [General]

      You have learned the secrets of imbuing your unarmed attacks with extra force.

      Prerequisite
      Improved Unarmed Strike (PH) , Stunning Fist (PH) , base attack bonus +2,

      Required for
      Empty Hand Mastery (OA) ,

      Benefit
      Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d6 points of damage when you make a successful unarmed attack. Each attempt counts as one of your uses of the Stunning Fist feat for the day.

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      • halfgiantH
        halfgiant PC
        last edited by

        Stunning Fist
        ( Player’s Handbook v.3.5, p. 101)

        [Fighter Bonus Feat, General]

        You know how to strike opponents in vulnerable areas.

        Prerequisite
        Improved Unarmed Strike (PH) , DEX 13, WIS 13, base attack bonus +8,

        Benefit
        You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

        Special
        A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats (see page 38

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        • halfgiantH
          halfgiant PC
          last edited by

          Rapid Stunning
          ( Complete Warrior, p. 104)

          [General]

          You can use your stunning attacks in rapid succession.

          Prerequisite
          Combat Reflexes (PH) , Stunning Fist (PH) , Base attack bonus +6,

          Benefit
          You may use one additional stunning attack (or other special attack that counts against your daily limit of stunning attacks) per round.

          Normal
          You may only attempt a stunning attack,(or any other special attack that counts against your stunning attacks) once per round. Special a fighter may select Rapid Stunning as one of his fighter bonus feats. A character may select this multiple times, the effects stack.

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          • halfgiantH
            halfgiant PC
            last edited by

            Extra Stunning
            ( Complete Warrior, p. 98)

            [General]

            You gain extra stunning attacks.

            Prerequisite
            Stunning Fist (PH) , base attack bonus +2,

            Benefit
            You gain the ability to make three extra stunning attacks per day.

            Special
            You can take this feat multiple times, Its effects stack.

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            • halfgiantH
              halfgiant PC
              last edited by

              Rapid Stunning
              ( Complete Warrior, p. 104)

              [General]

              You can use your stunning attacks in rapid succession.

              Prerequisite
              Combat Reflexes (PH) , Stunning Fist (PH) , Base attack bonus +6,

              Benefit
              You may use one additional stunning attack (or other special attack that counts against your daily limit of stunning attacks) per round.

              Normal
              You may only attempt a stunning attack,(or any other special attack that counts against your stunning attacks) once per round. Special a fighter may select Rapid Stunning as one of his fighter bonus feats. A character may select this multiple times, the effects stack.

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              • halfgiantH
                halfgiant PC
                last edited by

                Stunning Fist
                ( Player’s Handbook v.3.5, p. 101)

                [Fighter Bonus Feat, General]

                You know how to strike opponents in vulnerable areas.

                Prerequisite
                Improved Unarmed Strike (PH) , DEX 13, WIS 13, base attack bonus +8,

                Benefit
                You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

                Special
                A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats (see page 38)

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                • halfgiantH
                  halfgiant PC
                  last edited by

                  Extra Stunning Attacks
                  ( Sword and Fist: A Guidebook to Monks and Fighters, p. 6)

                  [General]

                  You gain extra stunning attacks when fighting unarmed.

                  Prerequisite
                  Stunning Fist (PH) , Base attack bonus +2,

                  Benefit
                  You gain the ability to make three extra stunning attacks per day. You may take this feat multiple times.

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                  • halfgiantH
                    halfgiant PC
                    last edited by

                    Rattlesnake Strike
                    ( Sandstorm, p. 51)

                    [General]

                    Having observed the ways of a desert viper, you have learned to use ki in a fashion similar to poison.

                    Prerequisite
                    Improved Initiative (PH) , Improved Unarmed Strike (PH) , Stunning Fist (PH) , WIS 15,

                    Benefit
                    You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending one of your Stunning Fist uses for the day, you imbue your next unarmed attack with disruptive ki that mimics the effects of mild viper venom. If that attack hits, it deals normal damage and forces the target to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifi er). A creature that fails the saving throw takes 1d3 points of Constitution damage and must make a similar saving throw 1 minute later or take another 1d3 points of Constitution damage. This feat can be used only once per round.

                    Special
                    A fighter may select Rattlesnake Strike as one of his fighter bonus feats.

                    Maybe used in tandem with this spell -

                    Venomfire
                    (Serpent Kingdoms)

                    Transmutation [Acid]
                    Level: Cleric 3, Druid 3, Ranger 4, Consecrated Harrier 4,
                    Components: V, M,
                    Casting Time: 1 standard action
                    Range: Touch
                    Target: Creature touched
                    Duration: 1 hour/level
                    Saving Throw: None
                    Spell Resistance: Yes (harmless)

                    You cause the subject’s venom to become caustic, dealing an additional 1d6 points of acid damage per caster level with each use.
                    This spell has no effect on creatures that do not naturally produce poison.
                    Material Component: A drop of acid.

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                    • halfgiantH
                      halfgiant PC
                      last edited by

                      Axiomatic Strike
                      ( Complete Warrior, p. 96)

                      [General]

                      You can turn your fist into an instrument of law.

                      Prerequisite
                      Stunning Fist (PH) , Ki strike (lawful),

                      Benefit
                      Against a chaotic opponent, you can make an unarmed attack that does an extra 2d6 points of damage. You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt). Each attempt counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning can be affected by this extra damage.

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                      • halfgiantH
                        halfgiant PC
                        last edited by dwarf

                        Mighty Wallop
                        Transmutation
                        Level: Sorcerer/wizard 1
                        Components: V, S, F
                        Casting Time: 1 standard action
                        Range: Touch
                        Target: One bludgeoning melee weapon
                        Duration: 1 minute/level
                        Saving Throw: None (object)
                        Spell Resistance: No (object)

                        The head of the weapon you touch is suddenly encased in a fi lmy halo that only you can see, extending out from the weapon to a distance of several inches.

                        Mighty wallop increases the damage of a bludgeoning melee weapon by one size category without increasing the dimensions or weight of the weapon.

                        Focus: A melee weapon.

                        .

                        Mighty Wallop, Greater
                        (Races of the Dragon, pg 114-115)

                        Transmutation
                        Level: Sorcerer 3, Wizard 3, Spellthief 3,
                        Components:
                        Duration: 1 hour/level

                        As mighty wallop, except that the bludgeoning melee weapon damage increases by one size category for every four caster levels you have, to a maximum of five size categories or up to an effective size of Colossal.
                        For a Small weapon that increases by more than one size category, begin by referring to the table in the mighty wallop spell description.
                        Once the weapon has been adjusted to an effective size of Medium, or if it was already a Medium or larger weapon, refer to Table 2-2: Increasing Damage by Weapon Size (DMG 28).

                        From the Monk class:
                        “A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.”

                        daermadmD 1 Reply Last reply Reply Quote 0
                        • daermadmD
                          daermadm DM @halfgiant
                          last edited by

                          @halfgiant I see that I need to do some serious work on the monsters.

                          halfgiantH 1 Reply Last reply Reply Quote 0
                          • halfgiantH
                            halfgiant PC @daermadm
                            last edited by

                            @daermadm Well now that i have the Slaad working on being able to move mountains, its only fair i help the Monk punch thru them.

                            daermadmD 1 Reply Last reply Reply Quote 0
                            • halfgiantH
                              halfgiant PC
                              last edited by

                              EFFECT OF WEAPON SIZE
                              When weapons change size, many other factors change at the same time. The Player’s Handbook discusses the effect of size on weight and cost. According to Weapon Qualities on page 114 of that book, costs given are for Small and Medium versions of the weapons. Large versions cost twice as much. The same section says to halve the given weight for Small versions, and double it for Large versions. To calculate the damage a larger- or smaller-than-normal weapon deals, first determine how many size categories it changes from Medium. A longsword (normally Medium, commonly used by Medium beings) in the hand of a Huge cloud giant increases two size categories. For each category change, consult the accompanying tables, finding the weapon’s original damage in the left column and reading across to the right to find its new damage. Table 2–2: Increasing Weapon

                              Table 2–2: Increasing Weapon Damage by Size
                              [Reference: DMG 3.5, Page 28]

                              Medium Damage One Two Three Four
                              1d2 1d3 1d4 1d6 1d8
                              1d3 1d4 1d6 1d8 2d6
                              1d4 1d6 1d8 2d6 3d6
                              1d6 1d8 2d6 3d6 4d6
                              1d8 2d6 3d6 4d6 6d6
                              1d10 2d8 3d8 4d8 6d8
                              1d12 3d6 4d6 6d6 8d6
                              2d4 2d6 3d6 4d6 6d6
                              2d6 3d6 4d6 6d6 8d6
                              2d8 3d8 4d8 6d8 8d8
                              2d10 4d8 6d8 8d8 12d8
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                              • daermadmD
                                daermadm DM @halfgiant
                                last edited by

                                @halfgiant said in Monks:

                                @daermadm Well now that i have the Slaad working on being able to move mountains, its only fair i help the Monk punch thru them.

                                /sigh

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by

                                  images.jpg

                                  daermadmD 1 Reply Last reply Reply Quote 0
                                  • daermadmD
                                    daermadm DM @halfgiant
                                    last edited by

                                    @halfgiant I did tell @Immeral to read this thread when I saw him on Thursday.

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/amulet-forge-fist

                                      Amulet, Forge Fist
                                      Aura faint evocation; CL 6th; Slot neck; Price 13,000 gp; Weight 1 lb.

                                      DESCRIPTION

                                      This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer’s fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain the flaming weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). The wearer’s hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by fire). The transformation can be ended as a swift action.

                                      CONSTRUCTION REQUIREMENTS

                                      Feats Craft Wondrous Item; greater magic fang; and flame blade, flame strike, or fireball; Cost 6,500 gp.

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                                      • halfgiantH
                                        halfgiant PC
                                        last edited by

                                        https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/robe-monk-s/

                                        Robe, Monk’s
                                        Aura moderate transmutation; CL 10th; Slot body; Price 13,000 gp; Weight 1 lb.

                                        DESCRIPTION

                                        When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk’s AC bonus.

                                        CONSTRUCTION REQUIREMENTS

                                        Feats Craft Wondrous Item, righteous might or transformation; Cost 6,500 gp

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by

                                          Lightning Fists
                                          ( Sword and Fist: A Guidebook to Monks and Fighters, p. 7)

                                          [General]

                                          Your skill and agility allow you to attempt a series of blindingly fast blows.

                                          Prerequisite
                                          Monk level 4, Dex 15+,

                                          Benefit
                                          You can make two extra attacks in a round. All attacks made this round suffer a -5 attack penalty. This feat requires the full attack action

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                                          • ImmeralI
                                            Immeral @halfgiant
                                            last edited by

                                            @halfgiant said in Monks:

                                            Does the monk damage modifier work off of strength or dexterity?

                                            Strength

                                            @halfgiant said in Monks:

                                            Also what feats have you chosen for the monk thus far?

                                            • Stunning Fist
                                            • Combat Reflexes
                                            • Improved Disarm
                                            • Ambidexterity (Monk’s Belt)
                                            • Two-Weapon Fighting (Monk’s Belt)
                                            • Improved Two-Weapon Fighting
                                            • Weapon Finesse
                                            • Weapon Specialization (Unarmed Strike)
                                            • Weapon Mastery (Unarmed Strike)
                                            • Weapon High Master (Unarmed Strike)
                                            • Blind Fight
                                            • Improved Critical (Unarmed Strike)
                                            • Improved Unarmed Strike
                                            • Quick Draw
                                            • Two-Weapon Defence
                                            • Deflect Arrows
                                            • Snatch Arrows
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