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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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                            • halfgiantH
                              halfgiant PC
                              last edited by

                              @Immeral Ok, need a little bit more data -

                              Do you own a monk belt, or monk robe?

                              What level are you?

                              Whats your modified Strength, and Strength Mod?

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