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Author Topic: Expert vs Monk Challenge!  (Read 24866 times)
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ImperatorK
Bi-Curious George
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Posts: 500



« Reply #580 on: June 17, 2011, 04:19:51 PM »

Quote
The game functions better if "Magic Marts" exist.
If we are talking about a figurative "Magic Mart" and not an actual magic shop, then yes, of course they are needed. Lets just replace the name "Magic Mart" with "Magic Crafter" and all should be good. Instead just go in and buy magic gear, you are ordering magic gear. Takes some time for the items to be created but, unlike a PC crafter, you can still adventure while the order is realized. Wink
You see? There are still "Magic Marts" but not actual "Magic Marts". Hell, you can even get a little discount if you provide the materials or something like that. And maybe it will encourage sticking to one weapon, but just improve it (instead of replacing with a better one).
« Last Edit: June 17, 2011, 04:24:09 PM by ImperatorK » Logged

"I'm done thinking for today! It's caused me enough trouble!"
"Take less damage to avoid being killed."
"In the arena of logic, I fight unarmed."


Quote from: Lateral
Or you could just be a cleric of an ideal. Like, physics and say that the domain choices reflect potential and kinetic energy.

 Plus, where other clerics say "For Pelor," "For Nerull," or "For Crom?" You get to say, "FOR SCIENCE!" *fanfare*

About me:
Quote from: dark_samuari
I know your game, you just want a magical Amazon.com to knock off those good ol' honest magic shops run by polite, old wizards!
Use Iron Heart Surge on the sun. That'll teach him to use fluff as RAW.

Damn you! You totally ruined my build that was all about getting epic far shot early and throwing my enemies into the sun!
dark_samuari
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« Reply #581 on: June 17, 2011, 04:24:25 PM »

Quote
The game functions better if "Magic Marts" exist.
If we are talking about a figurative "Magic Mart" and not an actual magic shop, then yes, of course they are needed. Lets just replace the name "Magic Mart" with "Magic Crafter" and all should be good. Instead just go in and buy magic gear, you are ordering magic gear. Takes some time for the items to be created but, unlike a PC crafter, you can still adventure while the order is realized. Wink
You see? There are still "Magic Marts" but not actual "Magic Marts". Hell, you can even get a little discount if you provide the materials or something like that.

I know your game, you just want a magical Amazon.com to knock off those good ol' honest magic shops run by polite, old wizards!
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awaken DM golem
Organ Grinder
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Posts: 3294


PAO'd my Avatar


« Reply #582 on: June 17, 2011, 04:28:14 PM »

PhaeXY in da house  Tongue



Now you don't get a full on pSiAM'S CLUB out in the boonies.
The smallest Thorp like PoDunk is fun and all, but there's not much on the shelf.
It's Magic Mart Lite ... 99% less filling but all the Zest.
 Big Grin
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ImperatorK
Bi-Curious George
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Posts: 500



« Reply #583 on: June 17, 2011, 04:53:36 PM »

I know your game, you just want a magical Amazon.com to knock off those good ol' honest magic shops run by polite, old wizards!
No, it's more like I want that those polite, old wizards craft the items when paid to and not have whole stocks of them. Wink

Casters get to be their own Magic Mart.
This gets around the whether or not Magic Marts exist, problem.
And they come out ahead in the deal too.
Just to make sure this excellent point isn't missed...
Aren't there any NPC casters who can craft items for non-casters? Confused
Caster PCs aren't the only ones who can craft, you know.
« Last Edit: June 17, 2011, 04:55:34 PM by ImperatorK » Logged

"I'm done thinking for today! It's caused me enough trouble!"
"Take less damage to avoid being killed."
"In the arena of logic, I fight unarmed."


Quote from: Lateral
Or you could just be a cleric of an ideal. Like, physics and say that the domain choices reflect potential and kinetic energy.

 Plus, where other clerics say "For Pelor," "For Nerull," or "For Crom?" You get to say, "FOR SCIENCE!" *fanfare*

About me:
Quote from: dark_samuari
I know your game, you just want a magical Amazon.com to knock off those good ol' honest magic shops run by polite, old wizards!
Use Iron Heart Surge on the sun. That'll teach him to use fluff as RAW.

Damn you! You totally ruined my build that was all about getting epic far shot early and throwing my enemies into the sun!
JaronK
Organ Grinder
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Posts: 4039


« Reply #584 on: June 17, 2011, 04:58:16 PM »

That's wrong though.  WBL is the wealth that's supposed to be available to you at a given level, not the total market value of what you're supposed to have.  Spending that wealth more or less efficiently can make that wealth more or less effective.  For example, if I spend my entire WBL on partially charged wands to start the game at level 10, then use them all trying to fight until I've used them up, the DM is not expected to just hand me more free wealth to make up for what I've wasted.  Surely you don't think that a PC could start a level 10 game with all his wealth spent on scrolls of Gate, summon Solars to deal with every single problem, and then expect to have the DM just give him back his wealth so he can do it again?  Likewise, if I have 6kgp due to WBL and purchase a mundane suit of armor that costs 3kgp then I have 3kgp left... but if I instead craft that armor for 1kgp, I have 5kgp left.  Thus, crafting doesn't change your WBL... but it does change what you get with that WBL, just as wasteful spending does.

Anyway, other people have done a decent job of pointing out the flaws in Giacomo's nonsense... I'm AFB right now so I can't refute it properly at this time, but I'll hit the "double standard" bit.  Though doesn't Skill Prodigy require being level 1?  If so, what's the point of the +2 Int item, which doesn't give skillpoints either?

[quote author'"Giacomo"]First, on the double standards.
There are several, and some have already been mentioned by others – but here’s a comprehensive list:
You cry foul when I post monk builds where a certain template choice (necropolitan) or permanent buff (PaO) takes a dominant part in a (6th-level) build, but you do exactly the same. In fact, I came up with these dominant effects only when I copied your necropolitan expert idea to show you that with exactly the same choices, the monk can be as good – and still have his class abilities on top.[/quote]

I did not cry foul on you using Necropolitan... I was handing that to you as a gift, since you needed it due to MAD issues.  It is completely reasonable to be a Necropolitan at level 6 (level 3 is the optimal time to take the template, due to increasing costs as you level).  Permanent PAO on a level 6 character, however, is insane and obviously TO, and if you're permanently another creature then I'd expect most DMs to give you appropriate LA for that creature, making you completely worthless.

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Closely related, you intend to show how MAD the monk is by demanding a 22-pt-buy-build, but circumvent actually having to face the consequences of such a low pt buy on ANY character by getting an undead template and thus getting rid of putting your points into CON. Really. And of course, you refuse utterly to acknowledge that, also, the monk can focus on less stats by the choice of some feats (like carmendine monk), or taking the undead template or PaO.

Except I fully expected you to use Necropolitan as well, so it actually helped you.  22 point buy was just showing that Experts can get away with lower point buys safely enough (even more so if they just do their skillmonkey thing without worrying about combat at all).  But the fact that you can't differentiate between an appropriate level 6 template (Necropolitan) and getting a level 8 spell on a level 6 character for a permanent buff (PaO) says a lot about you.  

Furthermore, I know Monks can reduce their stat dependency via feats (though note that Carmendine Monk requires being a member of the Zealots of the Written Word monk order, and is thus quite setting specific), but you're already burning tons of feats anyway.  You spent a very long time talking about Monk feat advantage, but now to catch up you're using Skill Prodigy (specific to one setting), Carmendine Monk (very specific to another setting), Weapon Finesse (using up a bonus feat), as well as two other feats... what happened to that feat advantage?

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To illustrate how much the expert uses his class abilities you say it is way less item-dependent than the monk, but the whole point is not about magic item dependence, but how much additional stuff (mundane items, rituals, magic buffs and magic items) in total you need to perform.

What buffs?  For magic items, I got a single +2 Cha item... hardly insane at level 6.  For rituals, I purchased a ritual that any arcane caster can do at extremely low levels, at an appropriate time.

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And here, your necropolitan expert was dependent on way more stuff outside his class abilities to perform. It is in particular showcased by your breaking of wbl for getting any useful poisons in sufficient doses at all. Your whole expert necropolitan build concept COMPLETELY depends on getting more poison than allowed y wbl, which illustrates the item-dependancy of that expert build.

I see you don't know what "Item Dependency" means.  It means you depend on the DM making certain items available to you.  If you generate them yourself (as the Expert does), it's not item dependency.  The Expert makes his own poison (which is temporary only, it has nothing to do with WBL) and uses it to attack.  This is really no different than a Wizard casting Orb of Acid to attack someone... do you think the Wizard is Item Dependent because he needed that ball of acid to attack?  Should we count the cost of the acid against him?  Please.  Nor does it COMPLETELY depend on that, since it also uses intimidation and Iaijutsu Focus in combat, along with the attacks of his mount, and doesn't use poison at all for other stuff (like social situations, which he is also decent at).

By comparison, you made a Monk that's worthless without the aid of a level 15+ Wizard.  Check the DMG... they're not actually that easy to find.  You're lucky to find more than 1 in a metropolis.  So now your Monk only works if he's both a member of a specific campaign setting, who's also got access to feats from a second campaign setting, who also has access to a Metropolis that happens to have a Wizard who feels like helping him.  Oh yeah, that's great.  By comparison, the Expert works if he's got access to a single campaign setting's material, can buy a level appropriate mount from somewhere, and can find an arcane caster of any sort for the ritual.  Which one's more likely to work in a campaign?

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What confuses me in particular is that you deny completely to my monk builds the use of monk class abilities in synergy with other game aspects like race, templates and items/buffs, yet you claim you have done so with your necropolitan build.

What Monk abilities?  You tanked your Wis score.  Only in your most recent build (using too many settings) did you use your Monk AC.  You made a mobile flyer character using a mount (so, run speed doesn't matter so much), but that doesn't syngerize with Flurry or Decisive Strike (full round actions).  So no, you didn't use your abilities.

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Of course a necropolitan using a craft poison skill is a great synergy of an expert class skill, but so is the monk’s class forte to fight in melee with a PaO effect, or even better: with any size-increasing effect due to his good unarmed strike synergy (enlarge person, mighty wallop, etc).

I thought you were trying to be as good as an expert?  Getting larger = losing stealth abilities.  Furthermore, PaO?  Silly.

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This also where you fail completely to understand (after so many years) what my joker monk guide is about: it is NOT about the monk being better at UMD than other classes or “begging” the DM for partially charged wands (which are RAW btw),

What if you're not running around in town all the time, but are instead on a LotR style journey?  Where are you buying things from then?  THAT is what Item Dependency means... it means your build fails if there's not a shop offering what you want or monsters dropping what you want when you need it.  You need it ALL THE TIME with your laughable build, meaning that's yet one more campaign variable that must be dealt with.

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but: It is about using the synergy of certain spell buffs with the monk class abilities that so many overlook, and which make LESS sense on other classes, even within just a core rules environment (like enlarge, mage armour and divine power etc). It shows four ways to get it: fellow pc casters, npc casters, permanent magic items and wands/scrolls with UMD. WHAT THE HECK IS SO DIFFICULT TO UNDERSTAND ABOUT THIS?

I'll give you a sample campaign, one I've played in recently: we're running about in the underdark as drow outcasts.  The drow mostly hate us, and we're forced out into areas with smaller settlements.  But there's a major threat coming... a creeping shadow invasion that only we can stop.  The party started as Beguiler, Ninja (a homebrew class much like a Swordsage), Swordsage, Dread Necromancer, Paladin of Tyranny/Hexblade.  DMG demographics, so most folks are lower level.  Now, how precisely would you get PaO or your endless wands in that campaign?  

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Even more confusing is that you criticize me for trying to show with the monk how easy the class can emulate most of the expert’s skill strengths and still use its monk abilities on top as “trying to be an expert” (which is the only way to compare the classes imo), while actually also trying to enter the monk’s turf of melee combat via expert class skills to show that the expert is better or as strong at BOTH his skill shticks AND combat. Huh?

"Trying to be an Expert" doesn't mean "trying to use skills."  A Monk who uses skills he's good at (Spot, Listen, Move Silently, Hide) or ones he at least has in class (Diplomacy) is still a Monk, and a reasonable one.  But a Monk who makes his build ridiculous (requiring multiple settings) and destroys his own abilities (tanks his scores so he can't use his class abilities), and spends his feats on stuff like Skill Prodigy instead of useful feats that actually do synergize with is Monk abilities is a joke.

Meanwhile, an Expert who deals with his problems using his class abilities (obscure skills) is just being an Expert. He'd be "trying to be a Monk" if he were spending his WBL to get a Monk's Belt so he could have Wis to AC and unarmed attacks... neither of which suit him at all.  He'd be "trying to be a Monk" if he were spending his feats on Lightning Reflexes and Superior Unarmed Strike instead of feats like Imperious Command and Master of Poison that actually work for him.

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This is not helped by your objection to my monk using half of his free feats to emulate the expert’s skill power as “spending FAR to much to do it”, while your expert uses up half of his skill points to get near the monk’s combat power (and btw fails completely imo)

Again, the Monk's class isn't "Combat Power."  The Monk class is just the specific abilities that Monk gives you, which you generally use to achieve combat power.  

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You say that of course my monk can be powerful when “optimized” in such a way and pulling bits from multiple sources – but you do the same with an expert build using underdark material, a (dragon 3.5 update iirc)

You know, neither the hunting bat nor Imperious Command are that critical.  Would you prefer I said Dire Bat and used Master of Poisons instead?  Does that solve your setting issue?  It certainly doesn't make the Expert any weaker... he trades his combat Intimidation abilities for poison every round in melee (earlier he could only use poison every round with ranged attacks).

Now let's see you make your build without Carmendine Monk or Skill Prodigy.

 
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Finally, you did not object when some of the … let us say more trolling-inclined pro-expert posters in this thread suggested the comparison of monks built only with core material and the many non-core expert build ideas tossed around.

I wasn't talking to them.  Obviously, a fair comparison requires the same rules for both.

And now let's tear apart your build:

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Human level 7 monk with 22 pt buy
STR 14, DEX 8, CON 14, INT 18 (+2 INT item), WIS 8, CHR 8
FEATS: Carmendine monk, skill prodigy, knowledge devotion and improved initiative. Monk: Stunning fist, combat reflexes, improved trip.

Two settings required in the feats, and they're critical to the build.  And what's Combat Reflexes doing on a Dex 8 character?  

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SKILLS: all monk class skills plus knowledge- the planes (planar monk ACF, lvl 5) and knowledge-nature (knowledge devotion), PLUS four more class skills of your choice. This should equate almost completely what your necropolitan expert has on the skill side.

You can max 8 skills with this build.  To use Knowledge Devotion, you'd be maxing out Arcana, Religion, The Planes, and Nature (meaning KD doesn't work on Humanoids or Aberrations, but that's not too horrible).  That leaves 4.  The Expert had 8 skills other than that maxed.  So, no, that's not going to keep up.  Why don't you tell us which skills you plan to max instead of saying it "should equate?"  It doesn't.  I can tell from later that you want UMD maxed... what are your remaining 3?

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ITEMs of note: +1 spiked chain, +2 INT item, ki straps, torc of the titans (both from MiC), UMD some enlarge and mighty wallop. When activation time is awkward, get yourself permanent enlarge for 3,100 gp.

At most you have 10 ranks in UMD, so that's a total of 9 (you tanked Cha).  Half the time your UMD activations fail.  If you roll a 1, you can't use the item for the rest of the day.  And it takes a standard action to do this.  So, you can't combat buff with this.  Better get the permanent enlarge person, but now you can't do stealth very well at all (and a single Dispel Magic would really suck).

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ACFs: decisive strike, invisible fist, planar monk.

At least Invisible Fist is solid.

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ATTACK bonus: +6 (+8 invisibly), +10 vs tripped* foes (+12 invisibly). Add around +3 vs most creatures via knowledge devotion. *Trip mod: +16 with torc (enough to beat most CR 7 creatures).
DAMAGE with carmendine monk choose unarmed damage of 2 levels higher (1d10 base), pumped with enlarge and mighty wallop to huge size, or 3d8 damage – with full round attack a total of 6d8 +12 (doubled +3 STR/+3 knowledge devotion; not counting the torc effect).

Okay, so you have a single full round attack at +6 or +8 to hit (up to +11 against things you can use Knowledge Devotion on).  You can't use mobility well due to needing to make single full round attacks.  Normal AC for a CR 7 is around 16-18 anyway, so you hit about half the time... on half the rounds you don't do anything, and just stand there swinging.

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SAVES: +7 fort, +4 refl, +4 will (+6 vs enchantment)

Not bad for level 7.  Not a lot better than the bat though, so I don't see why you were complaining about the bat dying all the time.

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HP: 49
INITIATIVE: +3
AC: 14 (INT, monk AC, DEX penalty) 18 with mage armour, 21 when fighting defensively, 25 vs tripped foes
Move: 50ft

Wait, you want Mage Armor too?  You said nothing about having a wand of that, so no, you're Int 14, a bit higher when making yourself worthless (Fighting Defensively... why?).

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So, I did exactly as required by JaronK – an INT 18 monk with 22 pt buy and no dominant non-class feature.

You rely entirely on UMD!

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It performs better almost everwhere than JaronLs necropolitan expert (like my other two monk builds):
Its class abilities all synergise with the items and free feats chosen
the saves, hp, attack bonus, damage, even AC (when using monk class abilities like tumble and improved trip) are all better than the same categories of the expert,
all of this while being almost equal in the skills section – the expert’s focus.
On top, the monk has some unique features like invisibility ability, energy resistance from planar monk (say, to fire), and a stunning fist of DC 21 on a full round attack – beating most poison DCs (at least the non-wbl-breaking kind). And due to combat reflexes and the spiked chain  can trip/stop an ambushing foe (even without spiked chain proficiency since trip is a touch attack) within the surprise round from 20ft away, before AC even matters (also in regular combat).

Actually, your AC is lower (can't rely on that Mage Armor, and you tanked Dex and can't wear normal armor).  You're not "almost equal" in skills, as you have only have the free maxed skills (though Knowledge skills can be nice).  You lack ranged abilities and have far lower mobility, making it hard to actually get to your opponent.  You're relying on single attacks that take a full round to do anything... and you're not even proficient with spiked chains so I'm not sure where you're going with that one (your attack bonus isn't exactly that hot, so even with a touch attack you're not doing so great).

But let's look at how well you do against some random CR7-9 opponents.  

Against an Aboleth for example (just picking the first CR 7 in the MM) you hit on an 8 or 10, can't trip (he's swimming), and you'd take about 4 rounds to kill him... if he does decide to stick and fight.  But since these guys prefer to stay back and launch illusions at you, he's unlikely to do so, preferring to open at range (which you can't fight at) and probably use a grapple to take you out when you do get up to him.  Since you have little chance against his +22 grapple mod (yours is, what, +6?) he grapples and kills you, and you basically have no chance.  Expert, by comparison, isn't doing so hot either... he'd be riding an aquatic mount for this and just hoping to land some poison.  Fighting under water is not good for the expert, who'd really prefer to just shoot dangerous enemies from long range.  So both of us are pretty useless here.

Against a Gargantuan Animated Object, it has a hardness score (most likely stone, so hardness 8, and remember that bludgeoning damage is halved).  You can't trip it at all, and it can just grapple you (as AOs are want to do) and you're screwed.  Expert... also pretty screwed, since intimidation and poison won't work, and he just wouldn't survive up close against that thing.  However, it can't fly, so he's not in danger either.

Against a Hound Archon, you could kill him in two hits... but you only hit with about half your attacks.  If you trip it, he can just teleport away, and you're unlikely to hit with the second attack because you're not proficient with the Spiked Chain anyway and you can't one hit kill him with that weapon.  And in a stand up fight, the Archon can full attack you for serious damage.  The Expert can just fly overhead shooting the archon, who fails the save against poison 50% of the time (via Black Lotus) and will fail future saves if he fails the first, so the Expert can easily handle the Archon.  So, probable win for both, the Expert just does it safer and without taking damage due to being able to use a poisoned crossbow to get the job done.  

Against an Elder Arrowhawk, you can't even hurt it because it flies and you don't have range.  And it can just shoot at you.  You're useless.  The Expert can shoot at it, and the bat is fast enough to catch it, but it would be an ugly fight that the Expert REALLY doesn't want to be in.   Probably loss for the Expert.

Against an Athach, the Monk gets destroyed.  At range it hits you with rocks.  Up close it's Huge and Str 26, so tripping's not an option, and it would absolutely tear that Monk to pieces.  The Expert just flies out of range of the rocks and fires crossbow bolts (with a gnomish crossbow sight, he's got up to three Crossbow range increments to work with without penalties) and when his poison lands the Athach is screwed.  Definite win for the Expert.

The Avoral flies and has ranged attacks.  Monk looses.  The Expert is in trouble, but a lucky poison shot could seriously screw the Avoral, and because of the Expert's massive range he might be able to take out the Avoral before it fights back... if he can keep out of range, which is unlikely.  His bat actually has a decent shot at tripping the Avoral though, which against a non perfect flier causes it to drop for a while, allowing the Expert another shot.  Poison landing twice is almost certainly going to kill that Avoral... the first landing is hard (it only needs a 6 on its save) but after the first the fort save gets much harder, so there's a definite chance here.  So... maybe.

So that's the As in the SRD, and it looks like the Monk never has an advantage and is more likely to lose.  That total lack of mobility and pathetic AC really hurts, as you've forced yourself to stand and take hits to defeat anything, and your complete lack of range was a bad plan too.  So where's this great combat ability?

JaronK
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PhaedrusXY
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« Reply #585 on: June 17, 2011, 05:09:14 PM »

Aren't there any NPC casters who can craft items for non-casters? Confused
Caster PCs aren't the only ones who can craft, you know.
As you've already stated, if NPCs are crafting items for the PCs on demand, it's functionally no different than having "Magic Marts".

I don't think we're disagreeing. I just got sidetracked a bit by the term "Magic Mart" being thrown around.  Wink Usually, that term is married to an argument against letting PCs pick lists of specific magic items to outfit their characters with.

As far as presentation, I prefer to have item acquisition RPed out in a different form than an actual "magic mart", also (unless we're talking about Red Wizard enclaves... those can be adventure sources in themselves Big Grin ).
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
oslecamo
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« Reply #586 on: June 17, 2011, 05:17:18 PM »

Against a Hound Archon, you could kill him in two hits... but you only hit with about half your attacks.  If you trip it, he can just teleport away, and you're unlikely to hit with the second attack because you're not proficient with the Spiked Chain anyway and you can't one hit kill him with that weapon.  And in a stand up fight, the Archon can full attack you for serious damage.  The Expert can just fly overhead shooting the archon, who fails the save against poison 50% of the time (via Black Lotus) and will fail future saves if he fails the first, so the Expert can easily handle the Archon.  So, probable win for both, the Expert just does it safer and without taking damage due to being able to use a poisoned crossbow to get the job done.  
As outsiders, hound archons are proficient with all simple and martial weapons. So if you stand on the sky shooting stuff, it can by all means shoot back, even if with an improvised sling.

Plus let me see if I get this, if the monk trips the archon, the archon teleports away and doesn't count as a loss, but when fighting the expert the archon suffers brain trauma and just stands there instead of readying actions to teleport away to make the expert waste poison (or shooting back).


Against an Athach, the Monk gets destroyed.  At range it hits you with rocks.  Up close it's Huge and Str 26, so tripping's not an option, and it would absolutely tear that Monk to pieces.  The Expert just flies out of range of the rocks and fires crossbow bolts (with a gnomish crossbow sight, he's got up to three Crossbow range increments to work with without penalties) and when his poison lands the Athach is screwed.  Definite win for the Expert.
Notice the Athach entry doesn't specify a range increment for its rocks. Considering it speaks giant, the rock range of the Athach should be similar to those of the giants, the only other monster in the MM that throws rocks, so you're looking at around 120 feet range increment. That's more than a light crossbow and as much as a heavy crossbow.
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dark_samuari
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« Reply #587 on: June 17, 2011, 05:18:58 PM »

I know your game, you just want a magical Amazon.com to knock off those good ol' honest magic shops run by polite, old wizards!
No, it's more like I want that those polite, old wizards craft the items when paid to and not have whole stocks of them. Wink

Whatever corporate! CORPORATE! DOWN WITH CORPORATE!!!
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Solo
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zhangzidong
« Reply #588 on: June 17, 2011, 05:20:24 PM »

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Notice the Athach entry doesn't specify a range increment for its rocks. Considering it speaks giant, the rock range of the Athach should be similar to those of the giants, the only other monster in the MM that throws rocks, so you're looking at around 120 feet range increment. That's more than a light crossbow and as much as a heavy crossbow.
Insane Troll Logic
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ImperatorK
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« Reply #589 on: June 17, 2011, 05:39:46 PM »

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That's wrong though.  WBL is the wealth that's supposed to be available to you at a given level, not the total market value of what you're supposed to have.  Spending that wealth more or less efficiently can make that wealth more or less effective.  For example, if I spend my entire WBL on partially charged wands to start the game at level 10, then use them all trying to fight until I've used them up, the DM is not expected to just hand me more free wealth to make up for what I've wasted.  Surely you don't think that a PC could start a level 10 game with all his wealth spent on scrolls of Gate, summon Solars to deal with every single problem, and then expect to have the DM just give him back his wealth so he can do it again?  Likewise, if I have 6kgp due to WBL and purchase a mundane suit of armor that costs 3kgp then I have 3kgp left... but if I instead craft that armor for 1kgp, I have 5kgp left.  Thus, crafting doesn't change your WBL... but it does change what you get with that WBL, just as wasteful spending does.
I don't think so. WBL is supposed to control what POWER a character has at given level, in form of magic items.
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Character Wealth (pg 135, DMG)
One of the ways in which you can maintain measurable control on PC power is by strictly monitoring their wealth, including their magic items. Table 5-1: Character Wealth by Level is based on average treasures found in average encounters compared with the experience points earned in those encounters. Using that information, you can determine how much wealth a character should have based on her level.
The baseline campaign for the D&D game uses this "wealth by level" guideline as a basis for balance in adventures. No adventure meant for 7th-level characters, for example, will require or assume that the party possesses a magic item that costs 20kgp.
I don't want to argue about details. Maybe this text does allow your interpretation. Whatever, I'm not forcing you to play my way. But I would say that sacrificing a couple of feats and XP to get a more or less significant boost through better/more gear isn't that big of a deal, considering that you can still use those feats during play and get even more out of them.
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Or you could just be a cleric of an ideal. Like, physics and say that the domain choices reflect potential and kinetic energy.

 Plus, where other clerics say "For Pelor," "For Nerull," or "For Crom?" You get to say, "FOR SCIENCE!" *fanfare*

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Use Iron Heart Surge on the sun. That'll teach him to use fluff as RAW.

Damn you! You totally ruined my build that was all about getting epic far shot early and throwing my enemies into the sun!
JaronK
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« Reply #590 on: June 17, 2011, 05:51:27 PM »

As outsiders, hound archons are proficient with all simple and martial weapons. So if you stand on the sky shooting stuff, it can by all means shoot back, even if with an improvised sling.

If he has a decent ranged weapon (long enough to go up against the gnomish sighted crossbow) he can shoot the Monk to death, teleporting out of range every time the Monk gets close, and thus destroying the Monk who has no hope.  Also, the Expert is better in a firing back and forth match, due to having plenty of HP for such a thing, while on average every hit from the Expert does 3d6 Con damage (either now or as secondary damage) and once the first poison hit happens the rest are even more likely to land.  That Archon is screwed even in a range fight... but if the Archon does have range, the Monk is extra screwed (best he can do is pick up some Shurikens and do nothing with them, due to DR 10 on the Archon).

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Plus let me see if I get this, if the monk trips the archon, the archon teleports away and doesn't count as a loss, but when fighting the expert the archon suffers brain trauma and just stands there instead of readying actions to teleport away to make the expert waste poison (or shooting back).

I didn't mean the Archon leaves entirely (that would be a win).  He just teleports back to a distance where he can get back up safely.  The Monk, with no range, can't counter this.

If he's readying actions to teleport away, then he's doing nothing else.  That's a pretty solid win for the Expert.  Plus, he'd have to get out of crossbow range to be safe (which is a pretty decent distance).  If he shoots back, he'll just get outgunned.  This one isn't even close.  But good point about how he should have ranged weapons, that makes it a loss for the Monk.

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Against an Athach, the Monk gets destroyed.  At range it hits you with rocks.  Up close it's Huge and Str 26, so tripping's not an option, and it would absolutely tear that Monk to pieces.  The Expert just flies out of range of the rocks and fires crossbow bolts (with a gnomish crossbow sight, he's got up to three Crossbow range increments to work with without penalties) and when his poison lands the Athach is screwed.  Definite win for the Expert.
Notice the Athach entry doesn't specify a range increment for its rocks. Considering it speaks giant, the rock range of the Athach should be similar to those of the giants, the only other monster in the MM that throws rocks, so you're looking at around 120 feet range increment. That's more than a light crossbow and as much as a heavy crossbow.

You know, the Throw Rocks feat gives a much lower range than that.  But still... in a ranged fight, the Athach will lose, even with the idea that speaking giant gives you that range (they may have meant that).  Expert poison hurts it a LOT more than the rocks hurt the Expert, so no worries there... and at 300' range, the Athach only has a +1 bonus to hit while the Expert has no trouble.  I'm assuming the Expert would have appropriate armor (he's already oriental themed, so how about a Chain Shirt, Dastanas, and a Mithral Chahar-ina for an AC of 20 at level 6?  Sounds reasonable?).   This expert can easily win a back and forth ranged weapons war with the Athach.

JaronK
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oslecamo
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« Reply #591 on: June 17, 2011, 06:07:10 PM »

If he has a decent ranged weapon (long enough to go up against the gnomish sighted crossbow) he can shoot the Monk to death, teleporting out of range every time the Monk gets close, and thus destroying the Monk who has no hope.  Also, the Expert is better in a firing back and forth match, due to having plenty of HP for such a thing, while on average every hit from the Expert does 3d6 Con damage (either now or as secondary damage) and once the first poison hit happens the rest are even more likely to land.  That Archon is screwed even in a range fight... but if the Archon does have range, the Monk is extra screwed (best he can do is pick up some Shurikens and do nothing with them, due to DR 10 on the Archon).
Well I guess the monk simply loads himself on black lotus as well. Since it's a contact poison, you don't need to bypass the DR.

If he's readying actions to teleport away, then he's doing nothing else.  That's a pretty solid win for the Expert.  
The expert will eventually run out of poison. The archon will not run out of teleports. When the expert runs out of poison, the archon can start shooting back and win thanks to his DR, unless you have some trick I missed to bypass the DR with crossbows.

You know, the Throw Rocks feat gives a much lower range than that.  But still... in a ranged fight, the Athach will lose, even with the idea that speaking giant gives you that range (they may have meant that).  Expert poison hurts it a LOT more than the rocks hurt the Expert, so no worries there... and at 300' range, the Athach only has a +1 bonus to hit while the Expert has no trouble.  I'm assuming the Expert would have appropriate armor (he's already oriental themed, so how about a Chain Shirt, Dastanas, and a Mithral Chahar-ina for an AC of 20 at level 6?  Sounds reasonable?).   This expert can easily win a back and forth ranged weapons war with the Athach.

Since you're pulling so much splatbooks, I guess it would only be fair to hand the Athach that feat to use Str to-hit rolls with thrown attacks, which is a very natural feat for them to have, swaping for the almost useless alertness. Then it is throwing three rocks per turn thanks to its multiple arms, while the expert is firiing a slow crossbow.
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JaronK
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« Reply #592 on: June 17, 2011, 06:28:09 PM »

Well I guess the monk simply loads himself on black lotus as well. Since it's a contact poison, you don't need to bypass the DR.

Then he kills himself.  He's a Human unarmed striker, so he dies.  You did look over the Monk entry before commenting, right?  Also, he has no source of poison.  If he buys it (or crafts it) he'll run out of gold in just a few encounters.

I admit, that would make it a lot faster, if he just killed himself.

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If he's readying actions to teleport away, then he's doing nothing else.  That's a pretty solid win for the Expert.  
The expert will eventually run out of poison. The archon will not run out of teleports. When the expert runs out of poison, the archon can start shooting back and win thanks to his DR, unless you have some trick I missed to bypass the DR with crossbows.

Due to Wild Talent, the Expert can make, each day, about 6000 doses of his choice of Black Lotus or Sinmaker's Surprise poison.  I'm pretty sure he's not running out any time soon.

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Since you're pulling so much splatbooks, I guess it would only be fair to hand the Athach that feat to use Str to-hit rolls with thrown attacks, which is a very natural feat for them to have, swaping for the almost useless alertness. Then it is throwing three rocks per turn thanks to its multiple arms, while the expert is firiing a slow crossbow.

The Athach is a random monster... not a modified one (if you optimize the monsters, up their CR).  I'm just using monsters straight out of the SRD for comparison.  Stop changing the goalposts!  The question was how well these two builds deal with CR 7-9 enemies (the ones you'd expect to fight), not whether you're capable of optimizing enemies to defeat them.

JaronK
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« Reply #593 on: June 17, 2011, 07:05:08 PM »

Plus, there's the whole deal of Rocks being improvised thrown weapons and thus having a range incrament of 10ft unless noted otherwise.  Since the Athach has no special attack or quality letting it throw rocks with any better ability than anyone else, it will have the same range incrament for a max range of 50ft (the statblock even includes the -4 penalty for improvised weapons as the Athach's ranged attack bonus is +11.  -2 for Multiweapon Fighting and -4 for improvised gives the final listed result of +5 attack bonus).  The Athach's max rock range is shorter than one crossbow range incrament.
« Last Edit: June 17, 2011, 07:07:13 PM by snakeman830 » Logged

I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

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zhangzidong
« Reply #594 on: June 17, 2011, 07:06:35 PM »

But they speak Giant! That means they must throw rocks as well as giants!
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« Reply #595 on: June 17, 2011, 07:14:44 PM »

Does speaking giant give you the ability to throw rocks 120 feet?

I know what Language my next expert is going to take! Do you have to speak it with speak language, or is getting it from your Int fine?

@JaronK, see my post for an in depth analysis of how the monk loses to the Aboleth and a few other CR 7 monsters.

The hound Archon could teleport into close combat with the expert with it's greater teleport. This however, would serve to the expert either getting a full attack, or simply moving away and then shooting the Archon again. It would force a save against the Aura of Menace though.

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I don't want to argue about details. Maybe this text does allow your interpretation. Whatever, I'm not forcing you to play my way. But I would say that sacrificing a couple of feats and XP to get a more or less significant boost through better/more gear isn't that big of a deal, considering that you can still use those feats during play and get even more out of them.
So if I instead started with all my WBL in Raw Gold (or materials) and then used the first 180 in game days for crafting, you would be okay with it. But because I just said the boring stuff (crafting) happened before game begun, you are just going to have me take the feats for nothing?

Well, I wonder how many people will take crafting feats in those games. I certainly wouldn't unless the DM was a dick who didn't want to give us items we actually needed. In which case I'd probably just play a druid.

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Well I guess the monk simply loads himself on black lotus as well. Since it's a contact poison, you don't need to bypass the DR.
Giacomos Monk can't really do that. Bauglir's can, but he can't do the skill prodigy or the Imperious command trick IIRC, neither can do the invisible fist trick.

Consider making an expert sniper build, ranks in move silently, hide, and some way of making poisons (hidden talent + craft + being immune, either through master of poisons, or Necropolitan). Sneak up on your enemies, when within 300' Shoot them with a bolt and hide again. You get +30 to your hide check from the distance (actually they get -30 to their spot checks, but same same), but get -20 from having just shot, you are pretty good. Then relocate and keep firing on them. After a few minutes your enemies will be easily downed with black lotus poison.
I had a squad of 3 lesser drows (who were a 6th level rogue, a 6th level ranger and 6th level scout), do this to a party once, with devastating effects (and the party was level 9 IIRC).

The monk can try to mimic this, but he would waste feats on it. Feats the expert can then use to boost some of his other skills.
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Monks are pretty much the best designed class ever.

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zhangzidong
« Reply #596 on: June 17, 2011, 07:16:34 PM »

Quote
Does speaking giant give you the ability to throw rocks 120 feet?
Of course it does! Why, I speak the same language as Bruce Lee, which accounts for my ability to beat people up with my bare hands, does it not?
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"I am the Black Mage! I cast the spells that makes the peoples fall down!"

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« Reply #597 on: June 17, 2011, 07:21:01 PM »

Quote
Does speaking giant give you the ability to throw rocks 120 feet?
Of course it does! Why, I speak the same language as Bruce Lee, which accounts for my ability to beat people up with my bare hands, does it not?

Awesome! Does speaking the same language as Giacomo then give me the ability to make completely wrong logical deductions?
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Monks are pretty much the best designed class ever.

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oslecamo
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« Reply #598 on: June 17, 2011, 07:21:23 PM »

Does speaking giant give you the ability to throw rocks 120 feet?

Considering the Athach has not a specified range, and the only area in core where thrown rocks range is described is on the giant's section, it's a logic conclusion. Speaking giant is just another thread strenghtening the connection.
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« Reply #599 on: June 17, 2011, 07:22:26 PM »

Quote
Does speaking giant give you the ability to throw rocks 120 feet?
Of course it does! Why, I speak the same language as Bruce Lee, which accounts for my ability to beat people up with my bare hands, does it not?

Awesome! Does speaking the same language as Giacomo then give me the ability to make completely wrong logical deductions?
Take a look at German and Austrian politicians and judge for yourself. (Apparently, yes.)
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