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Sultans of Smack
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<blockquote data-quote="Jeremy" data-source="post: 150484" data-attributes="member: 4036"><p><strong>Monk Smackdown</strong></p><p>Originally posted by Carpe DM</p><p></p><p>This tactic does not instantly kill opponents as do the Paladin and Cleric smackdowns (in previous posts). It renders the target helpless and puts him out of the fight. It can be delivered from tremendous range and does serious damage to boot.</p><p></p><p>The Smackdown: The monk will charge from 320 feet away, and deliver a flying kick which will do 2d12 + 40 points of damage and leave the target stunned for one round, and nauseated and unable to move for the next.</p><p></p><p>Required: </p><p></p><p>Spells:</p><p>Cast Divine Wisdom, empowered, at the beginning of the day. This will give 6 points of wisdom. DW is from Relics and Rituals; the spell is not necessary, but very useful, since wis adds to both stun DC and the monk's AC.</p><p></p><p>Items:</p><p></p><p>Potions of True Strike</p><p>Monk's Belt (for Haste)</p><p>Sandals of the Tiger (from S&F) with layered Boots of Striding and Springing. (this second power will cost you double because it is added to a slotted item (see the DMG), but since the power costs all of 1000* gp for a mage to create, you'll end up striding for 2000* gp. The best deal in the game). *errata has altered this slightly</p><p>Ki Straps (from Sword and Fist)</p><p></p><p>Feats:</p><p></p><p>Pain Touch</p><p>Power Attack</p><p></p><p>Rd 1: The monk hastes herself (monk's belt)</p><p></p><p>Rd1 partial: The monk drinks a potion of true strike.</p><p></p><p>Rd 2: The monk launches a 320 foot flying kick. Her base move is 80 (I'm assuming a 15th level monk); the striding makes it 160. Doubled (for a charge), this is 320.</p><p></p><p>The flying kick (based on the Sandals) does double damage, so</p><p></p><p>1d12 + 10-15 (power attack) + 5 (strength bonus) * 2 = 2d12 + 40.</p><p></p><p>But the real smackdown is in the stun. Save DC is 10 + half monk's level (7 or 8) + wisdom bonus (5 at least, see Divine Wisdom), + 5 (Ki straps). Our monk, who started with an 18 wisdom (raised to 24 by the DW), delivers a stun with a DC of </p><p></p><p>10 + 8 + 7 (wis) + 5 = 30.</p><p></p><p>When they're stunned, they're out of combat for 2 rounds, because of the pain touch feat.</p><p></p><p>What's great about this tactic is that you can basically do it once every round, since your save DC is 30 for the stuns. The extra damage and distance for the charge is neat, but what really hurts is having a monk keep half of the opposition stunned / nauseated during a fight.</p><p></p><p>Also note that anyone who fails that 30 DC save is vulnerable to sneak attack damage from rogues. Our rogue has 5 attacks (hasted, rapid shot--you get the idea), each one doing 1d8+7d6 damage. He usually delays to attack after the monk, and kills whoever she stuns in one round.</p><p></p><p>Evil Mage: "Hmm...those pesky heroes are 450 feet away...just about fireball range; but those fighter types can't hurt me!!!"</p><p></p><p>Hasted Monk: (Run as partial action for 160 feet, flying kick for 320 feet; total 480 feet.)</p><p></p><p>Evil Mage: (gurgles as he fails his 30 DC save, takes 50 odd points of damage, drops his components and his staff automatically b/c of the stun). The party closes in (or just multiple-fireballs the both of them, since the monk has evasion, and stunned boy doesn't get a save).</p><p></p><p>Monk: Thanks Carpe!</p><p></p><p>Enjoy!</p><p></p><p>Carpe</p></blockquote><p></p>
[QUOTE="Jeremy, post: 150484, member: 4036"] [b]Monk Smackdown[/b] Originally posted by Carpe DM This tactic does not instantly kill opponents as do the Paladin and Cleric smackdowns (in previous posts). It renders the target helpless and puts him out of the fight. It can be delivered from tremendous range and does serious damage to boot. The Smackdown: The monk will charge from 320 feet away, and deliver a flying kick which will do 2d12 + 40 points of damage and leave the target stunned for one round, and nauseated and unable to move for the next. Required: Spells: Cast Divine Wisdom, empowered, at the beginning of the day. This will give 6 points of wisdom. DW is from Relics and Rituals; the spell is not necessary, but very useful, since wis adds to both stun DC and the monk's AC. Items: Potions of True Strike Monk's Belt (for Haste) Sandals of the Tiger (from S&F) with layered Boots of Striding and Springing. (this second power will cost you double because it is added to a slotted item (see the DMG), but since the power costs all of 1000* gp for a mage to create, you'll end up striding for 2000* gp. The best deal in the game). *errata has altered this slightly Ki Straps (from Sword and Fist) Feats: Pain Touch Power Attack Rd 1: The monk hastes herself (monk's belt) Rd1 partial: The monk drinks a potion of true strike. Rd 2: The monk launches a 320 foot flying kick. Her base move is 80 (I'm assuming a 15th level monk); the striding makes it 160. Doubled (for a charge), this is 320. The flying kick (based on the Sandals) does double damage, so 1d12 + 10-15 (power attack) + 5 (strength bonus) * 2 = 2d12 + 40. But the real smackdown is in the stun. Save DC is 10 + half monk's level (7 or 8) + wisdom bonus (5 at least, see Divine Wisdom), + 5 (Ki straps). Our monk, who started with an 18 wisdom (raised to 24 by the DW), delivers a stun with a DC of 10 + 8 + 7 (wis) + 5 = 30. When they're stunned, they're out of combat for 2 rounds, because of the pain touch feat. What's great about this tactic is that you can basically do it once every round, since your save DC is 30 for the stuns. The extra damage and distance for the charge is neat, but what really hurts is having a monk keep half of the opposition stunned / nauseated during a fight. Also note that anyone who fails that 30 DC save is vulnerable to sneak attack damage from rogues. Our rogue has 5 attacks (hasted, rapid shot--you get the idea), each one doing 1d8+7d6 damage. He usually delays to attack after the monk, and kills whoever she stuns in one round. Evil Mage: "Hmm...those pesky heroes are 450 feet away...just about fireball range; but those fighter types can't hurt me!!!" Hasted Monk: (Run as partial action for 160 feet, flying kick for 320 feet; total 480 feet.) Evil Mage: (gurgles as he fails his 30 DC save, takes 50 odd points of damage, drops his components and his staff automatically b/c of the stun). The party closes in (or just multiple-fireballs the both of them, since the monk has evasion, and stunned boy doesn't get a save). Monk: Thanks Carpe! Enjoy! Carpe [/QUOTE]
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