Advice on monk building.

Mind you, the strategy isn't foolproof (the words "Steadfast Determination", "incoporeal" and "immunity to ability damage" come to mind) but it should work on most of the enemies you come across. Well worth the price of one feat and having to act like a goodie two shoes.

Yeah. It shouldn't be your main tactic or anything, far from foolproof. But if you're going to be trying to "touch" things (hopefully evil, at that) with your fists 3-5 times a round anyway, it certainly is nice to have.

Just don't shake hands or grope people unless you're absolutely clear about their alignment. Paralyzing shopkeepers and the town guard probably isn't a good thing...

Yeah, I recall that as written, you can't turn it off, which I suppose is fair...

I got it for my VoP Druid. She also took the Touch of Healing reserve feat and operated a clinic with her VoP Monk significant other for anyone to come and get free healing. She always warned beforehand, "If you're evil, this may sting a little." :)

(In the end, worst it does is paralyze, not kill, so it's still not exactly vile to golden ice someone as you're healing them.)
 

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Mind you, the strategy isn't foolproof (the words "Steadfast Determination", "incoporeal" and "immunity to ability damage" come to mind) but it should work on most of the enemies you come across. Well worth the price of one feat and having to act like a goodie two shoes.

Just don't shake hands or grope people unless you're absolutely clear about their alignment. Paralyzing shopkeepers and the town guard probably isn't a good thing...

Hey if they are evil enough to feel it. Then they need a hug.

Actually that brings me to another point. What if Im in a grapple with someone? How do you determine it then, does it count as one touch?
 
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Hey if they are evil enough to feel it. Then they need a hug.

Actually that brings me to another point. What if Im in a grapple with someone? How do you determine it then, does it count as one touch?

Much like how with touch attacks in general, you need to touch the other person to deliver the attack, so RAW you would still be making unarmed attacks or grapple checks, each success meaning you hit them with ToGI. I realize this doesn't make much sense, but...grapple doesn't need more ambiguity.
 

Ok another question regarding ToGI. I just got done looking at the description of both ravages and golden ice. And neither say wether or not Golden Ice is consideredc Ability Drain or Ability Damage. Only thing it says regarding that is -

"Ravages function in a manner similar to poisons, dealing ability damage or even ability drain when the target is exposed to them through inhalation, injury or ingestion, and additional damage or other effects 1 minute after initial exposure."

And im currently looking around to see if poisons would answer my questions but im haveing trouble finding it.
 

It's damage, poison always does damage, sometimes ability damage, sometimes other types of damage. Special Abilities :: d20srd.org

"If he fails, he takes the poison’s initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw."

Nowhere is drain mentioned. Only damage and status effects like paralysis or unconsciousness.
 

It's damage, poison always does damage, sometimes ability damage, sometimes other types of damage. Special Abilities :: d20srd.org

"If he fails, he takes the poison’s initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw."

Nowhere is drain mentioned. Only damage and status effects like paralysis or unconsciousness.


But then why does it mention ability drain under Ravages?


EDIT- It mentions drain at the end of each. Unless im misreading.
"Initial Damage

The damage the character takes immediately upon failing his saving throw against this poison. Ability damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2d6 minutes.
Secondary Damage

The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Ability damage marked with an asterisk is permanent drain instead of temporary damage"
 
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