Kalendraf said:
I probably wasn't clear enough, but the jump from 1d10 to 3d6 is factoring in both the new item (monk's belt) and the enlarge. So right now when he enlarges he actualy jumps from 1d10 to 2d8. After buying the belt, he'll be jumping from 2d6 to 3d6 via the enlarge. I was merely trying to point out how big a jump the 1 item + 1 spell contribute toward the character's damage dice.
It makes sense now.
28 point buy for stats, but 3 stats get randomly bumped by 1 point after assigning them. He managed to score +1's 3 key stats (dex,str & wis I think).
This campaign has lower magic than a "normal" campaign as suggested by the DMG. IIRC, the monk currently has a +2 ring (deflection), +1 amulet (natural), +1 bracers (armor) and a +1 robe (sacred). He also has a special staff that under certain conditions can confer a +1 shield bonus. Besides those 6 magic points of AC, the 9th level monk gains +1 AC, and I think his combined wisdom and dex give him another +6 or so. And he has the dodge feat. Together, that only registers as about 24. Maybe I was incorrect about his overall armor class being in the upper 20's and confusing it with the fact that mobility puts him in the upper 20's against AoO's.
Hmm. It doesn't sound that much lower than normal magic to me. Standard PC gear value would be 36,000 at 9th level.
This character has:
+2 ring (8,000)
Monk's Belt (13,000)
+1 amulet (2,000),
+1 bracers (1,000)
+1 robe (difficult to price--I'll put it at 5,000 stince that's the cost of rose prism ioun stone which most closely approximates its function)
Staff (difficult to price under normal circumstances--I'd guess something around 6,000 which is 75% of the price of a +1 defender staff).
Total: 24,000-35,000gp (depending upon the valuation of the last two items) spent on items that affect his AC. If he has some potions and a few miscellaneous items too (as most characters I know if home games do), he's probably right at the D&D standard wealth level.
Good point. I haven't considered that before. I'll have to check if his dex is 16 or 14. That could make a big difference.
Until he gets hit with a tanglefoot bag
This particular campaign features fewer arcane casters than normal. Rays of enfeeblement and eneravation and so forth are fairly uncommon. May have to have foes stock up on tanglefoot bags though. Have never used them much in the past, but I can see how they'd be useful for this.
I suppose you could make up a weakness domain centered upon neutralizing an opponent's life and energy and use evil clerics as foes:
Granted power: touch of weakness: 1/day you can make a melee touch attack against an opponent. This touch attack does 1d6 str damage/6 levels, Fort save (DC=10+1/2 clr lvl + cha mod) for 1/2
1. Doom
2. Ray of Enfeeblement
3. Ray of Exhaustion
4. Bestow Curse
5. Enervation
6. Waves of Fatigue
7. Symbol of Weakness
8. Waves of Exhaustion
9. Energy Drain
That might be a bit cheesy though. (Still, I think it looks like a pretty good domain).
With few arcane casters, the main source of this spell turns out to be clerics with the Strength domain. That particular god also happens to be of good alignment. Potions are an option, but with fewer crafters able to make them, they are harder to find as well.
Well, couldn't the god just go evil?
OK, well if that's not an option, I'd give some enemies the prone attack feat (Complete Warrior) and possibly invent a feat--steadfast or something to that effect that gives +4 to checks to resist trips, bull rushes, awesome blows, improved grab grapple attempts, and +4 to any saving throw to avoid being moved (for instance, against Telekinesis or being caught in an air elemental's whirlwind form).