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Challenging the enlarged monk
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<blockquote data-quote="Kalendraf" data-source="post: 1677041" data-attributes="member: 3433"><p>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.</p><p></p><p></p><p></p><p>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).</p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Typically this is the clerics round 1 or 2 action in many battles. In those cases where the druid or rogue scout and surprise the enemy, it occurs right before the party springs their ambush.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1677041, member: 3433"] 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. 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. 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. Typically this is the clerics round 1 or 2 action in many battles. In those cases where the druid or rogue scout and surprise the enemy, it occurs right before the party springs their ambush. 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. 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. [/QUOTE]
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