I'm DMing a Vow'd Monk/Forsaker, Help me!!!

RappinTonyDanza

First Post
In a campaign I'm starting in a week I have a player playing a Monk/Forsaker with a Vow of Poverty. I'm having trouble finding any weaknesses in his character. We're going off the Forsaker (3.5e Prestige Class) - Dungeons and Dragons Wiki homebrew.

At level 20, he'll have an approximate AC of 52 (dex + wis from monk + con from forsaker), a touch AC of 32, no save lower than a 26, 400 hp, Fast Healing 3, DR 5/-, SR 25, Slippery Mind, Mettle, Improved Evasion, Energy Resist 15 acid/cold/electricity/fire/sonic.

He's also taking a race with wings, I forget which one.

What do I do to counter this as his DM? Psionics is the only weapon I've thought of, but still his saves are ludicrous.

Please Help!
 
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Although that is an option, most of the characters in this campaign are homebrewed so the power level is high. Rather than simply saying no, I'd rather have tools to deal with him.
 



In a campaign I'm starting in a week I have a player playing a Monk/Forsaker with a Vow of Poverty. I'm having trouble finding any weaknesses in his character
Well... he's a monk...

What do I do to counter this as his DM?
Let's examine this logically.

These are his abilities at level 20: approximate AC of 52, a touch AC of 32, no save lower than a 26, 400 hp, Fast Healing 3, DR 5/-, SR 25, Slippery Mind, Mettle, Improved Evasion, Energy Resist 15 acid/cold/electricity/fire/sonic.

Touch AC of 32 means that you can hit him with a True Strike'd ranged touch attack. +20 from the True Strike in addition to, say, +8 from a level 16 wizard's BAB + 4 from his Dex modifier yields a total ranged attack modifier of.... 32.

No save lower than a 26? Well, lower it with an Enervation if you want to target a save, or use no save spells like Forcecage, Sleet Storm, or Solid Fog.

SR 25? A level 20 caster makes it on a roll of 5. A level 14 caster with an Orange Ioun Stone and the Spell Penetration feats makes it on... a 1 or higher. Conjuration spells generally ignore SR, so there's an entire school that doesn't even care about SR. Spell Resistance is a joke.

Improved Evasion? Energy Resist? Don't toss fireballs at him.

Let's see... what does a core only build have to offer? Ozymandias would probably start with an Extend Time Stop (via a metamagic rod), Shapechange into a Choker (for an extra standard action per round), Polymorph Any Object the ground beneath the Forsaker's feet into aqua regia, Gate in some 40 HD monstrosity (offhand, a Dream Larva perhaps?), become Invisible, and sit back to watch the fireworks.
 
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A non-core build could use Greater Blink to strike as if invisible, with a +2 to attack and targeting the opponent's flatfooted AC. A build that focuses on metamagic and Orb spells from the SpC would have no trouble hitting, ignoring SR, ignoring ER, and dealing over a thousand damage in one round.

Example

After adding on all metamagic, a Twinned Energy Admixture Piercing Cold Searing Empowered Maximized Spell Orb of Fire is a level 9 spell (due to metamagic reducers), that deals 15d6 fire and 15d6 cold damage, which ignore ER due to Searing and Piercing Cold metamagic. It is then Empowered, Maximized, and Twinned. If you use Reserves of Strength to break the damage cap, it deals caster level d6 fire and caster level d6 cold damage, Twinned, Empowered and Maximized.

You can put out three castings if you Shapechange into a Choker and use Arcane Spellsurge. That's six orbs, each one of which deals 30d6 fire+30d6 cold damage, Empowered and Maximized. 6*(105+360) = 2790 damage per round, which is enough to one-shot most anything in the Epic Level section of the SRD.

Oh, and the Orbs carry a fort save vs some minor status effect, but we don't care about those, do we?
 
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Currently as Mettle is ruled, if a fort save is passed, the entire spell is negated. However I think the spirit of the ability is meant more to reduce spells that save for half damage to no damage.

Thanks Again Dandu. If you come up with anymore shenanigans, I'd love to hear them. He will definitely not see these coming.
 

Currently as Mettle is ruled, if a fort save is passed, the entire spell is negated. However I think the spirit of the ability is meant more to reduce spells that save for half damage to no damage.
The first level Lesser Orb spells do not have a fortutide save component.

They also use d8 damage dice instead of d6.
 

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