Monks and Mage-Killing

sithramir said:
Unfortunately this is incorrect. The monk is not unharmed. If not saved somehow from a teammate he dies from suffucation. If you use the 10x10 cage its completely dealed by force walls and no air would make it through.

Know what, it's called forceCAGE for a reason... ;)

Bye
Thanee
 

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Artoomis said:
I should think worn around your neck on a chain would not be "well-secured."

I would consider every item, that is worn to be "well-secured", or not?

Also the monk would need some spellcraft and knowledge: religion to even find out what the holy symbol is in some cases (not the major deities, those should be known to everyone).

Well, and just in case at least my clerics tend to have backup holy symbols in their handy haversack. ;)

BTW, is it enough to wear the holy symbol openly? I never found something, that says you actually have to hold it in hand when casting.

Bye
Thanee
 

Thanee said:
I would consider every item, that is worn to be "well-secured", or not?

Also the monk would need some spellcraft and knowledge: religion to even find out what the holy symbol is in some cases (not the major deities, those should be known to everyone).

Well, and just in case at least my clerics tend to have backup holy symbols in their handy haversack. ;)

BTW, is it enough to wear the holy symbol openly? I never found something, that says you actually have to hold it in hand when casting.

Bye
Thanee

As a reminder:

You can use a disarm action to snatch an item worn by the target. If you want to have the item in your hand, the disarm must be made as an unarmed attack.

If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above.

You can’t snatch an item that is well secured unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on his roll to resist the attempt.

A holy symbol worn normally (around the neck) would be, at best, snatched away normally, at might even qualify for the "easy to snatch away or cut away" bonus of +4.

Some paronoid (or experienced) cleric might have a well-secured holy symbol, but that would be unusual, especially as "You must present your holy symbol to turn undead." Since clerics don't really want to spend a round getting the holy symbol ready to present, it would not be "well-secured," normally.

Still, it appears that it's an opposed attack roll, even for items (as opposed to actually disarming), so it's not a sure thing by any means.

As far as sundering:

You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character.

That's an AC in the 20s, maybe, pretty easy to hit at high levels. For a monk, one hit and it's destroyed.

Having a spare in your haversack is always a good idea!

You can use similar tactics against wizards who use items like wands, especially if their AC is boosted way high through magic so that they are hard to hit.
 

Well, in our games we don't really use sunder, because we consider sunder to be rather silly in most situations, so that hasn't come up. :)

Anyways... so, well-secured is like a ring or belt or bracers, altho that's highly debateable where the borders are exactly. ;)

There are clerics who have their holy symbol painted on their shields, too. :D

Bye
Thanee
 

Monks Va wizards

In day to day battle a monk should take a wizard ebcause the wizard wcan not be ina set up for dealing with jsut a monk... as for wizards ina bazzillion buffs spells doesnt it get annoying to use 1/4-1/3 your memorized lower levels spells for buffs... any DM worth his salt will jsut be sure to make more minons for a always 100% buffed uber wizard that those low level AOE spells would have been perfect for....

As for the arena duals with If the wiazard is geared up and and has switch some points around from charisma to con for added stun resitance. and re gear for a monk then a monk should be allowed the same...
simply put a monk build as follows will win alot...
DEX build and improved init... DMG page 233 ring of greater spell storing... (cost 200,000 GP)go find a level 20 wizard to cast a widen anti-magic(wider is better) field into your ring if you feel bored give the last slot in the ring to magic missle level 1...
If you want contingy incase you mis intitive... then simply get bracers of spell resitance (adds +19) bringing the monks Sr to 49.... menaing a level 20 wizard must roll a 29 to pass(over come spell resitance is soley caster level + D20 versus SR.... ) or a wizard with greater spell pent must roll a 25... with the high spell resist the monk shoudl atleast survive the ffirst round to active his anti magic field and go stand by the self assured mage... (or under him in the case of flying mages)
yeah anti magic will lwoer Sr back down to 30... but it is a small trade off for anti magic field...
 

Spell Resistance does not stack. I'm reasonably sure, that these bracers, whatever they are, do not increase existing Spell Resistance... and surely not by 19 points. ;)

In any case... checking the date of a thread is usually a good idea before replying. :p

Bye
Thanee
 

Any grapple is great against a wizard, be it monk or even fighter. Particularly if your friendly cleric has a Silence spell prepared. If that wizard doesn't have a silent dimension door prepared, he's a gonner. Silence is one of the more powerful spells to use against wizard or any spellcaster. In a confined space, it's an almost sure winner. Evard's Black Tentacles and Silence can nullify even the most powerful wizards, but a grapple and silence will do long enough for the fighters to surround the wizard and beat it to a pulp.

Pinotage
 

i'm not sure if i should have started a new thread to ask this, but here goes:
what are other builds of mage-killers? which PrC are cool for mage-killing? is barbarian+forsaker the best one? what feats, items, strategies would be helpful? (both for low and high levels)
 


Frankly I do not think the concept of "Mage Slayer" is that broad enough to be a useful role. Spellcaster slayer is a good role, but I do not think the Monk can take down a Druid or Cleric with the powers at their disposal. Clerics and Druids have good Fort Saves so Stunning is less effective. Both Clerics, Druids, and Monks have equal BaB so grappling is not an effective option.

Disarming a Cleric from his (Un)Holy Symbol is a good idea. Though if the Cleric has had several rounds to self buff, he might not care. A Cleric with Divine Favor, Righteous Might, Protection from X, Shield of Faith up does not really care if he or she cant cast spells. Monk will need Backup fast. There is also always Fire Shield.

Likewise, try having a Monk grapple a Druid. A Wildshape latter and the Druid might be as fast as the Monk, and might very well have a better grapple score. Fire Elementals are also a good summoned mook to use against Monks. Yeah throw Shurikens at me all day long, no biggie, especially if Stoneskin is up.

A Monk is a poor Spellcaster slayer, or at least no better than anyother class. A Warlock with Vicious Dispelling, Chilling Tentacles, and Eldritch Blast is a Better Spell Caster Delayer than a Monk.
 

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