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| damsel in distress06-18-06, 09:04 AM | Hello everybody I consider myself a pretty experienced DM (Being DM since 1990) but for the first time a have a high level monk in my party. I would like you guys help on two things: 1) What magic items would be nice to 11 th level monk (a part from the standard ones from DM guide) 2) Most of our encounters with humanoids ends quickly when the monk grapples (spellcasters) or trips (fighter types) them. I know that huge creatures and non-corporals ones are hard for a monk - but what is the defense for a wizard or priest ? :confused: |
| Popinjay06-18-06, 10:15 AM | Again, Noah or Jonathan from BGSU do not continue to read this post if you read the messages here and stumbled upon this one. I still plan to run the campaign I designed these items for. Damsel: Here is are two good monk items I created, but haven't used for anything yet. They may be more powerful than you want them to be. The flavor text is there because I was planing on having the characters see visions upon first touching these items. Shocking Monk Gloves Upon first touch: You see a monk sparing against three other monks in a dirt ring. He is humanoid, but of a race you have never seen before. While the other monks are shaved, his head sports long lengths of woven hair that falls to his shoulders, and each strand has numerous colorful beads and charms woven into it. The monk is a marvel to behold. For minutes he doges the blows of his opponents, and though the ring is small, and it is three against one, the lone monk always seems plan and execute his movements so that his opponents get into each others way. When his opponents appear frustrated he uses the moment to attack. A spinning kick sends one monk flying out of the ring. Almost in the same motion another is caught with an uppercut, and you could swear you could have seen sparks fly upon contact. His remaining opponent had moved in close and grabbed his robes in preparation for a throw. The strange looking monk merely grabbed one of his opponent’s hands, and this time you are sure sparks are flying. The monk’s opponent convulses for a moment and then collapses to the ground, though he is clearly still breathing. The two monks outside of the ring rise unsteadily to their feet and the odd monk bows to them. They bow in return. Description: The gloves you hold in your hand seem to be woven with yellow and silver thread and have black stretchy bands that fit snugly on the wearers your wrists. Moments after you put the gloves on they seem to fade away and become invisible. Instead of gloves you now appear to be wearing a pair of black cloth wrist bands. If one is looks closely, however, he/she will notice that wearer’s hands appear to be brighter than they should be. The gloves do not make the wearer’s hands glow in fact, but they seem to reflect more light than human skin should—this gives them the appearance of a very subtle internal glow. Other than that the gloves even feel like skin. Effects:• +1 attack +1 damage At level 10 they become +2 weapons, and at level 15 they become +3. • +2 electrical damage (which may be delivered as non-leathal damage if the wearer wishes). This changes to +3 electrical damage at level 10 and an additional +1 for every 5 levels after that. • 3 damage resistance from electrical damage. • +1 to range of critical hits. Eg, if the critical hit range was 20 then it is 19&20 with the gloves. If it was 19&20 then it is now 18, 19 & 20, etc. • Once every 8 hours the wearer can elect to fully discharge the gloves as a touch attack. The attack delivers 1d8 + 1/2 character level in damage. In addition the victim must make a will or fortitude roll (whichever is higher) of a equal to DC 10+ the wearers character level to avoid being rendered unconscious for 2D6 minutes. Alternatively the wearer can elect to forgo the damage and increase the DC against being knocked out by 5. (This choice must be made before the roll.) • Once the gloves have been discharged they lose mot of their magical properties and no longer deal extra electricity damage. The bonus to hit and damage of the gloves is reduced by 1 (but never below 1). Electric damage reduction remains the same. Wooden Sandals of Flash-step: Description:These sandals are rectangular wooden platforms with two wooded blocks running horizontally across the bottom to keep them elevated off the ground. They have green leather thongs that would normally hold sandals onto the foot. These sandals stick to the wearer’s feet can be removed only when the wearer wishes to take them off or when he/she is rendered unconscious. Effects: • Once per day per character level-2 the wearer can make a “flash step”. The flash step works like a dimension door or teleportation spell except that it is limited to the distance and area that the wearer would normally be able to move and there must be a traversable path to where the wearer wishes to appear. (The wearer literally runs this path so fast he or she can not be seen. He/she can do nothing but run while on the flash-step path until he/she reaches his/her destination. She/he is not subject to attacks of opportunity while moving in this way. She/he may set off traps but the effect will not happen until the player appears at his/her destination location (which may be too far away to be harmed by the trap. The wearer may attack the same turn as a flash step is taken. Using a flashstep counts as a full movment. • The wearer may only use one flash step per round. * Retreating with a flash step does not provoke an atatck of opportunity. • If the traversable path requires a jump or tumble the check must be made. If it fails the wearer appears at the point where the roll failed and may not attempt another flash step that round, though he or she may continue his or her movement and attack normally. • When calculating a traversable path all (non-flying) movement abilities can be incorporated. E.g. if the wearer can walk on walls or run over water or pass through walls when moving that round he or she can also do so for flash-step when determining a valid flash step path. • Although the sandals are made of wood and normally make a clopping noise, this noise is suppressed when the wearer is attempting to be silent, and in fact give a +2 to any move silently roll. • +2 to initiative, +5 to speed |
| damsel in distress06-19-06, 04:26 PM | nice Any tips on handling encounters ? what is the standard protection if you´re 14th level BBEG and dont wnat to end up pinned ? |
| Arganis06-19-06, 04:37 PM | nice Any tips on handling encounters ? what is the standard protection if you´re 14th level BBEG and dont wnat to end up pinned ? 1) Freedom of Movement spell/item 2) Don't let the monk get close in the first place |
| SokenzanMarauder06-19-06, 05:39 PM | @Popinjay: Those items are really nice and if you don't mind I'll put them to use in one of my monk campaigns. However, the sandals. I feel that they are a bit too good, maybe instead of using the flash step a number of times equal to your level -2 it should be 1/2 your level? I can see that ability being abused in later levels. -Gene |
| mithroch06-19-06, 07:29 PM | Monks because of their high speed and multiple special abilities require some special consideration when planning an encounter. Use terrain or elevation to your advantage... things with flight and ranged attacks give monks all sorts of problems (though if he can deflect arrows you may need to be creative). Spell casters can also be mounted. This makes the trip attack vs their ride skill instead of BAB + Str. A priest with the Close Quarter Fighting feat could give him pause if he tries to grapple. These are just a few thoughts. |
| kelvinaw27306-19-06, 07:31 PM | Hello everybody I consider myself a pretty experienced DM (Being DM since 1990) but for the first time a have a high level monk in my party. I would like you guys help on two things: 1) What magic items would be nice to 11 th level monk (a part from the standard ones from DM guide) There are very few 'monk specific' items out there, and monks don't actually need much equipment. Typically, defensive items that boost touch-AC and attribute boosters are the best, as well as items that allow them to resist non-physical damage. There are stacks of monk feats to improve their unarmed damage, so don't give monks 'gloves of shocking' or whatnot; Goves of Dexterity are great of the monk has Weapon Finesse. 2) Most of our encounters with humanoids ends quickly when the monk grapples (spellcasters) or trips (fighter types) them. I know that huge creatures and non-corporals ones are hard for a monk - but what is the defense for a wizard or priest ? Don't let the monk get close. Seriously, this is what monks do that is most useful in the party environment - dodge past the enemy front-line and take down their spell-casters, or tackle the BBEG while the tanks and artillary grind through the minions. If you nerf the monk for doing this too much, you take away their use to the party. Nothing wrong, on the other hand, in letting the BBEG sit on a high ledge and rain death from above (monks are often not good at ranged attacks) now and again. They might get one (abundent step should be coming up soon), but not both. Distract them by sending sneak-attackers at the party mages, so they have to fulfill their other role as wizard-watcher. |
| Lord Ian Stark06-19-06, 11:14 PM | 2) Most of our encounters with humanoids ends quickly when the monk grapples (spellcasters) or trips (fighter types) them. I know that huge creatures and non-corporals ones are hard for a monk - but what is the defense for a wizard or priest ? :confused: Mirror Image, Fly, the spells from the Spell Compendium that switch you and an allie's place on the battlefield, etc... Like others have said, don't let the Monk get near you. Or if he does (because he flies too or whatever) make sure you have damage spells like Fire Shield or Whirling Blades type spells going so that he takes damage when touching you and so forth. Stone Skin to minimize damage taken per hit and the like. |
| Popinjay06-22-06, 04:14 AM | @Popinjay: Those items are really nice and if you don't mind I'll put them to use in one of my monk campaigns. However, the sandals. I feel that they are a bit too good, maybe instead of using the flash step a number of times equal to your level -2 it should be 1/2 your level? I can see that ability being abused in later levels. -Gene Yeah, I agree they are too powerful as they are. Maybe even 1/3 level. I have a few other items I created as well including one ring I REALLY like, but I am afraid if I post them they might get back to my players before I can use them. Anyway, anybody can feel free to use either of these. If you post it in another thread here though please ask that Noah or Jonathan from BGSU shouldn't read further. I'm flattered that somebody liked them. I was trying to imitate some of the things in various anme series with the sandals (bleach etc). Popinjay |
| Morlen Crutz06-22-06, 11:17 AM | To prevent or discourage the grapples make the big bad something he would hesitate to grapple or would find difficult to trip or grapple, like a centaur large with 4 legs I think it gets +8 on it’s trip for being large and sturdy (4 legs) + they have a decent Str which will help also. Try using Mind Flayers as the big bad .. no-one wants to grapple those … Dwarves are difficult to trip as they are sturdy, as is anything that has more than two legs. Giants and such are also difficult to trip or grapple because of their size and strength. Make all your BBEG something other than human or elven as there are easy targets for grappling and tripping. Or as some other posters say there are spells which will discourage the grappling and tripping fire shield being a very good one. Regards Morlen |
| Millennium06-22-06, 12:15 PM | One word, my friend: neogi. Big furry eight-legged moray eels with a thing for slavery and umber hulks. And if you can get your hands on the old Spelljammer comics they even have really cool speech patterns. Alas, I forget which books they're in. I know they're in Lords of Madness, but I'm pretty sure they're also in one of the Monster Manuals (though not the first). |
| Pallin Rahl06-22-06, 01:24 PM | Back to items... Consider giving him a Necklace of Natural Attacks from Savage Species. These necklaces are basically created the same way you create standard magical weapons (rules/cost-wise), only the enhancements effect one of the target's natural weapons... in this case, the Monk's Unarmed Strikes. ...consider the standard magical weapons the party has and make him something similar. :) So for a cost very similar to that +2 Flaming Longsword the Fighter might be wielding, give the Monk a +2 Flaming Necklace of Natural Attacks. ...when fighting unarmed, his attacks do his standard Monk unarmed damage and are considered +2 & Flaming. Another nice item for Monks (not found in the core books) is the Fanged Ring. ...found in Dragon Magazine 308 (and the compendium) I do believe. :) |