| Post/Author/DateTime | Post |
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| Orcmonk8906-11-06, 11:33 AM | OK, I have designed a 4th level monk for my party to fight. I'll first bring up the stats: Aroth, Orcish Master; Half-Orc (Orc) Monk 4; CR 4; Medium humanoid; HD 4d8+7; hp ; Init +3; Spd 40 ft.; AC 10, touch 10, flat-footed 10; Base Atk +3; Grp +5; Atk +6 melee (1d8+2 magic, unarmed strike); Full Atk +4/+4 melee (1d8+2 magic, flurry of blows); SA Ki strike, stunning attack 4/day (DC 12); SQ Darkvision 60 ft., evasion, fast movement, flurry of blows, slow fall 20 ft., still mind; AL LE; SV Fort +5, Ref +7, Will +4, Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 8. Skills and Feats: Balance +10, Hide +10, Jump +9, Tumble +10; Combat Reflexes, Improved Unarmed Strike, Stunning Fists, Toughness, Weapon Finesse. Possessions: Sandals of Dexterity +2, Potion of Cure Light Wounds (2), Masterkey to the Monastery. Now, here's my question: He has Sandles of Dexterity +2. The bold 'Dex 16 is before he aquired the sandals. I cannot find in the DM guide rules for enhancement bonuses (as, I believe, the sandles are). Do they stack so long as he's wearing them, making his Dexterity 18, and his modifier +4? Can anyone point me in the direction of these rules, even a page number would be great. Ta Chris |
| olshanski_home06-11-06, 11:41 AM | An enhancement bonus to an ability score stacks with that ability score. Thus, if he started with 16 Dex, and he has an item that grants a +2 enhancement to Dexterity, then his current DEX in all respects is 18. The only tricky thing is remembering that two enhancement bonuses to the same ability do not stack... thus, gloves of dexterity +2 and cats grace +4, do not stack, yielding only the better bonus +4. Gloves of Dexterity, DMG, page 257: "They add to the wearer's Dexterity score in the form of an enhancement bonus of +2, +4, or +6" |
| Orcmonk8906-11-06, 11:48 AM | Perfect! Cheers |
| Teydyn06-11-06, 04:24 PM | off topic: with DEX 18 you have AC 14, not 10 as noted above. Maybe switch DEX and WIS? WIS gives AC too and increases Stunning Fist DC... |
| Zherog06-11-06, 04:30 PM | The only tricky thing is remembering that two enhancement bonuses to the same ability do not stack... thus, gloves of dexterity +2 and cats grace +4, do not stack, yielding only the better bonus +4. And the super-tricky thing is to remember that an enhancement bonus to Intelligence does not grant extra skill points when you level up. :) |
| olshanski_home06-11-06, 04:56 PM | Aroth, Orcish Master; Half-Orc (Orc) Monk 4; CR 4; Medium humanoid; HD 4d8+7; hp ; Init +3; Spd 40 ft.; AC 10, touch 10, flat-footed 10; Base Atk +3; Grp +5; Atk +6 melee (1d8+2 magic, unarmed strike); Full Atk +4/+4 melee (1d8+2 magic, flurry of blows); SA Ki strike, stunning attack 4/day (DC 12); SQ Darkvision 60 ft., evasion, fast movement, flurry of blows, slow fall 20 ft., still mind; AL LE; SV Fort +5, Ref +7, Will +4, Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 8. Skills and Feats: Balance +10, Hide +10, Jump +9, Tumble +10; Combat Reflexes, Improved Unarmed Strike, Stunning Fists, Toughness, Weapon Finesse. Possessions: Sandals of Dexterity +2, Potion of Cure Light Wounds (2), Masterkey to the Monastery. If you want to min-max a little... you could forget weapon finesse: 14,13,12,10,15,8. Then apply racial mods, +1 wis, add +2 enhancement to Wis. After modifications you get: 16,13,12,8,18,6. Give him a potion of bull's strength and a potion of mage armor instead of one of the Cure lt wounds. Aroth, Orcish Master; Half-Orc (Orc) Monk 4; CR 4; Medium humanoid; HD 4d8+7; hp 28; Init +1; Spd 40 ft.; AC 15 (+1 Dex, +4 Wis), touch 15, flat-footed 14; Base Atk +3; Grp +6; Atk +7 melee (1d8+3 magic, unarmed strike); Full Atk +5/+5 melee (1d8+3 magic, flurry of blows); SA Ki strike, stunning attack 4/day (DC 16); SQ Darkvision 60 ft., evasion, fast movement, flurry of blows, slow fall 20 ft., still mind; AL LE; SV Fort +5, Ref +5, Will +8, Str 16, Dex 13, Con 12, Int 8, Wis 18, Cha 6. Skills and Feats: Balance +8, Spot +11, Tumble +8; Combat Reflexes, Improved Unarmed Strike, Stunning Fists, Toughness, Weapon Focus (unarmed strike). Possessions: Amulet of Wisdom+2, Potion of Cure Light Wounds, potion of Mage Armor, Potion of Bull's Strength, Masterkey to the Monastery. If he has the time to buff with his two potions, his stats are: Half-Orc (Orc) Monk 4; CR 4; Medium humanoid; HD 4d8+7; hp 28; Init +1; Spd 40 ft.; AC 19 (+1 Dex, +4 Wis, +4 Mage Armor), touch 15, flat-footed 18; Base Atk +3; Grp +8; Atk +9 melee (1d8+5 magic, unarmed strike); Full Atk +7/+7 melee (1d8+5 magic, flurry of blows) |
| Orcmonk8906-12-06, 09:14 AM | Cheers all. I looked olshanski_home's ideas after I had decided he was a little weak for my party to be facing. I also came up with a plot line involving a grasp for political power. Here's the new, and improved, Aroth: Aroth, Fury Master; Half-Orc (Orc) Monk 4; CR 4; Medium humanoid; HD 4d8+7; hp 32; Init +4; Spd 40 ft.; AC 16 (+2 Dex, +4 Wis), touch 16, flat-footed 14; Base Atk +3; Grp +6; Atk +7 melee (1d8+2 magic, unarmed strike); Full Atk +5/+5 melee (1d8+2 magic, flurry of blows); SA Ki strike, stunning attack 4/day (DC 16); SQ Darkvision 60 ft., evasion, fast movement, flurry of blows, slow fall 20 ft., still mind; AL LE; SV Fort +5, Ref +7, Will +4, Str 16, Dex 14, Con 13, Int 12, Wis 18, Cha 12. Skills and Feats: Balance +6, Bluff +5, Diplomacy +5, Hide +6, Intimidate +5, Move Silently +6, Knowledge (local) +2, Tumble +6; Combat Reflexes, Improved Unarmed Strike, Stunning Fists, Toughness, Weapon Focus (unarmed strike). Possessions: Amulet of Wisdom +2, Potion of Cure Light Wounds, Potion of Mage Armour, Potion of Bull’s Strength, Masterkey to the Monastery. His basic plotline now involves him bid for power to allow a hoard of orcs to move through and siige a keep, which the main powers will have fled to from an orc attack in the south. The PC's must uncover his secrets in: The Righteous Order An adventure for 1st level parties. Coming soon 2006, an Orcmonk adventure. ;) |
| Illion the Red06-12-06, 11:05 AM | My (perhaps wildly inaccurate) I sincerely hope the PCs are at least 2nd level by the time they run into this guy. If they are 1st level...enjoy your TPK. I would predict a stun of the frontline fighter-type in the first shot and a heavily wounded (if not incapacitated) 2nd line melee-type in the first round. Round two: Fighter picks up sword (dropped when he was stunned) and get an AoO that drops him (2d8+4 should be enough to drop almost any 1st level fighter - it's 2d8+8 with the bulls strength). The wounded individual (if still conscious) gets walloped for another 1d8+4 and goes down. The Monk uses his 40' movement to get in close and personal with the remaining party members. He's taken (a guess) a whopping 17 points of damage at this point and things are getting worse for the PCs as the seconds tick by... |
| olshanski_home06-12-06, 11:17 AM | Cheers all. I looked olshanski_home's ideas after I had decided he was a little weak for my party to be facing. I also came up with a plot line involving a grasp for political power. Here's the new, and improved, Aroth: Aroth, Fury Master; Half-Orc (Orc) Monk 4; CR 4; Medium humanoid; HD 4d8+7; hp 32; Init +4; Spd 40 ft.; AC 16 (+2 Dex, +4 Wis), touch 16, flat-footed 14; Base Atk +3; Grp +6; Atk +7 melee (1d8+2 magic, unarmed strike); Full Atk +5/+5 melee (1d8+2 magic, flurry of blows); SA Ki strike, stunning attack 4/day (DC 16); SQ Darkvision 60 ft., evasion, fast movement, flurry of blows, slow fall 20 ft., still mind; AL LE; SV Fort +5, Ref +7, Will +4, Str 16, Dex 14, Con 13, Int 12, Wis 18, Cha 12. Skills and Feats: Balance +6, Bluff +5, Diplomacy +5, Hide +6, Intimidate +5, Move Silently +6, Knowledge (local) +2, Tumble +6; Combat Reflexes, Improved Unarmed Strike, Stunning Fists, Toughness, Weapon Focus (unarmed strike). Possessions: Amulet of Wisdom +2, Potion of Cure Light Wounds, Potion of Mage Armour, Potion of Bull’s Strength, Masterkey to the Monastery. A few problems: Initiative should be +2 (dexterity). Damage is 1d8+3 (strength) Saves are Fort +5 (4 base, +1 Con); Ref +6 (4 base, +2 Dex); Will +8 (4 base, +4 Wis). If this is for publication, the HP and Stats should be standardized... you have stats well above 25 point buy and HP above standard rolling method. If this is for your own use, do whatever you want. (The initial stats pre-racial modifiers would have been 14,14,13,14,15,14, which is a 37 point buy!). Personally, I build all my opponents on 25 point buy and my players do the same. This way I am pretty sure things are balanced. |
| Orcmonk8906-12-06, 01:48 PM | Well, he actually flees the sceen, leaving the PC's to defend the civilians from his monk-like warrior apprentices. The Paladin in the party should help them stay, and, if not, I can include a little muscle intervention. |
| Orcmonk8906-12-06, 01:49 PM | A few problems: Initiative should be +2 (dexterity). Damage is 1d8+3 (strength) Saves are Fort +5 (4 base, +1 Con); Ref +6 (4 base, +2 Dex); Will +8 (4 base, +4 Wis). If this is for publication, the HP and Stats should be standardized... you have stats well above 25 point buy and HP above standard rolling method. If this is for your own use, do whatever you want. (The initial stats pre-racial modifiers would have been 14,14,13,14,15,14, which is a 37 point buy!). Personally, I build all my opponents on 25 point buy and my players do the same. This way I am pretty sure things are balanced. No, I just felt I'd say it as if it were for publication.... however, if people want to see it... |