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The Thinktank => Min/Max It! => : ninjarabbit June 13, 2011, 10:46:21 PM

: Adept vs monk: the final nail in the coffin
: ninjarabbit June 13, 2011, 10:46:21 PM
Just for more proof how bad the monk is there's another NPC class that completely outshines the monk: the adept.


Here's what that adept brings to the table:

-SAD: the adept really only needs a 15+ wis to function so the adept can easily put points into int and con.
-Familiar: Interestingly enough the adept is the only divine class that gets a familiar as a class feature. A familiar is easily worth 2 feats (alertness plus whatever bonus it gives) and gives you a scout/stalker, +2 bonus to your skill checks via add another action, and more. Too bad by RAW that the adept doesn't qualify for the improved familiar feat since it requires arcane spellcasting levels.
-A decent set of class skills: all knowledge skills, handle animal, craft (poison among others), survival, and more. While the adept only gets 2 skill points/level since it is a SAD class it can easily put a 14 or more into int in any point buy.
-Spellcasting: Only 5th level spells but a pretty solid spell list with gems like mirror image, invisibility, animate dead, polymorph, heal, raise dead. minor and major creation (good for poison masters), and wall of stone. The adept can qualify for several reserve feats like touch of healing, firey burst, and minor shapeshift to help make up for a lack of spells per day. No need for UMD and partially charged wands here. In addition an Ebberon adept can add one's domain's spells to his spell list (though he doesn't get the domain ability nor the bonus domain spell slot).

Overall the adept is a solid tier 4 class that can be useful in any tier 3 and below parties, unlike the monk who generally is a waste of space.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 13, 2011, 11:08:24 PM
In all fairness, it's not just the Monk who gets outshone by the Adept. 

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Mixster June 13, 2011, 11:10:54 PM
Wild monk.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 13, 2011, 11:15:49 PM
The Snake Charmer

Human adept 12

25 point buy
str 9
dex 12
con 14
int 14
wis 22 (15 base + 3 from level ups + 4 enhancement)
cha 8

skills: craft (poison) 15 ranks, handle animal 15 ranks, concentration 15 ranks, knowledge (nature) 5 ranks, knowledge (arcana) 5 ranks, survival 5 ranks, heal 6 ranks, knowledge (religion) 1 rank, knowledge (the planes) 1 rank, knowledge (local) 1 rank, knowledge (dungeoneering) 1 rank, spellcraft (1 rank), ride 1 rank (2 skill points spent)

Skill trick: collector of stories

Feats:
1-master of poisons, track, wild cohort (if flaws are allowed), improved initative (if flaws are allowed)
3-zen archery
6-knowledge devotion
9-corpsecrafter
12-minor shapeshift

Key items:
periapt of wisdom +4:  16,000 gps
Pearl of power 4th level: 16,000 gps
Pearl of power 3rd level: 9,000 gps
peral of power 2nd level: 4,000 gps
pearl of power 1st level: 1,000 gps

Masterwork items of all my skills: 650 gps
Big bag of black onyx gems: variable
: Re: Adept vs monk: the final nail in the coffin
: Bauglir June 13, 2011, 11:47:37 PM
I think everyone realizes that spellcasting ties the Monk up in a corner and turkeyslaps it to death. I would wager that if you gave the Commoner Paladin casting, it still would be competitive with a Monk or other classes in the same tier. But I probably wouldn't argue about it for pages on end, I say immediately before that exact thing probably happens.
: Re: Adept vs monk: the final nail in the coffin
: dark_samuari June 14, 2011, 12:35:19 AM
The Snake Charmer

Human adept 12

25 point buy
str 9
dex 10
con 14
int 14
wis 19 (16 base + 3 from level ups)
cha 8

Maxed skills: craft (poison), handle animal, concentration, knowledge (nature), 5 ranks in survival, the rest in heal

Feats:
1-master of poisons, wild cohort
3-improved initative
6-reserve feat: either firey burst or touch of healing
9-improved familiar if a DM allows it, otherwise storm bolt or touch of healing
12-minor shapeshift

Instead of human it should be Extaminar from Champions of Ruin.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 14, 2011, 03:11:05 AM
A Wild Monk is better than the Adept for exactly two levels: 6th and 7th.  At 8th, the Adept gets Animate Dead and goes all lord-of-darkness, creating undead minions that would squish the monk.  At 12th, the Adept gets Polymorph, and can potentially also get Divine Power, turning his Familiar into a war machine of even more fierce power.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 14, 2011, 03:18:34 AM
An Adept can use a partially charged wand of Polymorph long before level 12.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 14, 2011, 04:43:22 AM
Oooh, this is like those naked women posters on 4chan where you comment on the background right?
Because if this is meant as a joke, it's not even that funny. And if not, I hate you all.

Also, Adapt vs His animated zombie, Eer I mean Awakened Spell-Stitched Pryodra. Who would win?
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 14, 2011, 07:00:52 AM
Oooh, this is like those naked women posters on 4chan where you comment on the background right?
Because if this is meant as a joke, it's not even that funny. And if not, I hate you all.

Also, Adapt vs His animated zombie, Eer I mean Awakened Spell-Stitched Pryodra. Who would win?
Adepts don't have Awaken Undead, which honestly is a shitty spell, anyway, and Zombies make terrible spell-sticthing targets.  Also, it doesn't matter that an Adept might die to his own Zombified Hydra, the Zombified Hydra is under the complete control of the Adept.  It's little more than a puppet.

...and no, it's not a joke.  Monks suck.  Even the Wild Monk is a pathetic whelp compared to an Adept.
: Re: Adept vs monk: the final nail in the coffin
: Summerstorm June 14, 2011, 09:57:13 AM
Hm? Well to be honest these threads (The Expert vs. Monk too) totally confuse me.

I know of the weird weaknesses of the monk, but Expert and Adept, REALLY? Of course anybody can construct a specific build and situation where one class (even the weakest) can get a inherently better one down. If you want to measure effectiveness between two classes you have to look on ALL possible challenges and outcomes.

The Expert with a few maximized obscure skills CAN have a peak output on some level... but in no way can make up for raw power for all the stuff of player classes. And i would rate Adept even lower... sure he got his spells... but seriously his list is pretty weak, and everything not on his list is free for all anyway.

So, to compare classes you need to have multiple challenges, as i said. If you just say: The Exper/Adept knows where the monk is (and when he sleeps), of COURSE they can buff up and go and kill him. EVERY attacker can.

We need this for example (And most of these have to be re-evaluated for different levels... and HELL: PRESTIGE-CLASSES):
The monk and the XXX are old enemies. By chance they meet each other unprepared. They are 60 ft. apart. Who wins?
The monk and the XXX are both in a dangerous, dark place. They are both prepared for trouble and will attack anything on sight. Who wins?
The monk and the XXX are both at home in a city. The other dude is a thorn in their side. They need to discredit and shame the other, before seizing their assets and have them drive off. Who wins?
The monk and the XXX both have a fortress with guards and security-wizards. How do they enter the respective other fortress and kill the master?
The monk and the XXX are in a footrace with obstacles (walls, spinning dull blades, balls shot at them, etc. while some japanese dudes laugh) who wins the money?

And much, much more. And seriously... i see the monk win in MOST, but of course not all challenges. Anything outside their classes is pretty much limited free for all anyway, so we can and should only rate in-class abilities. Expert DOES have obscure skills - and more skillpoints, (but seriously... wrestling a monk in his dreams? That is insanely circumstancial) and the Adepts has a few low-level spells. NO way that catapults him on the scale ahead, and if the monks abilities are weakish. (Yeah the freefall ability should provide movements in higher levels - spiderclimb, gliding - and yeah his self-healing should be a tick better... and yeah Abundent Step and Quivering hands should be usable more often, and he should have a DR/Chaotic growing through the levels... but STILL: Evasion, broad saves, immunities, ground mobility, combat feats... it is not THAT bad)
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 14, 2011, 10:35:58 AM
And much, much more. And seriously... i see the monk win in MOST, but of course not all challenges. Anything outside their classes is pretty much limited free for all anyway, so we can and should only rate in-class abilities. Expert DOES have obscure skills - and more skillpoints, (but seriously... wrestling a monk in his dreams? That is insanely circumstancial) and the Adepts has a few low-level spells. NO way that catapults him on the scale ahead, and if the monks abilities are weakish. (Yeah the freefall ability should provide movements in higher levels - spiderclimb, gliding - and yeah his self-healing should be a tick better... and yeah Abundent Step and Quivering hands should be usable more often, and he should have a DR/Chaotic growing through the levels... but STILL: Evasion, broad saves, immunities, ground mobility, combat feats... it is not THAT bad)
Really?  Most?  What the Monk has are crap, garbage, shit, and Evasion.  Ground mobility is an oxymoron in D&D, you're not mobile if you're not flying or tunneling.  Let's do a breakdown of how this all happens:

We need this for example (And most of these have to be re-evaluated for different levels... and HELL: PRESTIGE-CLASSES):
The monk and the XXX are old enemies. By chance they meet each other unprepared. They are 60 ft. apart. Who wins?
Monk vs. Expert - At low levels, the Expert can pull out a Wands/Scrolls of Entangle, Ray of Clumsiness, or Ray of Enfeeblement.  If any of the above hits the Monk, the Monk is basically incapacitated while the Expert pings him to death with a crossbow.

At each progressive level, the Expert can use higher-level scrolls than the monk and can reliably use wands from an earlier level.  He might also have a powerful mount or pet bear (let's see a Monk grapple THAT), or be absolutely deadly with a sickle.

Adept vs. Expert - Obscuring Mist, Sleep, CDG.  The Monk can't find the Expert, and the Expert can use a wand of Sleep, if need be, to just force the Monk to keep rolling until he gets a 1 on his Will save.

The monk and the XXX are both in a dangerous, dark place. They are both prepared for trouble and will attack anything on sight. Who wins?
The Monk is, essentially, blind, unless he has Darkvision or a light source (which will bring attention to himself).  The Expert can train animals with scent and blindsense and use them to guide him through the dungeon, even without light, and to alert him to danger.  If he's feeling extravagant, he can burn a scroll of Darkvision.  What's more, a Monk can't kill a Troll.  At all.  Or anything with decent DR he can't overcome, or anything incorporeal

The Adept is even better prepared for this than the Expert.  He's got an animal companion that can carry a light spell ahead of the Adept and scout around without endangering the Adept.  Obscuring Mist makes for a good defensive/obfuscation spell while the familiar directs the Adept's attacks.

The monk and the XXX are both at home in a city. The other dude is a thorn in their side. They need to discredit and shame the other, before seizing their assets and have them drive off. Who wins?
Expert, EASY.  He has a substantially higher Diplomacy mod because Charisma is a secondary score and he has all three synergy skills as class skills.  Monk has only one synergy skill and is basically forced to dump Charisma or fail at being a monk.

The Adept might lose here, because he doesn't even have Diplomacy as a class skill.  That said, he can use spells like Cause Fear, Dancing Lights, and Ghost Sound to make the Monk's mansion seem haunted.

The monk and the XXX both have a fortress with guards and security-wizards. How do they enter the respective other fortress and kill the master?
The Expert has a chance if he burns ridiculous amounts of resources, but not the monk.  The Adept can play the CoP game since he has Commune and enough spellcasting ability to screw over an unprepared mage, but if there's a security wizard, there's really no realistic chance that any of the three classes mentioned will ever succeed at this task (nevermind actually be able to hire security-wizards).

The monk and the XXX are in a footrace with obstacles (walls, spinning dull blades, balls shot at them, etc. while some japanese dudes laugh) who wins the money?
Nothing even remotely like this happens in D&D.  Prince of Persia doesn't translate to D&D because there's a certain something lost when the success of gravity-defying acrobatics is determined by lady luck.
: Re: Adept vs monk: the final nail in the coffin
: Summerstorm June 14, 2011, 11:00:44 AM
HOLY......

This is exactly what i mean. You have just totally perverted my clean, simple "imaginary scenarios" with ridiculous assumptions. You just only assumed in all scenarios that the monk will lose out and built from there.

Why would he lose initiative in the 60 ft. apart example? Why does the Expert have exactly the spells needed, why does the monk fail a save? Why is a PREPARED monk blind and has no light with him? Why can't he find an enemy in an obscuring mist... and how can your expert cast through that no problem?

And in the social challenge: Why does ONE roll or skill determine the outcome. Just having a probably higher diplomancy check doesn't make you a wizard in a city. The monk has other options (Maybe he is a great scout/ good at shadowing people. Maybe he can outfight people in a brawl better, maybe he can build a reputaion faster and more relaible, because of his powerful background. And even IF it is all one check, in all situations. Why does a +4 over another mean you have a 100% perfect chance to be always better?

The whole thing with using wands and magical items and such is: Defeating problems by throwing money at it. EVERYBODY (who has UMD) can do that.

Oh and also with flying: Come on. I know flying is powerful and all... but not EVERYBODY flies (all the time), well... at least nobody who paid the 55k? for flying boots. And of course prepared wizards and sorcerers etc. on mid-high levels.

So yeah... i would say: Experts, Adepts and monks have roughly the same ability to fly.
: Re: Adept vs monk: the final nail in the coffin
: Midnight_v June 14, 2011, 11:14:51 AM
Wild monk.
doesn't exist. . .
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 14, 2011, 11:38:51 AM
Why would he lose initiative in the 60 ft. apart example?
He might not, but what is he going to do?  Charge?  An expert can take 1d6+2.  Seriously, Monks do shit for damage.

Why does the Expert have exactly the spells needed, why does the monk fail a save?
Entangle is a brutal spell at low levels, and the Monk will have to make multiple saves if the Expert places it appropriately.  The others have no saving throw, they're touch attacks.

Why is a PREPARED monk blind and has no light with him?
  He can have light with him.  Expert doesn't need it.

Why can't he find an enemy in an obscuring mist... and how can your expert cast through that no problem?
Actually, it was the Adept casting through it no problem, because the Adept has a familiar that can spot for him.  Plus, Sleep has an AoE.  If the Adept kinda sorta knows where the monk is, then he can hit the monk with sleep.  Also, the monk would have to get lucky to find the Adept in the mist.

And in the social challenge: Why does ONE roll or skill determine the outcome. Just having a probably higher diplomancy check doesn't make you a wizard in a city.
  Have you read the Diplomacy skill?  It allows for some pretty obscene stuff.  If you prefer, I could have the Expert blow a scroll of Glibness and say that the Monk was a retarded mind flayer that had it's tentacles amputated, but was somehow still a threat to society and would have to be killed by drilling a hole in his his head and replacing his brain with salt, and the people would believe it.  Also, I suggested non-Diplomacy options with my Adept since Adepts don't get it as a class skill.  That said, the monk can't do shit aside from roll a shitty diplomacy check or punch people for 1d6+2.

The monk has other options (Maybe he is a great scout/ good at shadowing people. Maybe he can outfight people in a brawl better, maybe he can build a reputaion faster and more relaible, because of his powerful background.
See previous sentence.  The monk's options suck ass.  You can shadow people to the end of the world, and that makes you a half-decent nameless crony, but even that can be done better by an Adept casting Commune.  As for combat, a Monk can't fight it's way out of a paper bag.  It's sole purpose was supposed to be damage output when it was designed, which is not only the shittiest thing you can do in D&D, but the Monk is absolutely terrible at it.

And even IF it is all one check, in all situations. Why does a +4 over another mean you have a 100% perfect chance to be always better?
It's not +4.  A decently optimized Expert will have at least a 16 in Charisma.  A Monk *might* have an 8.  That basically means the Expert is reliably making those Diplomacy checks eight levels before the Monk is.  In reality, he's doing it even faster than that.

The whole thing with using wands and magical items and such is: Defeating problems by throwing money at it. EVERYBODY (who has UMD) can do that.
It's a common myth that low-level Monks have UMD.  They're not even capable of reliably using a Wand until almost 10th level.

Oh and also with flying: Come on. I know flying is powerful and all... but not EVERYBODY flies (all the time), well... at least nobody who paid the 55k? for flying boots. And of course prepared wizards and sorcerers etc. on mid-high levels.

So yeah... i would say: Experts, Adepts and monks have roughly the same ability to fly.
Well, Dire Bat mounts are pretty popular, and accessible at low levels with Handle Animal optimization.  That's a skill both Adepts and Experts have, but Monks don't.  I'm something of a fan of the Phantom Steed spell; the move rate on those things is downright obscene.  There's also the Overland Flight spell, but you'd really want that on your spell list since it's not in cheap wand form.  Air Walk is a bit more accessible for the Adept, but has an even shorter duration, and wands of it are really expensive.  At that point, you might as well buy the boots.

So yeah, Experts and Adepts have an easier time with flying mounts, and can probably lift off themselves a bit earlier.  The point I was actually making, however, was that the Monk's move speed enhancement was a non-ability because ground-based movement speed really doesn't help.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 14, 2011, 11:45:17 AM
Hm? Well to be honest these threads (The Expert vs. Monk too) totally confuse me.

I know of the weird weaknesses of the monk, but Expert and Adept, REALLY? Of course anybody can construct a specific build and situation where one class (even the weakest) can get a inherently better one down. If you want to measure effectiveness between two classes you have to look on ALL possible challenges and outcomes.

The Expert with a few maximized obscure skills CAN have a peak output on some level... but in no way can make up for raw power for all the stuff of player classes. And i would rate Adept even lower... sure he got his spells... but seriously his list is pretty weak, and everything not on his list is free for all anyway.

Well, expert makes a decent skill monkey since it can select a bunch of good skills as class skills.

Adept, while having a limited spell list, it does have quite a few good spells(Sleep, Web, Aniamte Dead, Cause Fear, Command, Invisibility, Mirror Image, Minor and Major Creation, Polymorph, Wall of Stone, Commune, True Seeing). A bunch of good spells>no spells by quite a large margin.

Monk on the other hand fails at being a decent pretty much anything.
 
: Re: Adept vs monk: the final nail in the coffin
: Midnight_v June 14, 2011, 11:48:09 AM
HOLY......

This is exactly what i mean. You have just totally perverted my clean, simple "imaginary scenarios" with ridiculous assumptions. You just only assumed in all scenarios that the monk will lose out and built from there.

Why would he lose initiative in the 60 ft. apart example? Why does the Expert have exactly the spells needed, why does the monk fail a save? Why is a PREPARED monk blind and has no light with him? Why can't he find an enemy in an obscuring mist... and how can your expert cast through that no problem?

And in the social challenge: Why does ONE roll or skill determine the outcome. Just having a probably higher diplomancy check doesn't make you a wizard in a city. The monk has other options (Maybe he is a great scout/ good at shadowing people. Maybe he can outfight people in a brawl better, maybe he can build a reputaion faster and more relaible, because of his powerful background. And even IF it is all one check, in all situations. Why does a +4 over another mean you have a 100% perfect chance to be always better?

The whole thing with using wands and magical items and such is: Defeating problems by throwing money at it. EVERYBODY (who has UMD) can do that.

Oh and also with flying: Come on. I know flying is powerful and all... but not EVERYBODY flies (all the time), well... at least nobody who paid the 55k? for flying boots. And of course prepared wizards and sorcerers etc. on mid-high levels.

So yeah... i would say: Experts, Adepts and monks have roughly the same ability to fly.
Honestly... you likely just don't have enough experience to know better. The reason I suggest that is the questions your asking seem to be very ininformed. Like why can an adept cast in an obscuring mist.
There are 2 types of people who really don't get whats going on, those who don't know and those who willingly ignore whats going on.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 14, 2011, 11:49:34 AM
HOLY......

This is exactly what i mean. You have just totally perverted my clean, simple "imaginary scenarios" with ridiculous assumptions. You just only assumed in all scenarios that the monk will lose out and built from there.

Why would he lose initiative in the 60 ft. apart example? Why does the Expert have exactly the spells needed, why does the monk fail a save? Why is a PREPARED monk blind and has no light with him? Why can't he find an enemy in an obscuring mist... and how can your expert cast through that no problem?

And in the social challenge: Why does ONE roll or skill determine the outcome. Just having a probably higher diplomancy check doesn't make you a wizard in a city. The monk has other options (Maybe he is a great scout/ good at shadowing people. Maybe he can outfight people in a brawl better, maybe he can build a reputaion faster and more relaible, because of his powerful background. And even IF it is all one check, in all situations. Why does a +4 over another mean you have a 100% perfect chance to be always better?

The whole thing with using wands and magical items and such is: Defeating problems by throwing money at it. EVERYBODY (who has UMD) can do that.

Oh and also with flying: Come on. I know flying is powerful and all... but not EVERYBODY flies (all the time), well... at least nobody who paid the 55k? for flying boots. And of course prepared wizards and sorcerers etc. on mid-high levels.

So yeah... i would say: Experts, Adepts and monks have roughly the same ability to fly.

It's like there's a 24 page thread on this same forum that explains why Monks are worse, and you still have managed to not read any of it.

Also several of your defenses of monk are RP things that don't involve rules.  If your DM lets you just talk your way out of everything and not use skills at all, then that probably will help the monk substantially but has nothing to do with the game as written.   "maybe he can build a reputaion faster and more relaible, because of his powerful background. " what does that even mean?

Monk class features are worse than skill optimization, don't feel bad most things that low on the tier list have the same problem, and Experts are better at skill optimization by a good amount.  Further if the monk wants to TRY skill optimization he has to dump more stats and can't keep up with the point buy while maintaining his ability to do physical damage.  Which he really wasn't very good at anyway. 

Furthermore, even if he were good at shadowing people, an expert would be better because he has more skills.
: Re: Adept vs monk: the final nail in the coffin
: the_shadowmind June 14, 2011, 12:23:52 PM
Wild monk.
doesn't exist. . .

Just because it from Dragon Mag, doesn't mean it doesn't exist. It just means it will get almost no use. Shares the book with the Filidh(wizard variant) and the Wild Defender(Ranger Variant, gets spells earlier).
: Re: Adept vs monk: the final nail in the coffin
: veekie June 14, 2011, 12:25:30 PM
Also several of your defenses of monk are RP things that don't involve rules.  If your DM lets you just talk your way out of everything and not use skills at all, then that probably will help the monk substantially but has nothing to do with the game as written.   "maybe he can build a reputaion faster and more relaible, because of his powerful background. " what does that even mean?
Try that with the Expert, Mr Damascus, renowned creator of masterwork blades. Or Expert Gandhi, who has a high diplomacy skill and a reputation for bringing peace.
Probably has a comparable reputation to the Grandmaster of Sixteen Flowers who resides at a monastery out of town, but have the skills to leverage their reputation instead of sink it.
Remember, even with 32 point buy, a monk is hard pressed to have ANYTHING at all in his Int and Cha, which are the only stats neither his class skills, class features nor fighting styles are compatible with.
: Re: Adept vs monk: the final nail in the coffin
: Shiki June 14, 2011, 12:32:48 PM
^Arguably you can go Carmendine Monk/Kung Fu Genius to switch Wis for Int, which will result in more skill points, but there goes one feat from your already limited pool of feats. Sooo, yeah.


Tashalatora makes up for good monks, but those are not monks anymore, eh. /swt
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 14, 2011, 12:59:59 PM
Why would he lose initiative in the 60 ft. apart example?
He might not, but what is he going to do?  Charge?  An expert can take 1d6+2.  Seriously, Monks do shit for damage.
The words "Charge" and negative expressed "damage" NEVER go together. In fact, a Monk is a better uber charger than anyone else.

@Summerstorm and you highlight why the Expert thread is pure fail. It's pretending Expert vs Monk, but all it really is about Iaiajitsu, UMD, and PSD is more effective than the Monk's single X trait. Personally, if I could lose one skill point per level in exchange for +6 to Fort/Relf, I'd do it with every single character I've ever made and you haven't even started talking about class features or how many skill points I can trade in. If you asked me if Iaijitsu Strike was better than Unarmed Damage, I'd ask if you were high. When told "throwing gold at a challenge means you win", the only thing the Adapt is capable of, then by default anything with a level is made of win and their argument collapses into it's self. Take for instance the monk's 3 feats. Trolls say the list sucks and blammo supposedly they have no value. But having a whole 10 points in UMD by level 20 over the Monk when DCs cap at 30 is massively relevant, it's so relevant that you need to take Handle Animal and train a pet for it to win your fights for you.

: Re: Adept vs monk: the final nail in the coffin
: Nachofan99 June 14, 2011, 01:15:18 PM
@ SorO+Summer:  Pretty much the same way I feel.  Only a terrible DM would allow such shenanigans to pass off in their game, and in that case, no PC of ANY class is going to have a problem doing anything because it seems like everything is tailor made for them to succeed.  Sounds like a boring campaign to me.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 14, 2011, 01:31:29 PM
@ SorO+Summer:  Pretty much the same way I feel.  Only a terrible DM would allow such shenanigans to pass off in their game, and in that case, no PC of ANY class is going to have a problem doing anything because it seems like everything is tailor made for them to succeed.  Sounds like a boring campaign to me.

*sigh*
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 14, 2011, 02:32:18 PM
In all fairness, it's not just the Monk who gets outshone by the Adept. 

JaronK

Truth but some people need to be educated.....but then again there are some people who will completely ignore facts and logical reasoning.
: Re: Adept vs monk: the final nail in the coffin
: Mixster June 14, 2011, 02:58:23 PM
And much, much more. And seriously... i see the monk win in MOST, but of course not all challenges. Anything outside their classes is pretty much limited free for all anyway, so we can and should only rate in-class abilities. Expert DOES have obscure skills - and more skillpoints, (but seriously... wrestling a monk in his dreams? That is insanely circumstancial) and the Adepts has a few low-level spells. NO way that catapults him on the scale ahead, and if the monks abilities are weakish. (Yeah the freefall ability should provide movements in higher levels - spiderclimb, gliding - and yeah his self-healing should be a tick better... and yeah Abundent Step and Quivering hands should be usable more often, and he should have a DR/Chaotic growing through the levels... but STILL: Evasion, broad saves, immunities, ground mobility, combat feats... it is not THAT bad)

Yeah, in a straight on one on one fight with little to no preparation the monk has a decent chance. But if you start thinking about doing something that contributes to the party. Monk doesn't do much. Adept and expert does.

And it's not to say that the monk can't have a niche, Wild Monk gets a niche as a decent damage dealer and a party scout. But the core monks niche extremely narrow, since all he does really well is survive, and due to his low HD he isn't actually too good at that. Yeah sure, he's probably better than the expert and the adept at surviving, but his other talents are just not that good.
An Adept and an expert can function as low tier casters and scouts. But the monk just doesn't function that well.

Therefore in a Tier 4 & 5 Party, adepts and expert contribute, while experts are probably just worse than the rogue at what they do. They can still add something to a Tier 5 party. The monk, while more powerful all-round, is not adding anything to the party.

If we are accepting the wild monk/martial monk, I totally agree that he can probably outshine the adept & totally outshine the expert. If not, all his got are better defense and perhaps a slightly better damage output. Still nothing compared to the versatility of the expert and the spells of the adept.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 14, 2011, 03:08:46 PM
The issue with the wild monk is that it's a reflection of how good wildshape is, not how good the monk and its class features are. Wildshape pretty much bumps up any class up a tier, look at the wildshape ranger for example.
: Re: Adept vs monk: the final nail in the coffin
: PlzBreakMyCampaign June 14, 2011, 03:33:03 PM
But I probably wouldn't argue about it for pages on end
amen

Because if this is meant as a joke, it's not even that funny. And if not, I hate you all.
Huh?
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 14, 2011, 05:00:09 PM
@ SorO+Summer:  Pretty much the same way I feel.  Only a terrible DM would allow such shenanigans to pass off in their game, and in that case, no PC of ANY class is going to have a problem doing anything because it seems like everything is tailor made for them to succeed.  Sounds like a boring campaign to me.

Well, since the expert's only class feature is getting to pick class skills it's unsurprising that expert optimization will involve skill optimization. Expert is a skill monkey per definition, and it's pretty good at that.
Adept has polymorph, and that alone is worth more than the entire monk class, especially when coupled with familiar and share spells. Barring that, it's a decent support caster, has some battlefield control (about 1 good spell at every level), and can heal.
The monk however, is pretty terrible at everything the class tries to do(mobile melee combatant).

: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 14, 2011, 05:07:10 PM
But I probably wouldn't argue about it for pages on end
amen

Oooh, this is like those naked women posters on 4chan where you comment on the background right?
Because if this is meant as a joke, it's not even that funny. And if not, I hate you all.
Huh?
Yeah idk if I meant it as a poor joke akin to this thread or if I really would hate you all. It does help to have that first line in there, other wise when I mentioned the dislike towards those posters-in-a-poster things that continue the terrabad joke you won't get it at all. Really though, as four years ago bitching about the Monk was old news, and as of yesterday I realized the Barbarian committed suicide prior to that.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo June 14, 2011, 05:21:11 PM
The issue with the wild monk is that it's a reflection of how good wildshape is, not how good the monk and its class features are. Wildshape pretty much bumps up any class up a tier, look at the wildshape ranger for example.

All that the adept gets are spells. Spells  that other classes can get. So by your definition the adept suckorz because he's just a reflection of how good spellcasting is.

If the monk can get wildshape by RAW, why not the hell allow him to get it? A lot of people here seem to be all cool with allowing homebrew for the psywarrior to get metamorphosis extra early, but the monk can't get the nice things the actual rules allow him why again?
: Re: Adept vs monk: the final nail in the coffin
: Mixster June 14, 2011, 05:33:46 PM
If the monk can get wildshape by RAW, why not the hell allow him to get it? A lot of people here seem to be all cool with allowing homebrew for the psywarrior to get metamorphosis extra early, but the monk can't get the nice things the actual rules allow him why again?

Mostly because I don't think anyone is arguing that the Wild Monks are worse than an expert, nor that he is worse than an adept.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 14, 2011, 05:35:56 PM
If the monk can get wildshape by RAW, why not the hell allow him to get it? A lot of people here seem to be all cool with allowing homebrew for the psywarrior to get metamorphosis extra early, but the monk can't get the nice things the actual rules allow him why again?

Mostly because I don't think anyone is arguing that the Wild Monks are worse than an expert, nor that he is worse than an adept.

This.  We all agree Wild Monks are substantially better, but they also aren't what most people mean when they say monk. 
: Re: Adept vs monk: the final nail in the coffin
: oslecamo June 14, 2011, 05:55:01 PM
If the monk can get wildshape by RAW, why not the hell allow him to get it? A lot of people here seem to be all cool with allowing homebrew for the psywarrior to get metamorphosis extra early, but the monk can't get the nice things the actual rules allow him why again?

Mostly because I don't think anyone is arguing that the Wild Monks are worse than an expert, nor that he is worse than an adept.

This.  We all agree Wild Monks are substantially better, but they also aren't what most people mean when they say monk. 

It works both ways. So the adept is a magic user? Well what most people think when they say magic user is either nuking or healing.

So it's only fair that the adept only gets to use pure damage and pure healing spells.
: Re: Adept vs monk: the final nail in the coffin
: the_shadowmind June 14, 2011, 06:09:48 PM
If the monk can get wildshape by RAW, why not the hell allow him to get it? A lot of people here seem to be all cool with allowing homebrew for the psywarrior to get metamorphosis extra early, but the monk can't get the nice things the actual rules allow him why again?

Mostly because I don't think anyone is arguing that the Wild Monks are worse than an expert, nor that he is worse than an adept.

This.  We all agree Wild Monks are substantially better, but they also aren't what most people mean when they say monk. 
[/qu

It works both ways. So the adept is a magic user? Well what most people think when they say magic user is either nuking or healing.

So it's only fair that the adept only gets to use pure damage and pure healing spells.

I think a better argument against the Wild monk is that it is a variant from Dragon Magazine.  If it was from one of the Complete Series it would be on of the first things listed when people ask for Monk help. If it was from a web article it would get linked often. But due to the obscure nature, traditionally poorly balanced, and more difficult to access nature of Dragon Magazine makes even the good material from it gets little use.
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 14, 2011, 06:23:07 PM
If the monk can get wildshape by RAW, why not the hell allow him to get it?

That isn't RAW, that's Paizo. As for the PsiWar getting Metamorphosis early, I have no idea how that works.
: Re: Adept vs monk: the final nail in the coffin
: veekie June 14, 2011, 06:26:23 PM
If the monk can get wildshape by RAW, why not the hell allow him to get it? A lot of people here seem to be all cool with allowing homebrew for the psywarrior to get metamorphosis extra early, but the monk can't get the nice things the actual rules allow him why again?

Mostly because I don't think anyone is arguing that the Wild Monks are worse than an expert, nor that he is worse than an adept.

This.  We all agree Wild Monks are substantially better, but they also aren't what most people mean when they say monk.  

It works both ways. So the adept is a magic user? Well what most people think when they say magic user is either nuking or healing.

So it's only fair that the adept only gets to use pure damage and pure healing spells.
Not exactly, but the argument is mainly that a straight adept beats a straight monk in terms of usability.
The adept's spell list is not expanded significantly by supplement sources, he needs nothing but core...except core is all he needs, and core is usually approved.
The expert truly needs only UMD and scrolls to be combat effective. To be generally effective he just needs to be himself.
The monk's usability hinges on either a monk variant from an obscure source(which may or may not violate the monk's image), or else feats from multiple campaign/obscure sources(Truth be told I hadn't even heard of half the things used to give the monk a fighting chance until the Expert vs Monk thread). Most of these methods gain no advantage from being a monk. You could do the same thing with a spell-less wizard for the most part.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 14, 2011, 06:31:05 PM
If the monk can get wildshape by RAW, why not the hell allow him to get it?

That isn't RAW, that's Paizo. As for the PsiWar getting Metamorphosis early, I have no idea how that works.
Oh I know!
UPD.

...Ok not really.
The expert truly needs only UMD and scrolls to be combat effective. To be generally effective he just needs to be himself.
The monk's usability hinges on either a monk variant from an obscure source(which may or may not violate the monk's image), or else feats from multiple campaign/obscure sources(Truth be told I hadn't even heard of half the things used to give the monk a fighting chance until the Expert vs Monk thread). Most of these methods gain no advantage from being a monk. You could do the same thing with a spell-less wizard for the most part.
I wasn't aware Races of Destiny(Able Learner) was either a campaign or obscure source. Srsly that's all you got? A Monk using UMD doesn't fit my image of the Monk, so I must be right. Great job convincing me so far.  :rollseyes
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 14, 2011, 06:36:04 PM
If the monk can get wildshape by RAW, why not the hell allow him to get it?

That isn't RAW, that's Paizo. As for the PsiWar getting Metamorphosis early, I have no idea how that works.
Oh I know!
UPD.

...Ok not really.
The expert truly needs only UMD and scrolls to be combat effective. To be generally effective he just needs to be himself.
The monk's usability hinges on either a monk variant from an obscure source(which may or may not violate the monk's image), or else feats from multiple campaign/obscure sources(Truth be told I hadn't even heard of half the things used to give the monk a fighting chance until the Expert vs Monk thread). Most of these methods gain no advantage from being a monk. You could do the same thing with a spell-less wizard for the most part.
I wasn't aware Races of Destiny(Able Learner) was either a campaign or obscure source. Srsly that's all you got? A Monk using UMD doesn't fit my image of the Monk, so I must be right. Great job convincing me so far.  :rollseyes

He was talking about the one from KoK Skill Prodigy, which is both obscure and a campaign setting, since that's what was used in the other thread.  Able Learner seems mostly irrelevant in this conversation?
: Re: Adept vs monk: the final nail in the coffin
: oslecamo June 14, 2011, 06:36:41 PM
Not exactly, but the argument is mainly that a straight adept beats a straight monk in terms of usability.
The adept's spell list is not expanded significantly by supplement sources, he needs nothing but core...except core is all he needs, and core is usually approved.
If we're gonna put arbitary limitations then I choose to remove the spell section of Core. Adept and Monk fight head on whitout magic trickeries! It's only fair because basic combat rules are all he needs in this case, and basic combat rules are usually approved (at least more aproved than certain spells).

The expert truly needs only UMD and scrolls to be combat effective. To be generally effective he just needs to be himself.
1-The expert on that thread was picking Iajutsu Focus, an obscure feat to get trapfinding and several other noncore tricks as key parts of its build.
2-It has been stablished several times that UMD with magic items alone isn't a valid tactic, even for rogues that get it as a class skill. Why does the expert gets a free pass again?

The monk's usability hinges on either a monk variant from an obscure source(which may or may not violate the monk's image), or else feats from multiple campaign/obscure sources(Truth be told I hadn't even heard of half the things used to give the monk a fighting chance until the Expert vs Monk thread). Most of these methods gain no advantage from being a monk. You could do the same thing with a spell-less wizard for the most part.
I could make an UMD user with pretty damn anything. Again, why does the expert gets a free pass at it?
: Re: Adept vs monk: the final nail in the coffin
: Halinn June 14, 2011, 06:37:20 PM
The expert truly needs only UMD and scrolls to be combat effective. To be generally effective he just needs to be himself.
The monk's usability hinges on either a monk variant from an obscure source(which may or may not violate the monk's image), or else feats from multiple campaign/obscure sources(Truth be told I hadn't even heard of half the things used to give the monk a fighting chance until the Expert vs Monk thread). Most of these methods gain no advantage from being a monk. You could do the same thing with a spell-less wizard for the most part.
I wasn't aware Races of Destiny(Able Learner) was either a campaign or obscure source. Srsly that's all you got? A Monk using UMD doesn't fit my image of the Monk, so I must be right. Great job convincing me so far.  :rollseyes

I do believe that this is referring to Skill Prodigy from the fairly obscure Kingdoms of Kalamar.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 14, 2011, 06:39:10 PM
Not exactly, but the argument is mainly that a straight adept beats a straight monk in terms of usability.
The adept's spell list is not expanded significantly by supplement sources, he needs nothing but core...except core is all he needs, and core is usually approved.
If we're gonna put arbitary limitations then I choose to remove the spell section of Core. Adept and Monk fight head on whitout magic trickeries! It's only fair because basic combat rules are all he needs in this case, and basic combat rules are usually approved (at least more aproved than certain spells).

The expert truly needs only UMD and scrolls to be combat effective. To be generally effective he just needs to be himself.
1-The expert on that thread was picking Iajutsu Focus, an obscure feat to get trapfinding and several other noncore tricks as key parts of its build.
2-It has been stablished several times that UMD with magic items alone isn't a valid tactic, even for rogues that get it as a class skill. Why does the expert gets a free pass again?

The monk's usability hinges on either a monk variant from an obscure source(which may or may not violate the monk's image), or else feats from multiple campaign/obscure sources(Truth be told I hadn't even heard of half the things used to give the monk a fighting chance until the Expert vs Monk thread). Most of these methods gain no advantage from being a monk. You could do the same thing with a spell-less wizard for the most part.
I could make an UMD user with pretty damn anything. Again, why does the expert gets a free pass at it?

I'm starting to think some of the people in this conversation are being intentionally dense.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 June 14, 2011, 06:47:56 PM
I'm starting to think some of the people in this conversation are being intentionally dense.
Only starting?
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 14, 2011, 06:48:22 PM
I'm starting to think some of the people in this conversation are being intentionally dense.
Only starting?

Well I thought we were making progress.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 14, 2011, 06:51:08 PM
He was talking about the one from KoK Skill Prodigy, which is both obscure and a campaign setting, since that's what was used in the other thread.  Able Learner seems mostly irrelevant in this conversation?
Monk vs Expert is mostly irrelevant in this conversation. And KoK is still new to me (obscure for sure), still need to acquire information about it.

: Sobolev
I'm starting to think some of the people in this conversation are being intentionally dense.
Starting? Where have you been for the 25+ pages of the last topic before they made this one to troll up some more responses. Hell look at the title. Last nail? Theres four NPC classes, they skipped Commoner and Aristocrat. Bans all around.
: Re: Adept vs monk: the final nail in the coffin
: veekie June 14, 2011, 06:51:39 PM
Able Learner brings the Monk up to even with wands at level 10+ since its still a cross class skill. Hes still behind on scrolls, though of course an item of +15 to UMD doesn't cost all that much. Up until then hes jobbing to an NPC class. Thats just sad isn't it?
For the same level of optimization what does each class do?
Core only:
Expert rocks UMD, Diplomacy plus probably Hide and Move Silently for kicks. Wands, wands and scrolls. Add a ranged weapon and some feats to synergize with it, its not like they have much else to do with those feats.
Adept just uses the spells straight out. Nothing fancy to it, won't even need polymorph for the most part.
Monk....he COULD  make a painful effort to work on UMD, but really at this point hes better off just switching to weapons and armor that don't suck until he can afford an item of +Lots to it.

Core + PHB2 + MIC + Spell Compendium + Completes + Races:
Expert is still rocking UMD, now with a few more options.
Adept gets access to some metamagic cost reduction tricks.
Monk, with Able Learner, now can play the UMD game within reasonable cost by the teen levels. Hes still playing catchup on that end, and his core fighting style is still ineffective.

The above + 1 Campaign Setting or Dragon:
Expert now has Iaijutsu, he can now melee without using a polymorph scroll first.
Adept...tapers off a bit, the same trick they use in core still works.
Monk can now become a Wild Monk and be golden. Adept got the same trick 2 steps earlier. Alternatively the monk can now afford to do what the Expert has been doing for 2 steps earlier.

Full sources:
Expert stalls, this is pretty much already the optimization limit in terms of broad enhancements.
Adept stalled last step already.
Monk now can do the UMD thing, Iajutsu AND Wild Monk, by pulling from at least two campaign settings and Dragon.

And yes, it was Skill Prodigy I referred to.
: Re: Adept vs monk: the final nail in the coffin
: Mixster June 14, 2011, 06:54:15 PM
If the monk can get wildshape by RAW, why not the hell allow him to get it? A lot of people here seem to be all cool with allowing homebrew for the psywarrior to get metamorphosis extra early, but the monk can't get the nice things the actual rules allow him why again?

Mostly because I don't think anyone is arguing that the Wild Monks are worse than an expert, nor that he is worse than an adept.

This.  We all agree Wild Monks are substantially better, but they also aren't what most people mean when they say monk. 

It works both ways. So the adept is a magic user? Well what most people think when they say magic user is either nuking or healing.

So it's only fair that the adept only gets to use pure damage and pure healing spells.
Do you want to actually get something from this discussion or do you just want to "win" the discussion?

I think everyone has conceded that Wild Monk can do better than an adept. I also think almost everyone has conceded that Martial Monk can do better than an expert. There is nothing to discuss there, because we agree.

So the argument is probably more, if we just use Core it's: Adept>Monk>Expert (without bogus like handle animal). If we also take into account a lot of other sources, but not Dragon it's Adept>Monk=Expert. If we take into account Dragon and stuff like that I'd say it's Monk>Adept>Expert, but would be open for debate as to the correct equivalence of monk and adept.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 14, 2011, 06:55:42 PM
If the monk can get wildshape by RAW, why not the hell allow him to get it?

That isn't RAW, that's Paizo. As for the PsiWar getting Metamorphosis early, I have no idea how that works.

I think he means researching it(which is pretty debatable by RAW) so that you can get it at level 10 (when you get 4th level powers) as opposed to level 14 (the earliest you can take it via Expanded Knowledge). Mantled Warrior ACF and choosing the Natural World mantle achieves exactly the same effect at the cost of 1 feat.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 14, 2011, 07:10:47 PM
Since people want actual builds, here you go.  They are listed in the order I think they fall in power level.  Debate can go from there.

Monk 6 (Wild Monk) // Master of Many Forms 10 // Something 4
Sources: Dragon Magazine 324, Complete Adventurer

Feats:
[1st] Alertness
[3rd] Endurance
Rest are Open.

Turn in to a Dragon.  Cast Spells.  Kill everyone.  

Note: Points of contention include using Dragon Magazine, trading away all of the class features that are supposedly amazing, and using a prestige class that's banned at official WotC events for being too strong and wasting too much time.  But it's clearly better than an expert (and honestly, lots of other things too).

Build two:
Monk 2 (Martial Monk)
Sources: Dragon Magazine 310

[Monk 1] Weapon Supremacy
[Monk 2] Shock Trooper

Notes: Points of contention include using Dragon Magazine (310 is only the second issue containing 3.5 material).  However, it's damn good at charging people to death.

Both of these builds have their problems, but I think at least one of them is clearly better than Expert and the other at least blows people up by charging them.  Neither of them makes use of the class features that were being defended in the other thread.

The Wild Monk is clearly in a different tier than the other monk brethren, no one is arguing that.  Far above Expert.  Just like CW Samurai are in 6 without Imperious Command and 5 if they have it.  I don't know if the second build can get past "Attack and kill things and hope violence solves everything" but its pretty damn good at violence.

I stand by others in saying that most of the monk class features however, the monks being defended by most players (including my friend who spawned the other thread 24 pages ago) are terrible and are beaten out by simple skill optimization.  Yes, a monk could theoretically engage in the same skill optimization, but he's weaker at it and that should be plain.

All I want people to admit is that the Wild Monk (and probably the Martial Monk) are in a tier separate from other monks who do not make use of these (often disallowed) sources.  Just like various other classes listed twice on the list (e.g. Binder, Ranger, CW Samurai) and that the Monks as presented by Giacomo et al. are a joke.  Monks as played by the VAST majority of players belong in the same tier as Experts, just where they are.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 14, 2011, 07:40:45 PM
A commoner with wild shape would be tier 4
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 14, 2011, 07:43:26 PM
Why would he lose initiative in the 60 ft. apart example?
He might not, but what is he going to do?  Charge?  An expert can take 1d6+2.  Seriously, Monks do shit for damage.
The words "Charge" and negative expressed "damage" NEVER go together. In fact, a Monk is a better uber charger than anyone else.

@Summerstorm and you highlight why the Expert thread is pure fail. It's pretending Expert vs Monk, but all it really is about Iaiajitsu, UMD, and PSD is more effective than the Monk's single X trait. Personally, if I could lose one skill point per level in exchange for +6 to Fort/Relf, I'd do it with every single character I've ever made and you haven't even started talking about class features or how many skill points I can trade in. If you asked me if Iaijitsu Strike was better than Unarmed Damage, I'd ask if you were high. When told
"throwing gold at a challenge means you win", the only thing the Adapt is capable of, then by default anything with a level is made of win and their argument collapses into it's self. Take for instance the monk's 3 feats. Trolls say the list sucks and blammo supposedly they have no value. But having a whole 10 points in UMD by level 20 over the Monk when DCs cap at 30 is massively relevant, it's so relevant that you need to take Handle Animal and train a pet for it to win your fights for you.

Wow, completely in agreement here.
As soon as I have the time, I am ready - as in the expert vs monk thread - to come up with monk buils that will show superiority over adepts as well.:)

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Halinn June 14, 2011, 07:44:20 PM
The above + 1 Campaign Setting or Dragon:
Expert now has Iaijutsu, he can now melee without using a polymorph scroll first.
Adept...tapers off a bit, the same trick they use in core still works.
Monk can now become a Wild Monk and be golden. Adept got the same trick 2 steps earlier. Alternatively the monk can now afford to do what the Expert has been doing for 2 steps earlier.

Eberron adepts get a domain :)
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 14, 2011, 08:00:31 PM
Why would he lose initiative in the 60 ft. apart example?
He might not, but what is he going to do?  Charge?  An expert can take 1d6+2.  Seriously, Monks do shit for damage.
The words "Charge" and negative expressed "damage" NEVER go together. In fact, a Monk is a better uber charger than anyone else.

@Summerstorm and you highlight why the Expert thread is pure fail. It's pretending Expert vs Monk, but all it really is about Iaiajitsu, UMD, and PSD is more effective than the Monk's single X trait. Personally, if I could lose one skill point per level in exchange for +6 to Fort/Relf, I'd do it with every single character I've ever made and you haven't even started talking about class features or how many skill points I can trade in. If you asked me if Iaijitsu Strike was better than Unarmed Damage, I'd ask if you were high. When told
"throwing gold at a challenge means you win", the only thing the Adapt is capable of, then by default anything with a level is made of win and their argument collapses into it's self. Take for instance the monk's 3 feats. Trolls say the list sucks and blammo supposedly they have no value. But having a whole 10 points in UMD by level 20 over the Monk when DCs cap at 30 is massively relevant, it's so relevant that you need to take Handle Animal and train a pet for it to win your fights for you.

Wow, completely in agreement here.
As soon as I have the time, I am ready - as in the expert vs monk thread - to come up with monk buils that will show superiority over adepts as well.:)

- Giacomo

Aren't you the guy who thinks Monks are better than Wizards?
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 14, 2011, 08:06:19 PM
No.
I maintain that in core, monks built for it have a good chance vs wizards.
Outside of core, class balance breaks down and the wizard is stronger.

Good night to all.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Solo June 14, 2011, 08:09:42 PM
As long as Giacomo's here, we should have a throw down. I have several level 20 core caster builds ready to go at a moment's notice, and Giacomo has at least one level 20 monk build. You know, from his guide.

Of course, Giacomo's probably too busy bringing enlightenment down on the masses to duel me, so I request that someone take his monk build and fight me in his place.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 14, 2011, 08:34:28 PM

: Sobolev
I'm starting to think some of the people in this conversation are being intentionally dense.
Starting? Where have you been for the 25+ pages of the last topic before they made this one to troll up some more responses. Hell look at the title. Last nail? Theres four NPC classes, they skipped Commoner and Aristocrat. Bans all around.

Commoner has Chicken Infested, which combined with a Spell Component Pouch is both Infinite Money and infinite Damage.  That really just leaves Aristocrat.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 14, 2011, 08:43:28 PM
Aren't you the guy who thinks Monks are better than Wizards?
No, I just live in the real world. For instance, I hit the small town cafe up before 2pm, why? Cus free fries and a drink during lunch. I can tuck that money away for tomorrow's meal or maybe some ice cream.

Sobolev, Mix, Nin, the expert, you guys are the people that head there at 3:30 and pay extra for the sides. And that's all there is to it.
: Re: Adept vs monk: the final nail in the coffin
: veekie June 14, 2011, 08:54:51 PM
Aristocrat has the proficiencies that saves maybe two feats, and diplomacy skills. Probably wouldn't hold up under any optimization at all, but being able to use a reach weapon and heavy armor is going to whup the monk for a few levels.
: Re: Adept vs monk: the final nail in the coffin
: Mixster June 14, 2011, 09:21:56 PM
Aren't you the guy who thinks Monks are better than Wizards?
No, I just live in the real world. For instance, I hit the small town cafe up before 2pm, why? Cus free fries and a drink during lunch. I can tuck that money away for tomorrow's meal or maybe some ice cream.

Sobolev, Mix, Nin, the expert, you guys are the people that head there at 3:30 and pay extra for the sides. And that's all there is to it.
Yeah, I like supporting the local economy.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 14, 2011, 09:32:54 PM
Socialist.
: Re: Adept vs monk: the final nail in the coffin
: Mixster June 14, 2011, 09:37:49 PM
Socialist.

Sorry no, I'm technically Marxist, but it's close enough.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 14, 2011, 09:59:21 PM
Aren't you the guy who thinks Monks are better than Wizards?
No, I just live in the real world. For instance, I hit the small town cafe up before 2pm, why? Cus free fries and a drink during lunch. I can tuck that money away for tomorrow's meal or maybe some ice cream.

Sobolev, Mix, Nin, the expert, you guys are the people that head there at 3:30 and pay extra for the sides. And that's all there is to it.

Do you have a problem with discussing for pages about the viability of min/maxing various D&D classes on a forum dedicated to min/maxing various D&D classes?

If so I think you might be lost.
: Re: Adept vs monk: the final nail in the coffin
: dark_samuari June 14, 2011, 09:59:32 PM
Aristocrat has the proficiencies that saves maybe two feats, and diplomacy skills. Probably wouldn't hold up under any optimization at all, but being able to use a reach weapon and heavy armor is going to whup the monk for a few levels.

The Aristocrat has a very solid skill list which opens up the possibility of being a pseud-face for the party, scout (with both listen & spot) and finally if we pumps some points into one or two knowledge skills we can get a nice bonus to combat through Knowledge Devotion.

The only problem with the Aristocrat (besides a lack of class abilities) is that the Marshal class is better in every way.

With that said though I could build a very legitimate Aristocrat build though given a little bit of time.

EDIT: Something like this might work well.

The Aristocrat: Male Middle-Aged Human Aristocrat 5/Beast Heart Adept 1; CR 6; Medium Humanoid (Human); HD 6d8; hp 32; Init +1; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +3; Grp +3; Atk +6 melee (1d6+3/18-20x2; rapier) or +7 ranged (1d8+3/x2; 100ft.; longbow); SQ Monstrous Companion (Pegasus); Monster Empathy (+3); Monster Handler; AL LN; SV Fort +6, Ref +2, Will +6; Str 10, Dex 13, Con 12, Int 16, Wis 10, Cha 12.
Skills, Skill Tricks and Feats: Bluff +6 (5 ranks +1 cha), Craft (Weaponsmithing) +7 (3 ranks +3 int +1 specialized), Diplomacy +14 (9 ranks +1 cha +4 synergy), Forgery +8 (5 ranks +3 int), Handle Animal +12 (9 ranks +1 cha +2 animal affinity), Intimidate +14 (9 ranks +1 cha +2 synergy +2 apprentice: soldier), Knowledge (Arcana) +8 (5 ranks +3 int), Knowledge (Dungeoneering) +8 (5 ranks +3 int), Knowledge (Local) +12 (9 ranks +3 int), Listen +5 (5 ranks +0 wis), Ride +14 (9 ranks +1 dex +2 synergy +2 animal affinity), Sense Motive +8 (8 ranks +0 wis), Speak (Common, Draconic, Dwarven & Elven) and Spot +5 (5 ranks +0 wis); Collector of Stories, Never Outnumbered; Animal Affinity, Apprentice (Soldier), Knowledge Devotion, Leadership, Mounted Archery and Mounted Combat.
Traits and Flaws: Specialized (Craft: Weaponsmithing); Frail & Vulnerable

or this.

The Gilded Blade: Male Human Aristocrat 3; CR 3; Medium Humanoid (Human); HD 3d8+6; hp 24; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +4; Atk +7 melee (1d6+5/18-20x2; rapier); AL LN; SV Fort +1, Ref +1, Will +3; Str 14, Dex 14, Con 14, Int 14, Wis 10, Cha 10.
Skills, Skill Tricks and Feats: Bluff +5 (5 ranks +0 cha), Diplomacy +12 (6 ranks +0 cha +6 synergy), Knowledge (Local) +10 (6 ranks +2 int +1 specialized +1 absent minded), Knowledge (Nobility & Royalty) +6 (5 ranks +2 int -2 specialized +1 absent minded), Perform (Weapon Drill) +9 (6 ranks +0 cha +1 BaB +2 combat expertise), Read/Write/Speak (Common, Dwarven & Elven), Sense Motive +6 (6 ranks +0 wis) and Tumble +8 (6 ranks +2 dex); Collector of Stories; Combat Expertise, Improved Disarm, Improved Feint, Improved Trip and Knowledge Devotion
Traits and Flaws: Absent Minded & Specialized (Knowledge: Local); Murky-Eyed & Shaky
Variants: City-Slicker (Web; Cityscape)


: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 15, 2011, 12:44:40 AM
Do you have a problem with discussing for pages about the viability of min/maxing various D&D classes on a forum dedicated to min/maxing various D&D classes?

If so I think you might be lost.  :drums
It's less of min/max various class as dump on the Monk by ignoring Skill Prodigality (hell idk if it's official material really), over evaluate DCs (fast fact, if your bonus is high enough to pass on a 20, UMD gives a 50/50 shot of success for all out of combat spells, also it's only 21sp to pay someone else to train an animal to attack), blatantly ignore every other Monk Class features (and ACFs), and whine about books whilist taking Iaijitsu Focus (another fun fact, a monk can take ex-wep-pro(quickrazor) and use them just as well as an expert, and still have the option to fof which becomes superior later on). Heck, at this point a Monk can trade Improved Evasion (which you guys think isn't worth crap so no loss) to remain in a perpetual Blinked state (which halves area damage anyway), and thanks to MiC rules he ripped the Ethereal Reaver's ability and doesn't suffer a miss chance him self, sure it got laughed at because a handful of devils/demons have True Seeing but there is more creatures lacking it then you'll ever get to fight anyway. Blink does some other fun stuff, 50% chance to ignore traps, ignore locked doors, flight (oh yes, it gives it), and even Lifesight can't negate the entire penalty. But omg, Skill Prodigy is unheard of and pretty much replaces the Expert, banhammerz it immediately then talk about how this is optimizing various classes.

And for what I have no idea. I wasn't kidding when I said picking on the Monk is a horrible out of date joke. And by joke, I mean it never was one. Sure you don't know what to do with him, I don't know what the heck to do with a Truenamer but you don't see me complaining. But at least he has some stuff, and continued to get stuff that was better than what he had, and at the end of things is still a viable two level dip. On the other hand, a Fighter makes a better archer than a Ranger and the Druid never stopped outshining them both. The Paladin has watched the Cleric gain more and more ways to emulate every reason you would want to be a paladin while still maintaining virtually full casting. The one useful thing given to the Barbarian (lion totem) did breath some life in his corpse, but then we remembered Psychic Fighter & Martial Adapts so really we just forgot about Anthromorphic Animals since they were 2HD investments. Has anyone here even played a Marshal past level 1? A Samurai? What about a Ninja? From my stand point, you guys are Monk bashing for no other reason than to Monk bash. It has nothing to do with optimization, nothing to do with addressing who gets what, and it's not even about ragging on poor classes. It's needless unwanted arguing over crap, see also the concept of trolling each other.

If you don't like my random comments in your bullshit thread, get over it. Hijacking it would only serve to better it and I haven't even gone that far, yet.
Now watch two supernatural monks beat the crap out of eat other and smile. (http://www.youtube.com/watch?v=hQv-kYsclSM&list=SL)
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 15, 2011, 09:35:22 AM
Do you have a problem with discussing for pages about the viability of min/maxing various D&D classes on a forum dedicated to min/maxing various D&D classes?

If so I think you might be lost.  :drums
It's less of min/max various class as dump on the Monk by ignoring Skill Prodigality (hell idk if it's official material really), over evaluate DCs (fast fact, if your bonus is high enough to pass on a 20, UMD gives a 50/50 shot of success for all out of combat spells, also it's only 21sp to pay someone else to train an animal to attack), blatantly ignore every other Monk Class features (and ACFs), and whine about books whilist taking Iaijitsu Focus (another fun fact, a monk can take ex-wep-pro(quickrazor) and use them just as well as an expert, and still have the option to fof which becomes superior later on). Heck, at this point a Monk can trade Improved Evasion (which you guys think isn't worth crap so no loss) to remain in a perpetual Blinked state (which halves area damage anyway), and thanks to MiC rules he ripped the Ethereal Reaver's ability and doesn't suffer a miss chance him self, sure it got laughed at because a handful of devils/demons have True Seeing but there is more creatures lacking it then you'll ever get to fight anyway. Blink does some other fun stuff, 50% chance to ignore traps, ignore locked doors, flight (oh yes, it gives it), and even Lifesight can't negate the entire penalty. But omg, Skill Prodigy is unheard of and pretty much replaces the Expert, banhammerz it immediately then talk about how this is optimizing various classes.

And for what I have no idea. I wasn't kidding when I said picking on the Monk is a horrible out of date joke. And by joke, I mean it never was one. Sure you don't know what to do with him, I don't know what the heck to do with a Truenamer but you don't see me complaining. But at least he has some stuff, and continued to get stuff that was better than what he had, and at the end of things is still a viable two level dip. On the other hand, a Fighter makes a better archer than a Ranger and the Druid never stopped outshining them both. The Paladin has watched the Cleric gain more and more ways to emulate every reason you would want to be a paladin while still maintaining virtually full casting. The one useful thing given to the Barbarian (lion totem) did breath some life in his corpse, but then we remembered Psychic Fighter & Martial Adapts so really we just forgot about Anthromorphic Animals since they were 2HD investments. Has anyone here even played a Marshal past level 1? A Samurai? What about a Ninja? From my stand point, you guys are Monk bashing for no other reason than to Monk bash. It has nothing to do with optimization, nothing to do with addressing who gets what, and it's not even about ragging on poor classes. It's needless unwanted arguing over crap, see also the concept of trolling each other.

If you don't like my random comments in your bullshit thread, get over it. Hijacking it would only serve to better it and I haven't even gone that far, yet.
Now watch two supernatural monks beat the crap out of eat other and smile. (http://www.youtube.com/watch?v=hQv-kYsclSM&list=SL)


I find these threads both interesting and amusing.  Also we all know some classes are worse than others.  It's just trying to be illustrated and some people are stubborn.  I also mentioned nearly all of the ACFs you mentioned (I think I neglected Simple Monk because I think it's pretty bad.  It's still a step in the right direction, but it's not like you actually GET anything from it.)

Also, Skill Prodigy wasn't ignored.  It was called out as being obscure and probably not allowed usually, but then allowed.  It just doesn't magically give you all these skills.  It gives you the ability to get the skills if you have the Int, and then Charisma to make them function.  Which usually you don't.  I swear it's like you don't even read this thread.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 15, 2011, 01:48:37 PM
SorO as a rule doesn't read, he just makes stuff up.

And yeah, Skill Protegy wasn't banned.  It was pointed out that trying to use it (which meant pumping Int on a class that already needs Str, Dex, Wis, and Con) was a terrible idea in addition to the fact that it was obscure and setting specific (when the build in question already required a different setting).  This point was proved when Giacomo tried to use it... and as a result had to dump Strength and Wis.  And even that was at Int 14... before that he'd been talking about Monks with Int 18 using the feat.  The resulting build Giacomo made proved the point... he was Str 6, had pitiful combat abilities, as well as pathetic defenses.  He had a few Monk abilities which were handy but all the optimization was done ignoring them, so they weren't well utilized.

The objection wasn't "OMG you made a Monk too powerful" it was "you're not trying to optimize a Monk, you're trying to optimize everything but the Monk class, so that won't prove how strong Monks are... and you still made a pathetic character."

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Tshern June 15, 2011, 05:07:35 PM
Jesus, either I caught a troll or you are just new or dense.

This is exactly what i mean. You have just totally perverted my clean, simple "imaginary scenarios" with ridiculous assumptions. You just only assumed in all scenarios that the monk will lose out and built from there.
Count averages. Monks tend to be so fucking bad that they cannot invest too much money towards their initiative.

Why would he lose initiative in the 60 ft. apart example? Why does the Expert have exactly the spells needed, why does the monk fail a save? Why is a PREPARED monk blind and has no light with him? Why can't he find an enemy in an obscuring mist... and how can your expert cast through that no problem?
Why would he have the exact spells? Because all the best ones are so damn good there is no point in taking anything else. Why take Fireball if you can take Glitterdust? Also, the Monk has no way of going through Obscuring mist, class feature-wise.

And in the social challenge: Why does ONE roll or skill determine the outcome. Just having a probably higher diplomancy check doesn't make you a wizard in a city. The monk has other options (Maybe he is a great scout/ good at shadowing people. Maybe he can outfight people in a brawl better, maybe he can build a reputaion faster and more relaible, because of his powerful background. And even IF it is all one check, in all situations. Why does a +4 over another mean you have a 100% perfect chance to be always better?
Sadly, Monks are not exactly better in combat.

The whole thing with using wands and magical items and such is: Defeating problems by throwing money at it. EVERYBODY (who has UMD) can do that.
And now let us have a look at the PHB. Does the Monk have UMD? No, hence he loses.

Oh and also with flying: Come on. I know flying is powerful and all... but not EVERYBODY flies (all the time), well... at least nobody who paid the 55k? for flying boots. And of course prepared wizards and sorcerers etc. on mid-high levels.
Indeed, not everybody flies. Monks are a perfect example. One of the reasons they have their ass kicked.

Edit: Don't I feel like a retard now. Just typed this answer and saw the thread spanned multiple pages. You guys have been fast. Damn...
: Re: Adept vs monk: the final nail in the coffin
: BlackAngelika June 15, 2011, 05:17:10 PM
That's why I didn't check the "Don't warn on new replies made while posting." option...

Oh, and BTW. I think this thread is in poor taste. There's dabate that monks are worse then experts. Magic is thought to be the most powerful and versatile, so it's obvious what the answer will be. And yet ninjarabbit did need to create this... joke... :banghead
: Re: Adept vs monk: the final nail in the coffin
: veekie June 15, 2011, 05:47:19 PM
Don't worry, theres always the Commoner to laugh at.
: Re: Adept vs monk: the final nail in the coffin
: Halinn June 15, 2011, 06:20:28 PM
Don't worry, theres always the Commoner to laugh at.

What, and ignore chicken infested shenanigans? Nah, I say, scorn the aristocraft most.
: Re: Adept vs monk: the final nail in the coffin
: Shiki June 15, 2011, 06:23:24 PM
^The Warrior... An Aristocrat actually get skills.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 15, 2011, 06:26:05 PM
That's why I didn't check the "Don't warn on new replies made while posting." option...

Oh, and BTW. I think this thread is in poor taste. There's dabate that monks are worse then experts. Magic is thought to be the most powerful and versatile, so it's obvious what the answer will be. And yet ninjarabbit did need to create this... joke... :banghead

No one forced you to read the thread.

The point is that the monk is being totally outclassed by NPC classes. This thread is for educational and entertainment purposes....making this edutainment.
: Re: Adept vs monk: the final nail in the coffin
: dark_samuari June 15, 2011, 06:49:57 PM
Don't worry, theres always the Commoner to laugh at.

What, and ignore chicken infested shenanigans? Nah, I say, scorn the aristocraft most.

Aristocrat can do quite a bit if focused in their construction.
: Re: Adept vs monk: the final nail in the coffin
: BlackAngelika June 15, 2011, 06:59:46 PM
That's why I didn't check the "Don't warn on new replies made while posting." option...

Oh, and BTW. I think this thread is in poor taste. There's dabate that monks are worse then experts. Magic is thought to be the most powerful and versatile, so it's obvious what the answer will be. And yet ninjarabbit did need to create this... joke... :banghead

No one forced you to read the thread.
Monk is tier 5, Adept is tier 4, sooo... you're proving, what again?
: Re: Adept vs monk: the final nail in the coffin
: Mixster June 15, 2011, 07:50:09 PM
That's why I didn't check the "Don't warn on new replies made while posting." option...

Oh, and BTW. I think this thread is in poor taste. There's dabate that monks are worse then experts. Magic is thought to be the most powerful and versatile, so it's obvious what the answer will be. And yet ninjarabbit did need to create this... joke... :banghead

No one forced you to read the thread.
Monk is tier 5, Adept is tier 4, sooo... you're proving, what again?
An opportunity for me to tell him about the wild monk and it's general awesomeness.
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem June 15, 2011, 08:53:39 PM
Speaking of variants ... there is one and only one (egad geometry language) variant for Adept.
Eberron Adept gets one domain on it's list, without adding a slot.
That opens up more domain list fun and games.
There is a "flaw" that should have been called an ACF.
Forlorn takes away the Familiar, and gives a bonus Feat in return.
Not bad.



Because if this is meant as a joke, it's not even that funny. And if not, I hate you all.

Huh?

 :P ;)
[spoiler](http://www.lost-man.com/wp-content/uploads/2010/11/milk_cheese-evandorkin.jpg)[/spoiler]
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem June 15, 2011, 09:06:55 PM
Aristocrat starts with the most money.
Throw in Mercantile feat for even more.
Sooner access to Magic Mart goodies, than any one 'cept a Diplomancer.
Otherwise ... (snore)
: Re: Adept vs monk: the final nail in the coffin
: dark_samuari June 15, 2011, 09:21:45 PM
Aristocrat starts with the most money.
Throw in Mercantile feat for even more.
Sooner access to Magic Mart goodies, than any one 'cept a Diplomancer.
Otherwise ... (snore)


Throw in Apprentice (Criminal) if you really want to start off well.

6d8 x 100 gp [aristocrat] + 300 gp [mercantile background] + 100 gp [apprentice: criminal] = Anywhere from 1,000 gp to a whopping 5,200 gp.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer June 15, 2011, 11:06:35 PM
Aristocrat starts with the most money.
Throw in Mercantile feat for even more.
Sooner access to Magic Mart goodies, than any one 'cept a Diplomancer.
Otherwise ... (snore)


Throw in Apprentice (Criminal) if you really want to start off well.

6d8 x 100 gp [aristocrat] + 300 gp [mercantile background] + 100 gp [apprentice: criminal] = Anywhere from 1,000 gp to a whopping 5,200 gp.
Try a wizard with every possible cantrip, double the 1st level spells, and Precocious Apprentice, which then sells his spellbook and retrains all his feats and takes that ACF that allows him to function without a spellbook at all (Eidetic Spellcaster, I think).
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 15, 2011, 11:37:23 PM
Aristocrat starts with the most money.
Throw in Mercantile feat for even more.
Sooner access to Magic Mart goodies, than any one 'cept a Diplomancer.
Otherwise ... (snore)


Throw in Apprentice (Criminal) if you really want to start off well.

6d8 x 100 gp [aristocrat] + 300 gp [mercantile background] + 100 gp [apprentice: criminal] = Anywhere from 1,000 gp to a whopping 5,200 gp.
Try a wizard with every possible cantrip, double the 1st level spells, and Precocious Apprentice, which then sells his spellbook and retrains all his feats and takes that ACF that allows him to function without a spellbook at all (Eidetic Spellcaster, I think).
Pluh-ease.

Take 1gp, craft 2gp.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer June 15, 2011, 11:39:27 PM
Aristocrat starts with the most money.
Throw in Mercantile feat for even more.
Sooner access to Magic Mart goodies, than any one 'cept a Diplomancer.
Otherwise ... (snore)


Throw in Apprentice (Criminal) if you really want to start off well.

6d8 x 100 gp [aristocrat] + 300 gp [mercantile background] + 100 gp [apprentice: criminal] = Anywhere from 1,000 gp to a whopping 5,200 gp.
Try a wizard with every possible cantrip, double the 1st level spells, and Precocious Apprentice, which then sells his spellbook and retrains all his feats and takes that ACF that allows him to function without a spellbook at all (Eidetic Spellcaster, I think).
Pluh-ease.

Take 1gp, craft 2gp.
I believe the correct conversion is 1 gp into 3.
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 16, 2011, 12:43:20 AM
I believe the correct conversion is 1 gp into 3.

The correct transaction there is 1 Warforged Wizard into 3 Warforged Wizards.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 16, 2011, 01:44:20 AM
I believe the correct conversion is 1 gp into 3.
That's crazy talk! Profits turning out to be a bigger profit. Where do poor people come from then?!

Yeah, it is 1:3.
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 16, 2011, 02:23:53 AM
I believe the correct conversion is 1 gp into 3.
That's crazy talk! Profits turning out to be a bigger profit. Where do poor people come from then?!

Yeah, it is 1:3.

The poor come in when the economy collapses faster than Zimbabwe's.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 16, 2011, 03:38:08 AM
I believe the correct conversion is 1 gp into 3.
That's crazy talk! Profits turning out to be a bigger profit. Where do poor people come from then?!

Yeah, it is 1:3.

The poor come in when the economy collapses faster than Zimbabwe's.
If you thought the economy was bad when Gold became so common that commoners wiped their asses with gold foil, just look at what happened when they changed it to salt...
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer June 16, 2011, 10:49:51 AM
I believe the correct conversion is 1 gp into 3.
That's crazy talk! Profits turning out to be a bigger profit. Where do poor people come from then?!

Yeah, it is 1:3.

The poor come in when the economy collapses faster than Zimbabwe's.
If you thought the economy was bad when Gold became so common that commoners wiped their asses with gold foil, just look at what happened when they changed it to salt...
You're insane.

The only inflation in D&D involves Enlarge Person/Expansion/etc...
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem June 16, 2011, 10:42:48 PM
Aristocrat starts with the most money.
Throw in Mercantile feat for even more.
Sooner access to Magic Mart goodies, than any one 'cept a Diplomancer.
Otherwise ... (snore)


Throw in Apprentice (Criminal) if you really want to start off well.

6d8 x 100 gp [aristocrat] + 300 gp [mercantile background] + 100 gp [apprentice: criminal] = Anywhere from 1,000 gp to a whopping 5,200 gp.
Try a wizard with every possible cantrip, double the 1st level spells, and Precocious Apprentice, which then sells his spellbook and retrains all his feats and takes that ACF that allows him to function without a spellbook at all (Eidetic Spellcaster, I think).
Pluh-ease.

Take 1gp, craft 2gp.
I believe the correct conversion is 1 gp into 3.
Yep. Craft + Spellbook.
I was trying to pimp an Aristocrat (or the Dvd sicko).


I didn't / don't know about Apprentice : Criminal.
What is it ?
What does it do ?

: Re: Adept vs monk: the final nail in the coffin
: dark_samuari June 16, 2011, 10:58:41 PM
Aristocrat starts with the most money.
Throw in Mercantile feat for even more.
Sooner access to Magic Mart goodies, than any one 'cept a Diplomancer.
Otherwise ... (snore)


Throw in Apprentice (Criminal) if you really want to start off well.

6d8 x 100 gp [aristocrat] + 300 gp [mercantile background] + 100 gp [apprentice: criminal] = Anywhere from 1,000 gp to a whopping 5,200 gp.
Try a wizard with every possible cantrip, double the 1st level spells, and Precocious Apprentice, which then sells his spellbook and retrains all his feats and takes that ACF that allows him to function without a spellbook at all (Eidetic Spellcaster, I think).
Pluh-ease.

Take 1gp, craft 2gp.
I believe the correct conversion is 1 gp into 3.
Yep. Craft + Spellbook.
I was trying to pimp an Aristocrat (or the Dvd sicko).


I didn't / don't know about Apprentice : Criminal.
What is it ?
What does it do ?



The entire apprentice line of feats is found in the Dungeon Masters Guide II and they are fairly solid feats for a first level character. Each one adds two skills to your class list as well as two free skill points per level to keep them maxed (so their effectively always maxed for your entire adventuring career) in addition to a bonus of some sorts.

Apprentice Sub-types
Craftsman: +2 on craft checks, 10% discount on purchasing raw materials to craft; Appraise and Knowledge (Architecture & Engineering).
Criminal: +2 on intimidation checks, an extra 100 gp to spend on equipment; Bluff and Gather Information
Entertainer: +2 on diplomacy checks; Diplomacy and Perform
Martial Artist: +2 on intimidation checks, +2 on reflex saves; Concentration and Tumble
Philosopher: +2 on concentration and +2 on will saves; Knowledge (any one) and Sense Motive
Soldier: +2 on intimidation and +2 on fort saves; Intimidate and Knowledge (local).
Spellcaster: +2 on spellcraft checks, 1 additional spell known (sorcerer-base); Knowledge (any one) and Use Magical Device
Woodsman: +2 on survival checks, pseudo-Track feat (but only for DC’s under 20); Knowledge (nature) and Survival

Now the real interesting point involving apprentice criminal is that any commoner picking it up would immediately gain somewhere akin to a season's worth of income instantly (which might make a life of crime all that more pleasing...).   
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 16, 2011, 11:29:57 PM
From what I read, you get only +2 skill points total, not +2 skill points per level.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem June 17, 2011, 06:04:02 PM
Thanks and v nice ; you might wanna hide the one between Soldier and Woodsman ...  ;)
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 17, 2011, 07:13:51 PM
Not to mention that at level 6 you can trade out Apprentice for Master, which is basically pseudo-Leadership.
: Re: Adept vs monk: the final nail in the coffin
: dark_samuari June 17, 2011, 07:16:57 PM
So was there ever any ruling on if the Eberron Adept could choose one of the planar domains from Spell Compendium for its domain?
: Re: Adept vs monk: the final nail in the coffin
: Echoes June 17, 2011, 07:44:42 PM
From what I read, you get only +2 skill points total, not +2 skill points per level.

JaronK

You are correct, although the 2 skill points are still subject to the x4 bonus at 1st level, so you effectively get 4 ranks for free in each of your chosen skills.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 17, 2011, 08:29:53 PM
You are correct, although the 2 skill points are still subject to the x4 bonus at 1st level, so you effectively get 4 ranks for free in each of your chosen skills.

I don't buy that.  The rules say that each class gets a specific number of skill points, and only that +Int is multiplied.  Other things (like Nymph's Kiss or Apprentice) are not.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Midnight_v June 17, 2011, 08:46:15 PM
You are correct, although the 2 skill points are still subject to the x4 bonus at 1st level, so you effectively get 4 ranks for free in each of your chosen skills.

I don't buy that.  The rules say that each class gets a specific number of skill points, and only that +Int is multiplied.  Other things (like Nymph's Kiss or Apprentice) are not.

JaronK
+1 I'm pretty sure it doesn't work like that.
In fact I know it doesn't, because in the creation process you pic skills before you choose feats.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 June 17, 2011, 09:09:41 PM
Isn't the bonus from Nymph's Kiss explicitly multiplied if you take it at first level?
: Re: Adept vs monk: the final nail in the coffin
: Mixster June 17, 2011, 09:19:40 PM
So was there ever any ruling on if the Eberron Adept could choose one of the planar domains from Spell Compendium for its domain?

Is anybody except Giacomo arguing against the fact that a non-wild non-martial monk is worse than an adept with a domain?
: Re: Adept vs monk: the final nail in the coffin
: dark_samuari June 17, 2011, 09:33:33 PM
So was there ever any ruling on if the Eberron Adept could choose one of the planar domains from Spell Compendium for its domain?

Is anybody except Giacomo arguing against the fact that a non-wild non-martial monk is worse than an adept with a domain?

Woah there duder!... I was simply a question regarding adepts in general that I have been wondering about.
: Re: Adept vs monk: the final nail in the coffin
: Mixster June 17, 2011, 10:38:54 PM
So was there ever any ruling on if the Eberron Adept could choose one of the planar domains from Spell Compendium for its domain?

Is anybody except Giacomo arguing against the fact that a non-wild non-martial monk is worse than an adept with a domain?

Woah there duder!... I was simply a question regarding adepts in general that I have been wondering about.

I'm sorry, I just assumed you wanted to find more power to prove more that adepts > monks.

Anyway, I wouldn't allow it, adepts can quite clearly just choose one domain, and the cleric seems to have to give up 2 domains to get a planar domain.
: Re: Adept vs monk: the final nail in the coffin
: Halinn June 17, 2011, 11:16:51 PM
So was there ever any ruling on if the Eberron Adept could choose one of the planar domains from Spell Compendium for its domain?

I'd allow it personally, with no basis in the rules, on the grounds of "It won't break the game, it's just an adept."
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 17, 2011, 11:30:41 PM
I'd allow it personally, with no basis in the rules, on the grounds of "It won't break the game, it's just an adept."

And now you've found the one really powerful class feature of the Commoner.  If your class says Commoner, you can get away with darn near anything!

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Midnight_v June 18, 2011, 12:43:55 AM
I'd allow it personally, with no basis in the rules, on the grounds of "It won't break the game, it's just an adept."

And now you've found the one really powerful class feature of the Commoner.  If your class says Commoner, you can get away with darn near anything!

JaronK
LOL Hidden class features.
This is funny because a lot of the pro monk crowd really summed it up: Hidden Class feature: I don't have to be a monk, I gotz pc monay!  :p
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 23, 2011, 04:06:56 PM
Well, let’s do some more comparisons, OK? ;)

The monk has the clear advantage in the base chassis:
-   Better fort and reflex saves
-   Better BAB
-   One more hp/lvl
-   2 more skill points/lvl
-   A larger list of class skills

Now, the adept has a familiar (basically two feats advantage, as already outlined by ninjarabbit) vs the three bonus feats of the monk. Let’s say that is about even (note that a monk can also get a cohort or pet with some feat or item).

This leaves the spells/day and the spell list for the adept to somehow equal the many class abilities of the monk.
An example level 12 build provided by ninjarabbit provides some more benchmarks.
[spoiler]
The Snake Charmer

Human adept 12

25 point buy
str 9
dex 10
con 14
int 14
wis 19 (16 base + 3 from level ups)
cha 8

Maxed skills: craft (poison), handle animal, concentration, knowledge (nature), 5 ranks in survival, the rest in heal

Feats:
1-master of poisons, wild cohort
3-improved initative
6-reserve feat: either firey burst or touch of healing
9-improved familiar if a DM allows it, otherwise storm bolt or touch of healing
12-minor shapeshift
[/spoiler]

The build has WIS 19, so can cast 3 0 level spells, 4 1st level spells, 4 2nd level spells, 3 third level spells and 1 fourth level spell per day – from a limited list mixed of arcane and divine spells.

Useful for this comparison, a monk can have the following class abilities emulating spells at level 12:
Level 1: expeditious retreat (permanent enhanced movement, somewhat better than the spell), feather fall (slow fall, worse than the spell, but always up).
Level 2: Cure moderate wounds (self-healing 1/day, possibly also broken one 3rd level ACF lay on hands), Resist energy (permanent, vs one energy type only, as per planar monk ACF)
Level 3: blink (with WIS 19 basically at will with invisible fist ACF), haste (permanent though self only – meaning even two more attacks with flurry, +1 of the better reflex save, +1 better AC from monk AC bonus, +1 to hit from BAB. ), neutralize poison (self only, but permanent)
Level 4: Improved invisibility (self only for 1 round/3, but also at will from invisible fist ACF), Dimension Door 1/day.

So basically less choice, but way more “spells” per day than the adept (and similarly powerful ones I daresay-  improved invisibility and dimension door alone surpass polymorph).

Add in one feat for the monk to gain UMD as a class skill to emulate all other 1-4 level spells of an adept, and the adept really has nothing to offer which the monk –on top of his better class base setup like saves/hp/BAB/Skill points– cannot also have.

You may also wish to compare the Snake Charmer build with level 12 monk build (http://brilliantgameologists.com/boards/index.php?topic=11801.msg408314#msg408314) I did elsewhere, although that build was made for comparison vs a pschic warrior, not an adept.

What do you say?

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 23, 2011, 04:19:37 PM
So basically less choice, but way more “spells” per day than the adept (and similarly powerful ones I daresay-  improved invisibility and dimension door alone surpass polymorph).

Ah ha!  I knew you were a troll.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer June 23, 2011, 04:24:48 PM
Uh...Giacomo...

Polymorph surpasses most 8th level spells...
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 23, 2011, 05:01:37 PM
Uh...Giacomo...

Polymorph surpasses most 8th level spells...
Also, Animate Dead creates dozens of Fighter replacements.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 23, 2011, 05:34:48 PM
Uh...Giacomo...

Polymorph surpasses most 8th level spells...
Also, Animate Dead creates dozens of Fighter replacements.

Also, animate dead costs 25 gp per smashed HD (whoever believes that skeletons and zombies -edit: including the bigger HD ones .edit end- last long in level 12 combat better should check out the CR 12 creatures... ;)).
And, well, polymorph...let us say that the adept's ability to use polymorph 1/day is outclassed by the monk's ability to use dimension door 1/day AND every 3 rounds at will an improved invisibility effect for 1 round.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 23, 2011, 05:54:26 PM
Also, animate dead costs 25 gp per smashed HD (whoever believes that skeletons and zombies -edit: including the bigger HD ones .edit end- last long in level 12 combat better should check out the CR 12 creatures... ;)).
And, well, polymorph...let us say that the adept's ability to use polymorph 1/day is outclassed by the monk's ability to use dimension door 1/day AND every 3 rounds at will an improved invisibility effect for 1 round.

DDoor and Polymorph are completely different effects that cannot be compared to each other as equals. One is a form of movement (that in the Monk's case works 1/day) and the other is one of the 5 most complicated sets of rules ever printed. One is instantaneous, the other lasts for 10 minutes/CL.

And Invisible Fist isn't Improved Invisibility. It's normal Invisibility.


The fact that you consider DDoor 1/day and Invisibility 1/3 rounds equal to Polymorph is proof that you have no idea what you are talking about.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 23, 2011, 05:59:34 PM
Uh...Giacomo...

Polymorph surpasses most 8th level spells...
Also, Animate Dead creates dozens of Fighter replacements.

Also, animate dead costs 25 gp per smashed HD (whoever believes that skeletons and zombies -edit: including the bigger HD ones .edit end- last long in level 12 combat better should check out the CR 12 creatures... ;)).
And, well, polymorph...let us say that the adept's ability to use polymorph 1/day is outclassed by the monk's ability to use dimension door 1/day AND every 3 rounds at will an improved invisibility effect for 1 round.

- Giacomo

Animated undead are cheaper in the long run than partially charged wands and scrolls
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer June 23, 2011, 06:01:59 PM
Uh...Giacomo...

Polymorph surpasses most 8th level spells...
Also, Animate Dead creates dozens of Fighter replacements.

Also, animate dead costs 25 gp per smashed HD (whoever believes that skeletons and zombies -edit: including the bigger HD ones .edit end- last long in level 12 combat better should check out the CR 12 creatures... ;)).
And, well, polymorph...let us say that the adept's ability to use polymorph 1/day is outclassed by the monk's ability to use dimension door 1/day AND every 3 rounds at will an improved invisibility effect for 1 round.

- Giacomo

Animated undead are cheaper in the long run than partially charged wands and scrolls
Especially since you can then proceed to buff the heck out of them with AoE buffs.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 23, 2011, 06:08:27 PM
Uh...Giacomo...

Polymorph surpasses most 8th level spells...
Also, Animate Dead creates dozens of Fighter replacements.

Also, animate dead costs 25 gp per smashed HD (whoever believes that skeletons and zombies -edit: including the bigger HD ones .edit end- last long in level 12 combat better should check out the CR 12 creatures... ;)).
And, well, polymorph...let us say that the adept's ability to use polymorph 1/day is outclassed by the monk's ability to use dimension door 1/day AND every 3 rounds at will an improved invisibility effect for 1 round.

- Giacomo

Animated undead are cheaper in the long run than partially charged wands and scrolls
Especially since you can then proceed to buff the heck out of them with AoE buffs.

Chain Spell Greater Magic Weapon to give them all +5 Weapons!
: Re: Adept vs monk: the final nail in the coffin
: lans June 23, 2011, 06:46:44 PM
Also, animate dead costs 25 gp per smashed HD (whoever believes that skeletons and zombies -edit: including the bigger HD ones .edit end- last long in level 12 combat better should check out the CR 12 creatures... ;)).
And, well, polymorph...let us say that the adept's ability to use polymorph 1/day is outclassed by the monk's ability to use dimension door 1/day AND every 3 rounds at will an improved invisibility effect for 1 round.

DDoor and Polymorph are completely different effects that cannot be compared to each other as equals. One is a form of movement (that in the Monk's case works 1/day) and the other is one of the 5 most complicated sets of rules ever printed. One is instantaneous, the other lasts for 10 minutes/CL.

And Invisible Fist isn't Improved Invisibility. It's normal Invisibility.

Its you are invisible for 1 round which is more in line with G.invisibility for 1/3 rounds
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 23, 2011, 08:45:47 PM
An adept can easily increase his spells per day by buying pearls of power and a periapt of wisdom. Again cheaper than partially charged wands and scrolls.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 23, 2011, 10:43:16 PM
Also, animate dead costs 25 gp per smashed HD (whoever believes that skeletons and zombies -edit: including the bigger HD ones .edit end- last long in level 12 combat better should check out the CR 12 creatures... ;)).

I take it you've never played a necromancer then?  I have.  Let me explain.

When I used a Dread Necromancer most recently (at level 12, in fact) I had Corpse Crafter in addition to Undead Mastery, and always raised my undead in desecrated areas (there's a ring that provides this).  As such, my undead always had D12+6 HD.  A really solid undead would be a 10 Headed Pyrohydra zombie... 250 hitpoints, 10 attacks, reasonable enough AC (not amazing, but reasonable).  In fact, all my zombies had 250 hitpoints (all my skeletons had 125), except for Zombie and Skeleton Dragons, which don't have the usual hp cap (thanks, Draconomicon!).  And as undead they of course had a horde of immunities that really helped.  Additionally, I used Black Sand and had some on each of the undead, so they all effectively had Fast Healing 1d6, in addition to support from Necrosis Carnexes (MMV) which auto heal nearby undead.  And to be clear... the only difference between an Adept doing that and a Dread Necromancer is that the Adept's undead have 40 less HP (for Zombies) and 20 less HP (for Skeletons).

Now compare that to the Monks you've build and shown us in various threads.  How many hitpoints do they have?  How much do they self heal?  How many save or die effects are they immune to?  How many save or suck effects are they immune to?

It's funny that you think Monks can survive that level of play, and then turn around and claim undead can't.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 23, 2011, 11:15:51 PM
And to add one minor point to JanonK's post even if you can't get a ring of desecrate an Ebberon adept can add the Evil or Undeath domain spells to his spell list if he wanted to do it completely within his class abilities.
: Re: Adept vs monk: the final nail in the coffin
: Talore June 24, 2011, 12:09:57 AM
inb4 pointless bitching about how the undead are 'extraneous to the class and don't show the power of the adept, they show the power of the undead'
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 24, 2011, 12:38:40 AM
I think the only flaw with creating undead is controlling them. Do Adepts get Control/Command Undead?
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer June 24, 2011, 12:39:56 AM
I think the only flaw with creating undead is controlling them. Do Adepts get Control/Command Undead?
You don't have to run faster than the undead once you create them.

You just have to run faster than the party dwarf.

This is why every party should contain at least one.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 24, 2011, 01:09:27 AM
I think the only flaw with creating undead is controlling them. Do Adepts get Control/Command Undead?

There's a feat that makes you invisible to undead.  They treat you as one of their own.
: Re: Adept vs monk: the final nail in the coffin
: Talore June 24, 2011, 01:19:50 AM
I think the only flaw with creating undead is controlling them. Do Adepts get Control/Command Undead?
You don't have to run faster than the undead once you create them.

You just have to run faster than the party dwarf.

This is why every party should contain at least one.
I almost never take Dwarf without boosting my speed somehow. Because outmaneuvering a human in light armour when I'm in plate armour is just awesome. Quick Trait + Boots of Sprining and Striding/Tiger Mask.
: Re: Adept vs monk: the final nail in the coffin
: PhaedrusXY June 24, 2011, 03:18:15 AM
I think the only flaw with creating undead is controlling them. Do Adepts get Control/Command Undead?
You automatically control the ones you create with Animate Undead, up to a (pretty high) limit. So they don't really need those spells.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 24, 2011, 04:07:39 PM
inb4 pointless bitching about how the undead are 'extraneous to the class and don't show the power of the adept, they show the power of the undead'

Considering the Adept class uses its class features to get the undead, I don't see why you'd get that objection.  If we were talking about a Monk using cross class UMD ranks to get a wand of Animate Dead, then you'd get that, because that would have nothing to do with Monks.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 24, 2011, 06:41:48 PM
Considering the Adept class uses its class features to get the undead, I don't see why you'd get that objection.  If we were talking about a Monk using cross class UMD ranks to get a wand of Animate Dead, then you'd get that, because that would have nothing to do with Monks.

JaronK

Oh, considering that using continuously animate dead is a losing strategy in the long run, sure the monk will not do that. Using UMD (cross-class or getting it as class ability via a feat even though you do not think it possible) is only there to get spells that synergise with monk abilities, remember? Animate dead is not on that list.

Well... before I go on, I'd like to make certain a thing ... is the adept (not the dread necromancer, even mentioning this class has absolutely no use here) able to somehow overcome the problem with undead domain or feats that his nice 250 hp hydra zombie can only take a single action per round?

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Solo June 24, 2011, 06:48:52 PM
: The SRD
If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.

Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

You're welcome.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 24, 2011, 07:03:32 PM
: The SRD on Zombies
It uses all the base creature’s statistics and special abilities except as noted here.

: text between statistics and special abilities
Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

You're welcome, too.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Solo June 24, 2011, 07:10:25 PM
Look at the Hyra entry. Look under "Special Attacks". What do you see?
Look at the Hyra entry. Look under "Special Qualities". What do you see?
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 24, 2011, 07:32:07 PM
Hm. No special attacks, and special qualities: darkvision, low-light vision, scent and fast-healing.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Flay Crimsonwind June 24, 2011, 07:51:37 PM
: The SRD on Zombies
It uses all the base creature’s statistics and special abilities except as noted here.
All that says is that the zombie is otherwise exactly like the base creature, assuming the zombie rules don't override them. In this case, the zombie can only move or attack, but it can move and attack if it makes a charge, as per the entry. The hydra, if it charges, can attack with all its heads, as part of its entry. This is not a special attack, so the zombie template does not overrule it. So even as a zombie, the hydra can charge, using each head in an attack at no penalty. Whether this is the same attack or separate attacks in the same attack action is not made clear, though either way would work. The hydra is not getting extra attack actions, it is striking multiple times in the same action.

If a DM wanted to block that, and say that the zombie hydra doesn't get that, he could, but it would be a result of rule 0 and not a result of the two not mixing by rules. RAI or RAW.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 24, 2011, 08:26:25 PM
Indeed, if you notice, the hydra attacks with all heads as an attack action.  This is not a Special Attack... it's just what its attack action is.  As such, a zombie hydra does get all its attacks as a standard action attack.  They're very handy that way.

But I love how you think such creatures are not survivable, when a Monk of the appropriate level is usually far less durable (he can run faster, though).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Mixster June 24, 2011, 09:10:27 PM
Indeed, if you notice, the hydra attacks with all heads as an attack action.  This is not a Special Attack... it's just what its attack action is.  As such, a zombie hydra does get all its attacks as a standard action attack.  They're very handy that way.

But I love how you think such creatures are not survivable, when a Monk of the appropriate level is usually far less durable (he can run faster, though).

JaronK

Well, a skeleton genie has 60ft of perfect flight, more with nimble bones. So pretty sure he's not that much faster. And you can ride it. If you sit inside a zombie Bulette, it can burrow for you.

Animate dead single-handedly makes the adept better. As long as you can keep the monsters with you, which should be relatively simple, just add a template to your mobs that gives them a burrow or a fly speed so they can hover over your heads somewhere.
Half Dragon zombie Hydras can for example fly.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 24, 2011, 10:04:58 PM
A 12 headed zombie hydra created in a desecrated area with an alter is going to have 24d12 + 48hps +3 from toughness feat (195 hps), +19 attack bonus (+12 BAB, +2 profane, +7 str, -2 size) for 2d8 +9 (+7 str, +2 profane) damage per attack with 12 attacks/round, and a base AC of 25 (-2 size, +17 natural) with DR 5/slashing at a cost of 600 gps (24HD X 25 gp) which is less than 1% of a level 12 character's wealth and that's just core with no corpsecrafter feats or special items like black sand so those numbers can easily go up with a little effort.

By comparison a level 12 human monk with 18 str, 18 dex, 18 con, and 18 wis (being extremely generous) is going to have 12d8 + 48 hps (96 hps), +13 (+9 BAB, +4 str) unarmed attack bonus for 2d6 +4 damage with 4 attacks/round on a full attack, and a base AC of 20 (+4 dex, +4 wis, +2 monk bonus). Granted the monk can improve those numbers with feats and items but it's going to cost a lot more than 600 gps to do that.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer June 24, 2011, 10:12:04 PM
A 12 headed zombie hydra created in a desecrated area with an alter is going to have 24d12 + 48hps (192 hps), +21 attack bonus (+12 BAB, +2 profane, +7 str) for 2d8 +9 (+7 str, +2 profane) damage per attack with 12 attacks/round, and a base AC of 25 (-2 size, +17 natural) at a cost of 600 gps (24HD X 25 gp) which is less than 1% of a level 12 character's wealth and that's just core with no corpsecrafter feats or special items like black sand so those numbers can easily go up with a little effort.

By comparison a level 12 human monk with 18 str, 18 dex, 18 con, and 18 wis (being extremely generous) is going to have 12d8 + 48 hps (96 hps), +13 (+9 BAB, +4 str) unarmed attack bonus for 2d6 +4 damage with 4 attacks/round on a full attack, and a base AC of 20 (+4 dex, +4 wis, +2 monk bonus). Granted the monk can improve those numbers with feats and items but it's going to cost a lot more than 600 gps to do that.
*Scoffs* The monk is CLEARLY better. It can Use Magic Device as a class skill!
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 24, 2011, 10:23:52 PM
I think the only flaw with creating undead is controlling them. Do Adepts get Control/Command Undead?
You don't have to run faster than the undead once you create them.

You just have to run faster than the party dwarf.

This is why every party should contain at least one.
I almost never take Dwarf without boosting my speed somehow. Because outmaneuvering a human in light armour when I'm in plate armour is just awesome. Quick Trait + Boots of Sprining and Striding/Tiger Mask.
Tangent. For 2,000gp and the flavor of "I don't like taking my armor off" you ignore speed penalties of armor. Including Heavy Loads and such. See Tome of Magic's Magical Teeth for details.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 24, 2011, 10:56:21 PM
I think the only flaw with creating undead is controlling them. Do Adepts get Control/Command Undead?
You don't have to run faster than the undead once you create them.

You just have to run faster than the party dwarf.

This is why every party should contain at least one.
I almost never take Dwarf without boosting my speed somehow. Because outmaneuvering a human in light armour when I'm in plate armour is just awesome. Quick Trait + Boots of Sprining and Striding/Tiger Mask.
Tangent. For 2,000gp and the flavor of "I don't like taking my armor off" you ignore speed penalties of armor. Including Heavy Loads and such. See Tome of Magic's Magical Teeth for details.

Tangent, the items are called out in their description as being unique items of which there is only one each.  That being said, that item is amazing.

Edit: This post is in no way to undermine SorO's post, I just wanted to warn people about the whole uniqueness.  He is spot on about how useful it is, and how undercosted.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 24, 2011, 11:04:21 PM
I think the only flaw with creating undead is controlling them. Do Adepts get Control/Command Undead?
You don't have to run faster than the undead once you create them.

You just have to run faster than the party dwarf.

This is why every party should contain at least one.
I almost never take Dwarf without boosting my speed somehow. Because outmaneuvering a human in light armour when I'm in plate armour is just awesome. Quick Trait + Boots of Sprining and Striding/Tiger Mask.
Tangent. For 2,000gp and the flavor of "I don't like taking my armor off" you ignore speed penalties of armor. Including Heavy Loads and such. See Tome of Magic's Magical Teeth for details.

Tangent, the items are called out in their description as being unique items of which there is only one each.  That being said, that item is amazing.
Tangent turning Hijacking, if you Ice Assassin, Mirror Clone, or otherwise pull some create-a-copy move. Does the MTG judge remove the new Legendary Permanent, bury both, or realize he is in the wrong game and someone or something is out there cloning teeth for money? idk, but it sounds like something to remember to bring up in your next session...
: Re: Adept vs monk: the final nail in the coffin
: lans June 24, 2011, 11:10:05 PM
A 12 headed zombie hydra created in a desecrated area with an alter is going to have 24d12 + 48hps +3 from toughness feat (195 hps), +21 attack bonus (+12 BAB, +2 profane, +7 str) for 2d8 +9 (+7 str, +2 profane) damage per attack with 12 attacks/round, and a base AC of 25 (-2 size, +17 natural) at a cost of 600 gps (24HD X 25 gp) which is less than 1% of a level 12 character's wealth and that's just core with no corpsecrafter feats or special items like black sand so those numbers can easily go up with a little effort.

By comparison a level 12 human monk with 18 str, 18 dex, 18 con, and 18 wis (being extremely generous) is going to have 12d8 + 48 hps (96 hps), +13 (+9 BAB, +4 str) unarmed attack bonus for 2d6 +4 damage with 4 attacks/round on a full attack, and a base AC of 20 (+4 dex, +4 wis, +2 monk bonus). Granted the monk can improve those numbers with feats and items but it's going to cost a lot more than 600 gps to do that.
The attack bonus is actually only 19, due to it being huge. Also its freaking huge, some people have concerns about a horse not being able to enter some locations.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 24, 2011, 11:17:32 PM
A 12 headed zombie hydra created in a desecrated area with an alter is going to have 24d12 + 48hps +3 from toughness feat (195 hps), +21 attack bonus (+12 BAB, +2 profane, +7 str) for 2d8 +9 (+7 str, +2 profane) damage per attack with 12 attacks/round, and a base AC of 25 (-2 size, +17 natural) at a cost of 600 gps (24HD X 25 gp) which is less than 1% of a level 12 character's wealth and that's just core with no corpsecrafter feats or special items like black sand so those numbers can easily go up with a little effort.

By comparison a level 12 human monk with 18 str, 18 dex, 18 con, and 18 wis (being extremely generous) is going to have 12d8 + 48 hps (96 hps), +13 (+9 BAB, +4 str) unarmed attack bonus for 2d6 +4 damage with 4 attacks/round on a full attack, and a base AC of 20 (+4 dex, +4 wis, +2 monk bonus). Granted the monk can improve those numbers with feats and items but it's going to cost a lot more than 600 gps to do that.
The attack bonus is actually only 19, due to it being huge. Also its freaking huge, some people have concerns about a horse not being able to enter some locations.

Corrected
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 24, 2011, 11:50:15 PM
Guys, I am sorry to interrupt the party. But the zombie template only grants what is explicitly mentioned. No mention is made of anything beyond the statistics block and the special abilities.
So no move and full attack for the zombie hydra.

Other fun things of note:
-The zombie hydra has a land (and swim) speed of 20ft. It is not going to matter at all in these levels. Neither vs the typical CR 12 creatures, nor vs a level 12 monk. Plus, it slows down any party stupid enough to tolerate someone using such a useless, disgusting and expensive minion amonst their midst (not counting any alignment or religioin or npc problems here).
- The zombie hydra caps at 20 HD (check out the template  spell description)
- Its huge form without skills (hide or move silently ,for instance) draws attention of all opponents around the necromancer adept
- It does a whopping 1d10+6 damage at +14 to hit (add a couple of bonuses from desecrating and carrying an altar around if your group is OK with that, it hardly changes a thing). Yeah, that is going to count much at CR 12. If it can get an attack in at all.
- Its initiative stinks. So with its noisy presence, most opponents will have surprise round AND initiative round against it.
- and...by the way, where did you get that hydra corpse from again? Is there now an "undead mart" just next to the alleged "magic mart" or what? ) (and how much would the -recently dead- corpse cost?)

- Giacomo

PS: @ninjarabbit: it is ...cute that you think a monk at level 12 does 2d6+4 damage per hit....
: Re: Adept vs monk: the final nail in the coffin
: Talore June 25, 2011, 12:13:09 AM
- and...by the way, where did you get that hydra corpse from again? Is there now an "undead mart" just next to the alleged "magic mart" or what? ) (and how much would the -recently dead- corpse cost?)

- Giacomo
>Implying that hydras are completely unfindable
>Implying that the party couldn`t have hunted down and slain hydras for use as zombies
>Implying that a character should have completely random gear if they start above level 1
allofmyrage.jpg
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 12:15:48 AM
>Implying that hydras are completely unfindable
>Implying that the party couldn`t have hunted down and slain hydras for use as zombies
>Implying that a character should have completely random gear if they start above level 1
allofmyrage.jpg
[/quote]

implying that hydras are just as they are described in the monster manual, and vastly different from zombie hydras....
implying that a party may have at some point or another killed a hydra during level 1-12 but likely never preserved several corpses to do the necromancer adept's bidding...
implying that a character should have gear that they can buy and make if they start above level 1...

Guys...just read the rules. It helps sometimes.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 25, 2011, 12:34:22 AM
PS: @ninjarabbit: it is ...cute that you think a monk at level 12 does 2d6+4 damage per hit....

I forgot your monks have 18 int and 8 str so we're looking at 2d6 -1 damage
: Re: Adept vs monk: the final nail in the coffin
: Nachofan99 June 25, 2011, 12:36:59 AM
Giacomo, you have to admit that whether the Adept gets a Hydra Zombie or 5 Ogre Zombies, it easily has access to "pets" via spells.

I do appreciate the subleties that you mention - standard traveling with zombies is arduous and cumbersome - but even medium level parties no longer travel via "Standard" methods, and the idea of an Adept having some undead minions is pretty reasonable.

They're great for trap springing at the very least.
: Re: Adept vs monk: the final nail in the coffin
: lans June 25, 2011, 12:43:22 AM
Does the Adept have the tool set to track down particular creatures? If not then I'm not sure you can guarantee any particular creature.

Hydras are pretty much top tier as far as zombies go, can we decide on a more mid tier type of zombie?
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 12:47:26 AM
Giacomo, you have to admit that whether the Adept gets a Hydra Zombie or 5 Ogre Zombies, it easily has access to "pets" via spells.

I do appreciate the subleties that you mention - standard traveling with zombies is arduous and cumbersome - but even medium level parties no longer travel via "Standard" methods, and the idea of an Adept having some undead minions is pretty reasonable.

They're great for trap springing at the very least.

Yes, trap springing....ever thought about how a huge monster accompanying the party will be able to accompany them in a typical humanoid-sized-dungeon (maybe with doors just 6ft high)? A wand of unseen servant does the job much better (or a caster having that spell). Anf at only 15 gp per casting, not 25gp per HD per zombie/skeleton wasted.

- Giacomo

PS @ninjarabbit: have you ever heard about size stacking of unarmed strikes? Just curious to find out...and since you refer to "my monks" better check out next time what kind of damage they deal at level 12 before lying, OK? Thanks.
PPS@Ians: Yes, the adept I think at level 12 has no means to reliably track down and kill hydras for his undead army...
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 01:09:13 AM
So, Giacomo admits that the hydra zombie does work, but is not contending that the Adept will not be able to find a hydra, or its corpse, to animate.

Well, offhand, I would say that since the Adept (http://www.d20srd.org/srd/npcClasses/adept.htm) has Knowledge (all) as well as Survival, he would know where to find a hydra, unless knowledge skills and survival do not cover that sort of thing?
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 25, 2011, 03:16:05 AM
So, Giacomo admits that the hydra zombie does work, but is not contending that the Adept will not be able to find a hydra, or its corpse, to animate.

Well, offhand, I would say that since the Adept (http://www.d20srd.org/srd/npcClasses/adept.htm) has Knowledge (all) as well as Survival, he would know where to find a hydra, unless knowledge skills and survival do not cover that sort of thing?

I would say, offhand, that Adepts get Tongues so perhaps an Adept could speak with some people about where to find them.
I would say, offhand, that Adepts get Commune so perhaps an Adept could SPEAK WITH HIS DEITY OR AGENTS THEREOF about where to find them.
I would say, offhand, that Adepts get Major Creation so perhaps an Adept could make some gems, sell them, and buy a map or a spellcaster to cast a spell to find Hydras for him.
I would say, offhand, that Adepts get Polymorph so perhaps an Adept could be his own damn Hydra.

You know, just offhand.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 05:02:19 AM
Seriously, "Giacomo", read the rules. It helps.
: Re: Adept vs monk: the final nail in the coffin
: Flay Crimsonwind June 25, 2011, 05:50:57 AM
Guys, I am sorry to interrupt the party. But the zombie template only grants what is explicitly mentioned. No mention is made of anything beyond the statistics block and the special abilities.
So no move and full attack for the zombie hydra.
It's not the zombie template granting the ability, it's the base creature, aka the hydra. The template only modifies it as stated, nothing more. It doesn't modify the creatures ability to attack, it only modifies what options the creature has per turn. Which the hydra has a way around. Even so, the hydra was just one option; there are equally potent options that would still trounce the monk.

When trying to prove that A is inferior to B, proving that B is bad doesn't prove that A is better.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 08:02:35 AM
So, Giacomo admits that the hydra zombie does work, but is not contending that the Adept will not be able to find a hydra, or its corpse, to animate.

Well, offhand, I would say that since the Adept (http://www.d20srd.org/srd/npcClasses/adept.htm) has Knowledge (all) as well as Survival, he would know where to find a hydra, unless knowledge skills and survival do not cover that sort of thing?

I would say, offhand, that Adepts get Tongues so perhaps an Adept could speak with some people about where to find them.

I would say, offhand, that Adepts get Commune so perhaps an Adept could SPEAK WITH HIS DEITY OR AGENTS THEREOF about where to find them.
I would say, offhand, that Adepts get Major Creation so perhaps an Adept could make some gems, sell them, and buy a map or a spellcaster to cast a spell to find Hydras for him.
I would say, offhand, that Adepts get Polymorph so perhaps an Adept could be his own damn Hydra.

You know, just offhand.

Offhand?
- adepts have 2 skill pts/lvl so may not have that high skills to really reliably locate a Hydra in the wilderness. The track feat might help.
- tongues helps you talk to people, but the relevant skill is probably gather information or diplomacy.
- commune is not available to a level 12 adept yet, only at level 16 (when zombies are even less relevant)
- major creation to create temporary gems to pay an npc spellcaster is probably not a good idea.
- polymorph...grants the ability to the adept to turn once per day into a huge slow moving hydra for some minutes, with his low hp (not the zombie's 250hp  ;) ). Again, probably not a good idea.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Bastian June 25, 2011, 08:14:52 AM
Why are you guys arguing with a troll hellbent on imitating the mega-troll that was Giacomo? Seriously, guys. Do not feed the troll.

Please note that responding to ridiculous claims that he is not a troll is feeding him.
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 25, 2011, 08:24:32 AM
- commune is not available to a level 12 adept yet, only at level 16 (when zombies are even less relevant)

I just want to point out how hypocritical you have been: You advocate UMD and partially charged wands and PaO cheese, but when the competition decides to access something slightly above it's level you state that the ability in question is not available. A scroll of Commune is dirt-cheap and requires no skill checks on the Adept's part to use.


And before you even THINK about it, a Monk using PaO is not fair game if the Adept uses a scroll of Commune. Those two situations are miles apart.
: Re: Adept vs monk: the final nail in the coffin
: Bastian June 25, 2011, 08:26:37 AM
- commune is not available to a level 12 adept yet, only at level 16 (when zombies are even less relevant)

I just want to point out how hypocritical you have been: You advocate UMD and partially charged wands and PaO cheese, but when the competition decides to access something slightly above it's level you state that the ability in question is not available. A scroll of Commune is dirt-cheap and requires no skill checks on the Adept's part to use.


And before you even THINK about it, a Monk using PaO is not fair game if the Adept uses a scroll of Commune. Those two situations are miles apart.
Pointing out their hypocrisy is also feeding the troll.
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 25, 2011, 08:30:31 AM
Pointing out their hypocrisy is also feeding the troll.


Stop that. We got the point all ready.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 08:37:49 AM
- commune is not available to a level 12 adept yet, only at level 16 (when zombies are even less relevant)

I just want to point out how hypocritical you have been: You advocate UMD and partially charged wands and PaO cheese, but when the competition decides to access something slightly above it's level you state that the ability in question is not available. A scroll of Commune is dirt-cheap and requires no skill checks on the Adept's part to use.


And before you even THINK about it, a Monk using PaO is not fair game if the Adept uses a scroll of
Commune. Those two situations are miles apart.

I only propose the use of PaO in comparisons when others do the same or similar "cheese".
And yes, getting a commune scroll to find Hydras is possible. But this then means that the zombie gets even more expensive.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 25, 2011, 08:45:04 AM
I only propose the use of PaO in comparisons when others do the same or similar "cheese".
And yes, getting a commune scroll to find Hydras is possible. But this then means that the zombie gets even more expensive.

- Giacomo


By "more expensive" you mean a total price of 1,925gp, a price that's relatively trivial even if the Adept has NPC WBL for a 12th level character (27,000gp, which can translate into a potential 14 Hydra Zombies).
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 25, 2011, 11:58:53 AM
Here's more fun zombies, assuming they were animated in a desecrated altar

Zombie Criosphinx

20d12 + 40 profane +3 from toughness hps (163 hps), 60' fly, pounce, rake 1d6 +5 (+3 str, +2 profane), +18 attack bonus (+10 BAB, +7 str, +2 profane, -1 size), gore attack for 2d6 +9 (+7 str, +2 profane) and 2 claw attacks for 1d6 +5 (+3 str, +2 profane)  and a slam attack for 1d8 +5 damage (+3 str, +2 profane), Base AC 22 (+14 natural, -1 size, -1 dex) and DR 5/slashing

So now the adept has a flying pouncer (kept under the clause that zombies keep all Ex abilites that help in combat) that can serve as a mount for 500 gps.

Or something a little less exotic

Zombie dire lion

16d12 + 36 profane +3 hps (135 hps), improved grab, pounce, rake 1d6 +6 (+4 str, +2 profane), +17 attack bonus (+8 BAB, +8 str, +2 profane, -1 size), 2 claw attacks for 1d6 +10 damage (+8 str, +2 profane), 1 bite for 1d8 +6 damage (+4 str, +2 profane), and slam attack for 1d8 +6 damage (+4 str, +2 profane), Base AC of 17(+7 natural, +1 Dex, -1 AC) and DR 5/slashing

Anadept can have a dire lion for the low low price of 400 gps.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev June 25, 2011, 01:03:07 PM
I just want to point out I'm not arguing with "Giacomo" to argue with him.  I'm terrified someone will come along, read this thread and actually believe what he is writing further spawning a generation of terrible players.  So I'm just here, trying to create a reasonable thread that's educational for others in the future.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir June 25, 2011, 01:20:17 PM
The above is my reason for arguing against Jaron's builds as examples of the Class X fallacy, or at least an uneven degree of their application. I don't object to them so much inherently, but I do object to using a Venerable Dragonwrought Kobold diplomancer or a Necropolitan poison-user to demonstrate the ways in which an Expert is better than a Monk, while insisting that Skill Prodigy is somehow fallacious. I don't want this degree of hypocrisy to become established protocol on these boards, which is why all my efforts have been devoted to ignoring a Monks class features; if the most important class feature you have is duplicated by a single feat, I think that says as much about how powerful your class is as does somebody taking that feat to emulate your class feature in the first place.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 01:28:45 PM
I just want to point out I'm not arguing with "Giacomo" to argue with him.  I'm terrified someone will come along, read this thread and actually believe what he is writing further spawning a generation of terrible players.  So I'm just here, trying to create a reasonable thread that's educational for others in the future.

Hey, actually that is also my motivation!  :)
Only that I have a different view on how rules and the game can be interpreted, and I believe that can help a lot of players looking for ways to avoid broken stuff like animated hydras able to do things they cannot do. I basically intend to prevent a, say, fighter player at level 12 from feeling bad about wanting to play that class when a fellow player with a wizard (or even adept to make him feel even worse, *shudder*) believing he can have an army of undead hydras around doing much more than they should do by the rules (or ignoring the drawbacks of that strategy like costs) is spoiling the fun for the fighter player (you know, class balance and all that).

I feel there is a widerspread ... tendency of interpretation on these boards (and other 3.5. boards) to be as caster-friendly as possible (possibly because most people love to play casters). Typical examples: wbl disregard by item creation, ignoring the costs of spells, ignoring the drawbacks of spells, need to metagame to make some spells work in the best ways and in general what spells really can do (including absurd things like e.g. Solo's idea to squeeze a 30ft tarrasque through a 20ft gate created by the gate spell to defeat it).

But @ninjarabbit: possibly pounce can be interpreted that way...(it is less broken than the "pouncing" hydra zombie, anyway). I am not sure.
Pounce allows to do a full attack even after moving (charging), but if your creature has a drawback that prevents it from ever doing a full attack, I do not know whether that helps.
But even so, the zombie pouncers will have to charge to use their pounce. And they are awfully slow (in particular concerning surprise round and initiative). So the moment an opponent goes first into melee with them, they can no longer charge.

But I'll now have a relaxed look at the CR 12 creatures of the SRD and let you know soon what I think they'll be able to do vs the zombies.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 01:35:25 PM
The above is my reason for arguing against Jaron's builds as examples of the Class X fallacy, or at least an uneven degree of their application. I don't object to them so much inherently, but I do object to using a Venerable Dragonwrought Kobold diplomancer or a Necropolitan poison-user to demonstrate the ways in which an Expert is better than a Monk, while insisting that Skill Prodigy is somehow fallacious. I don't want this degree of hypocrisy to become established protocol on these boards, which is why all my efforts have been devoted to ignoring a Monks class features; if the most important class feature you have is duplicated by a single feat, I think that says as much about how powerful your class is as does somebody taking that feat to emulate your class feature in the first place.

Bauglir, thank you for that comment - because I was starting to get extremely frustrated in that other thread...and this thread appears to be on the brink of going into the same direction. I know you probably do not think a monk is as good a class as I do. Possibly you even think that the adept's spell arsenal is better than anything a monk can muster. Fair enough.
But we appear to be in agreement to avoid double standards when discussing and comparing classes. Thanks for that.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 03:33:26 PM
I'm glad then that in the pursuit of truth we have found out that an Adept can get a zombie hydra through use of his class abilities.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 25, 2011, 03:39:30 PM
I'm glad then that in the pursuit of truth we have found out that an Adept can get a zombie hydra through use of his class abilities.

You're right but honestly an adept using zombie hydras probably belongs on the TO board.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 03:40:08 PM
I'm glad then that in the pursuit of truth we have found out that an Adept can get a zombie hydra through use of his class abilities.

That I never doubted...in case he finds a fresh hydra corpse. And what that zombie then can do is an entirely different matter.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 03:47:16 PM
Why would he neee do find a fresh Hyrda corpse given that he could just kill a live hydra?

An Adept, who gets Animate Dead at level 8, with 11 ranks in K. Nature, a 14 Int, and a +2 synergy bonus from Survival can't make the DC 15 knowledge check for basic information on where a hydra is.

Whether or not having ranks in K. Nature to find hydras is reasonable depends on if you think having ranks in a skill that you plan to use in your build is reasonable. That brings me to an old saying; people who live in glass monasteries shouldn't throw wands.

As for killing it, no doubt some trick could be arranged. JaronK could probably give a few pointers. Offhand, flying on a mount that you raise using Handle Animal would be useful. Shooting poisoned crossbow bolts using poison from your snake familiar.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 04:48:28 PM
Here's more fun zombies, assuming they were animated in a desecrated altar

Zombie Criosphinx

20d12 + 40 profane +3 from toughness hps (163 hps), 60' fly, pounce, rake 1d6 +5 (+3 str, +2 profane), +18 attack bonus (+10 BAB, +7 str, +2 profane, -1 size), gore attack for 2d6 +9 (+7 str, +2 profane) and 2 claw attacks for 1d6 +5 (+3 str, +2 profane)  and a slam attack for 1d8 +5 damage (+3 str, +2 profane), Base AC 22 (+14 natural, -1 size, -1 dex) and DR 5/slashing

So now the adept has a flying pouncer (kept under the clause that zombies keep all Ex abilites that help in combat) that can serve as a mount for 500 gps.

Or something a little less exotic

Zombie dire lion

16d12 + 36 profane +3 hps (135 hps), improved grab, pounce, rake 1d6 +6 (+4 str, +2 profane), +17 attack bonus (+8 BAB, +8 str, +2 profane, -1 size), 2 claw attacks for 1d6 +10 damage (+8 str, +2 profane), 1 bite for 1d8 +6 damage (+4 str, +2 profane), and slam attack for 1d8 +6 damage (+4 str, +2 profane), Base AC of 17(+7 natural, +1 Dex, -1 AC).

Anadept can have a dire lion for the low low price of 400 gps.

A question first- how did these zombies get the pounce ability? Zombies have no spc attacks, but maybe there is a necromantic feat I overlooked?

But even so…
… the list of CR 12 creatures convinced me that these zombies will not last long. And I don’t know whether the adept with his one polymorph spell used up for the day can muster enough ranged spell power to save his minions.
It is somewhat indicative that the zombies have no chance vs the CR 12 creatures since they are only rated CR 6 at best (check out the CR for the 20 HD grey render example zombie in the SRD), and even in pairs (maximum controllable by the adept) it would not matter much.
Most of their opponents will have DR vs the one attack these zombies can do per round (the criosphinx doing 16ish, the lion 11ish damage to start with).  Not to mention that some might have ACs (like the dragons) that could pose problems for even the +17/+18 bonuses of these zombies.

What is more devastating is the many area attacks like breath weapons or spells that would decimate the zombies from afar.

And some CR 12 creatures just are too powerful toe-to-toe simple exchange of full attacks for these zombies (like the colossal scorpion doing around 40 damage/round while having 300 hp. He could also just grapple one and crush it without it having any big chance to fight back and ignoring the 1 attack/round from the other zombie).

Possibly the zombies have a better standing vs humanoid npcs (say, a 12th level bard or barbarian). But those may have entirely different tricks up their sleeve and possibly the high AC to ignore them and just go for their adept master directly.

Overall, a bad investment.
HOWEVER I think the skeletons offer a  much better bargain. They are faster (good initiative too), can do full attacks and have improved initiative on top. They still will have to be replaced every other fight or so, I guess, but at least then the money is put to better use. Also, it will be much easier to just find the bones of a certain creature than a largely intact corpse of it.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 05:05:38 PM
"Giacomo", you seem to have a lot of time on your hands. Riddle me this: what is the Monk doing against CR 12 threats so that we may compare the performance of these two classes.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 25, 2011, 05:25:43 PM
Colossal monstrous scropion: adept uses his zombie sphinx (or whatever else flies) to fly above the scorpion's range and shoots poisoned crossbot bolts at it.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 05:27:51 PM
Ninjarabbit, I do believe a zombie lion loses his Pounce.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 25, 2011, 05:43:52 PM
I'm operating under the clause that zombies keep their Ex abilities that improve it's melee attacks. Pounce is Ex and agruably it does fall under that since a zombie can still charge and make an attack at the end of the charge.

If it doesn't work no big deal, change zombie dire lion to skeleton androsphinx or something else with pounce, ends up being cheaper but less durable.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 05:53:46 PM
Oh, I see what you're doing. Thanks for clearing that up.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 25, 2011, 07:01:38 PM
A 12 headed zombie hydra...

Adepts can't make those.  Animate Dead can only animate 10 HD or less creatures as Zombies.  So, 10 headed hydras are the best you can do short of Plague of Undead (a 9th level spell that Adepts don't get).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 07:06:41 PM
Are there ways of getting around that limit?
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 25, 2011, 07:10:49 PM
I'm glad then that in the pursuit of truth we have found out that an Adept can get a zombie hydra through use of his class abilities.

You're right but honestly an adept using zombie hydras probably belongs on the TO board.

Why is it TO to use Animate Dead?  It's just a class feature!  And it's not even that great, it's just better than what most Monks (at least that we've seen of late) can pull off.

And to be clear, it's not just Hydras.  Any creature with 10 HD (or less) with a powerful attack action and high natural armor makes a good Zombie.  Any melee creature with 20 HD that doesn't rely on special abilities or natural armor and doesn't use Ex flight makes a good Skeleton.  Giants, for example, often make solid Zombies.  Skeletal Soarwhales are pretty cool too.  It's completely reasonable for an Adept to raise the nastiest melee monsters he goes against.

Solo:  The only way around that limit for Animate Dead is dragons (Draconomicon has special rules for raising dragons that lets Skeletal and Zombie dragons exceed the caps).  This means that in the long run dragons are usually the best Animate Dead targets (but don't forget about Necrosis Carnexes, which are also made with the spell at CL 11+).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 07:17:15 PM
"Giacomo", you seem to have a lot of time on your hands. Riddle me this: what is the Monk doing against CR 12 threats so that we may compare the performance of these two classes.

Well, I guess you know from personal experience what a level 12 monk of mine (in core rules) did vs CR 12 encounters.
And as you know well, there is this this other level 12 monk build of mine in the legendary fighter thread. (http://brilliantgameologists.com/boards/index.php?topic=11801.msg408314#msg408314) I leave it to your imagination as to what that monk will be able to do vs CR 12 creatures.

- Giacomo

: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 25, 2011, 07:26:19 PM
Why is it TO to use Animate Dead?  It's just a class feature!  And it's not even that great, it's just better than what most Monks (at least that we've seen of late) can pull off.

Sarcasm
: Re: Adept vs monk: the final nail in the coffin
: oslecamo June 25, 2011, 07:30:52 PM
Why is it TO to use Animate Dead? 

Using animate dead by itself is not TO. Assuming you can easily find the exact creature you need, kill it, and then all the needed maintenance whitout problem is a lot more questionable. Zombies in particular don't heal naturaly (and the adept doesn't have inflict spells), slow you down, can be easily worn out by afar (in particular because they have zero stealth so they'll also warn everybody something dangerous is aproaching).

This is, would you allow a sorceror 8 to start a game with  any combination of 32 monster followers that aren't immune to mind-affecting because he could theoretically have Charm Monster'd them all over 8 days and then keep renewing the charms?

Would you allow an evil cleric to start with a small army of Paragon 1 HD skeletons because he could've theoreticaly rebuked them? (as paragon template greatly improves combat stats but not turn resistance)

Adepts may have a lot of spells, but they don't have Call Hydra/giant/creature that's lovely to animate dead. Such creatures also have no sell price. They may not even exist at all in the campaign area in question. Assuming they're right there for the picking is indeed kinda TO.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 07:40:13 PM
*perfect explanation of what TO can mean with animate dead*

+1

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 25, 2011, 07:56:23 PM
Smart Stuff.
Quoted for Truth.
Oh, and also +1.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 08:12:03 PM
"Giacomo", you seem to have a lot of time on your hands. Riddle me this: what is the Monk doing against CR 12 threats so that we may compare the performance of these two classes.

Well, I guess you know from personal experience what a level 12 monk of mine (in core rules) did vs CR 12 encounters.
Died in the first encounter, was useless in the second, and a liability to the party in the third, was rescued by the rest of the party in the fourth.

Or am I thinking of a different monk?

And as you know well, there is this this other level 12 monk build of mine in the legendary fighter thread. (http://brilliantgameologists.com/boards/index.php?topic=11801.msg408314#msg408314) I leave it to your imagination as to what that monk will be able to do vs CR 12 creatures.
Sing me no song! Read me no rhyme!
Don't waste my time, Show me!
Don't talk of June, Don't talk of fall!
Don't talk at all! Show me!
  
Using animate dead by itself is not TO. Assuming you can easily find the exact creature you need, kill it, and then all the needed maintenance whitout problem is a lot more questionable. Zombies in particular don't heal naturaly (and the adept doesn't have inflict spells), slow you down, can be easily worn out by afar (in particular because they have zero stealth so they'll also warn everybody something dangerous is aproaching).

This is, would you allow a sorceror 8 to start a game with  any combination of 32 monster followers that aren't immune to mind-affecting because he could theoretically have Charm Monster'd them all over 8 days and then keep renewing the charms?

Would you allow an evil cleric to start with a small army of Paragon 1 HD skeletons because he could've theoreticaly rebuked them? (as paragon template greatly improves combat stats but not turn resistance)

Adepts may have a lot of spells, but they don't have Call Hydra/giant/creature that's lovely to animate dead. Such creatures also have no sell price. They may not even exist at all in the campaign area in question. Assuming they're right there for the picking is indeed kinda TO.
Thoughts on partially charged wands?
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 25, 2011, 08:18:25 PM
Thoughts on partially charged wands?
Was oslecamo propossing them or using in his build or defending them in Giacomos build? ???
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 08:20:40 PM
Neither. I am just interested in what Ozzy defines as reasonable for a PC to have.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 25, 2011, 08:30:16 PM
Well, partially charged wands are technically possible to purchase, but it is arguable if you can buy them in bunches.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 25, 2011, 08:40:46 PM
I just want to point out that Sir Giacomo's monk is a 32 point build with about 6 different ACFs and blew all of it's money. The adept build I made for this topic is a 25 point build with maybe 1 ACF that has barely spent any money on some undead, maybe I'll buy a 4th level pearl of power and a periapt of wisdom +4 and still have over half my wealth left even after animating undead or heck maybe I'll buy 2 4th level pearls of power since I can afford it.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 08:45:30 PM
Died in the first encounter, was useless in the second, and a liability to the party in the third, was rescued by the rest of the party in the fourth.

Or am I thinking of a different monk?

Yep, you are. :)

Sing me no song! Read me no rhyme!
Don't waste my time, Show me!
Don't talk of June, Don't talk of fall!
Don't talk at all! Show me!

You better think (think) think about what you're trying to do to me
Yeah, think (think, think), let your mind go, let yourself be free

People walking around everyday, playing games that they can score
And I ain't gonna be the loser my way, ah, be careful you don't lose yours!

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 08:51:45 PM
Yep, you are. :)
So what did your monk do?

: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 25, 2011, 08:59:44 PM
Yep, you are. :)
So what did your monk do?


Buff with wands and use Invisible Fist (or whatsitcalled) ACF?
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 25, 2011, 09:08:30 PM
I just want to point out that Sir Giacomo's monk is a 32 point build with about 6 different ACFs

Yes, ACFs...it sucks to be an npc class, doesn't it? ;)
Joking aside, by all means equip your adept, tune it to 32 pt buy and refine the build - I'd like to see what a full level 12 caster with just 1-4th level spells (and not that many besides) can do. The pearls of power are a basically good idea to get more 4th level spells/day (although only the same one I think). Note, though, that an item that can cast a 4th level spell 1/day (say, cape of dimension door) is usually cheaper than the 4th level pearl of power (since the latter can usually be activated to choose from more spells that you learned).

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 25, 2011, 09:55:35 PM
I just want to point out that Sir Giacomo's monk is a 32 point build with about 6 different ACFs

Yes, ACFs...it sucks to be an npc class, doesn't it? ;)
Joking aside, by all means equip your adept, tune it to 32 pt buy and refine the build - I'd like to see what a full level 12 caster with just 1-4th level spells (and not that many besides) can do. The pearls of power are a basically good idea to get more 4th level spells/day (although only the same one I think). Note, though, that an item that can cast a 4th level spell 1/day (say, cape of dimension door) is usually cheaper than the 4th level pearl of power (since the latter can usually be activated to choose from more spells that you learned).

- Giacomo

Or maybe you could make a 25 point build monk without ACFs
: Re: Adept vs monk: the final nail in the coffin
: Solo June 25, 2011, 10:17:43 PM
What kind of person uses 25 point buy on a MAD class and plays it essentially as if it were in core only?

I mean, really.
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 25, 2011, 10:33:21 PM
What kind of person uses 25 point buy on a MAD class and plays it essentially as if it were in core only?

I mean, really.

Would the real Giacomo please stand up?


Seriously, that's the definition of the original Giacomo: All items, 25PB, NO ACFs.
: Re: Adept vs monk: the final nail in the coffin
: Nachofan99 June 25, 2011, 11:19:30 PM
Why is it TO to use Animate Dead? 

Using animate dead by itself is not TO. Assuming you can easily find the exact creature you need, kill it, and then all the needed maintenance whitout problem is a lot more questionable. Zombies in particular don't heal naturaly (and the adept doesn't have inflict spells), slow you down, can be easily worn out by afar (in particular because they have zero stealth so they'll also warn everybody something dangerous is aproaching).

This is, would you allow a sorceror 8 to start a game with  any combination of 32 monster followers that aren't immune to mind-affecting because he could theoretically have Charm Monster'd them all over 8 days and then keep renewing the charms?

Would you allow an evil cleric to start with a small army of Paragon 1 HD skeletons because he could've theoreticaly rebuked them? (as paragon template greatly improves combat stats but not turn resistance)

Adepts may have a lot of spells, but they don't have Call Hydra/giant/creature that's lovely to animate dead. Such creatures also have no sell price. They may not even exist at all in the campaign area in question. Assuming they're right there for the picking is indeed kinda TO.

While I do agree with everything said here, I would like to point out that not allowing the Adept to use Animate Dead "at all" is pretty unfair.  Sure, it's TO to cherry pick and assume you have all these perfect backstory situations that just fall into your lap and allow you to start out with a nice advantage.  But it's also (not sure of the word here...naive?) to assume the Adept never takes advantage Animate Dead eitherl.

If we're talking about a level 12 Adept, they have very likely had Animate Dead since level 8.  That's 4 levels worth of fighting;  I find it equally unlikely that the Adept won't have found any decent targets for Animate Dead in that time.

I see both sides.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 26, 2011, 03:15:51 AM
Using animate dead by itself is not TO. Assuming you can easily find the exact creature you need, kill it, and then all the needed maintenance whitout problem is a lot more questionable. Zombies in particular don't heal naturaly (and the adept doesn't have inflict spells), slow you down, can be easily worn out by afar (in particular because they have zero stealth so they'll also warn everybody something dangerous is aproaching).

I don't think anyone's assuming Adepts are naturally going to always find the exact perfect creature to animate.  Zombie Hydras are awesome of course... but so are most zombie dragons and skeletal dragons, zombie giants, and a wide variety of other critters.  Basically, if it's got a powerful single attack and solid natural armor it'll make a good zombie, if it's got lots of powerful attacks it makes a good skeleton.  It's hardly a problem to find some such creature... most DMs will throw some at you over time in most encounters.

As for maintainance, it sounds like you're not familiar with Necrosis Carnexes.  Anyone who can cast Animate Dead at CL 11 can make them, and they're made of humanoid (miscelaneous, IIRC) bodyparts for a cost of 200gp of Cold Iron and maybe something else (I don't remember).  They run around and automatically heal undead for you.  They're in MMV, IIRC.  

Black Sand also works, though an Adept would have trouble getting the spell (it's only a level 2-3 spell, though).  Anyone killed with that spell is permanently turned into the stuff, which when touching an undead creature gives them Fast Healing 1d6 (effectively).  That's a bit cheesier, but very effective.  So, not a big issue.

As for stealth, undead don't breathe.  Just put them in Extradimensional space (an Enveloping Pit is best, Portal Hole will do for some of them as well, and I believe Nondimensional Trunks are also big enough) when you don't want to be obvious.  Really, it's not too difficult to maintain and hide your undead as needed.

This is, would you allow a sorceror 8 to start a game with  any combination of 32 monster followers that aren't immune to mind-affecting because he could theoretically have Charm Monster'd them all over 8 days and then keep renewing the charms?

Nope.  But I do let my players reanimate the monsters I throw at them, if they have the ability.  And when I played a Dread Necromancer, I got a few decent ones even though my DM was specifically throwing stuff at me that wouldn't be raisable (lots of humanoids with class levels, which would be useless... until I got Awaken Undead.  Heh.).

Would you allow an evil cleric to start with a small army of Paragon 1 HD skeletons because he could've theoreticaly rebuked them? (as paragon template greatly improves combat stats but not turn resistance)

No, was anyone suggesting paragon undead?  I don't think they were.  Stop making strawmen.  I'm talking about just strong melee critters, not anything particularly crazy.  A Hydra just happens to be the best 10HD thing to raise in the Monster Manual... it's not some crazy templated thingy.  Of course, it's even better to get an undead dragon... and I've definitely played in games where we've gotten to kill a dragon.  And a few where the DM screwed up and had a flavor text thing about the bones of a Great Wyrm Dragon being important to the plot, and then didn't realize I could just raise him.

Adepts may have a lot of spells, but they don't have Call Hydra/giant/creature that's lovely to animate dead. Such creatures also have no sell price. They may not even exist at all in the campaign area in question. Assuming they're right there for the picking is indeed kinda TO.

Assuming that at some point during the game the DM will throw some sort of melee creature at you is not TO.  This game is called Dungeons and Dragons... it's hardly TO to say you will likely fight a dragon, or a giant, or some sort of magical beast (most make very good undead).  And just remember, if the DM keeps throwing only humanoids with class levels at you... you're just one Animate Dread Warrior or Awaken Undead away from winning forever.  Seriously, have a look at the dragons giants and magical beasts and, while we're at it, animals around CR 10-14 (the sort of things a level 12 Adept is likely dealing with).  How many of them would make solid skeletons or zombies, and how many would not be any good?

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Solo June 26, 2011, 04:45:18 AM
Giacomo, let me be frank. I notice that you have been complaining that people are not receptive to your message. I think that we may have a cultural barrier that needs bridging. I realize that in Germany, people are expected to be quickly forgiven for things like starting a world war, a holocaust, another world war, and Wagnarian opera, but the rest of the world tends to be less magnanimous.

Now, the reasons why people do not listen to you are many, but chief among them are these two:
1) You are wrong
2) You are unpleasant

Now, you could get by with one or the other, but not with both. You see, if one is wrong and pleasant, people will listen to you. They may not agree, but they will hear you out. If you are correct but unpleasant, people will still listen to you - fewer, possibly, than in the first example, but they will still respect you for being right.

If, however, you are both wrong and unpleasant, expect to be shunned, mocked, and derided. This is where you are at. I provide to you now this graphic to illustrate the point I have made.

(http://farm4.static.flickr.com/3146/2635384494_7169bf5de5.jpg)

It is ironic that you continually insult, belittle, and condescend to the people you are trying to convince are wrong, since that is the exact sort of behavior that alienates others. (Incidentally, this is why people say that you are a troll. Well, that and your trolling.)

As an aside, may I suggest you put your white knighting to use on issues other than Dungeons and Dragons? As important as defending monks for future generations is, surely that task pales in comparison to alleviating social evils? Multiculturalism is causing many racial tensions between your fellow Germans and Muslim immigrants from the Middle Ease, with your chancellor going so far to declare that multiculturalism is a failure, and the Neo-Nazi movement is on the rise due to aforementioned racial tensions. Maybe you should take the time that you use proving how others are wrong to stop a Fourth Reich from forming?

: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 26, 2011, 05:37:52 AM
As much as I dislike Giacomo, what you just posted is very out of line Solo.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 26, 2011, 06:52:49 AM


Using animate dead by itself is not TO. Assuming you can easily find the exact creature you need, kill it, and then all the needed maintenance whitout problem is a lot more questionable. Zombies in particular don't heal naturaly (and the adept doesn't have inflict spells), slow you down, can be easily worn out by afar (in particular because they have zero stealth so they'll also warn everybody something dangerous is aproaching).


The Enveloping Pit is well within the WBL of a 11th level character and solves stealth problems for as many undead as you can squeeze in a 50 ft. cube.

Necrosis Carnex is also well within the reach of a 11th level character with animate dead, and solves the healing problem out of combat.

All that's open to debate is what kind of monsters would an adept have fought up to 11th level.
: Re: Adept vs monk: the final nail in the coffin
: veekie June 26, 2011, 07:07:05 AM
Hmm, I wonder whats the market price for a good quality exotic creature corpse. It'd be a buyer's market, since theres not THAT many reanimators out there, but you can hire people to do big game hunting.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 26, 2011, 07:52:02 AM
There's no specific rules for it, but you could just buy some creatures.  Warbeast animals, for example, have prices, and I suppose you could just kill them if you want (or let them fight for you till they die, then reanimate them for a second use).  But really, I'd just assume that in normal play you'd kill a few melee specialist critters.

And Solo... don't go there man.  That was way too far.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 26, 2011, 09:34:47 AM
*crappiest post ever*

Dear Solo,

about the only good in your post was that you now acknowledge I am the real Giacomo.
But the rest...

We had a good start I think, about 3 years ago over at GiTP. With friendly humour you doubted about my ideas of how a core monk can be built (before my guide was made). I applauded you for your excellently written sorcerer guide.
But things went downhill since then, and I feel it is because of what you did.
You started to refuse acknowledging when me (and others) pointed out when you were wrong about the rules, you lost duels/class contests against me, you started mockery threads against me (including a thread here to celebrate when I got banned over at GitP), you sabotaged under a different poster name one of the biggest core playtest (incidently with a monk of mine) that has ever been done on GitP and thus made fun not only of me, but also of the effort the other players and the DM put into it, and you strived to get threads closed down the moment you ran out of arguments and/or when your cause became clearer and clearer a losing one. You even started to write short stories where my poster name and monk ideas were ridiculed.

In sum, including that post you did above, all of this imo necessitates a lot of apologising from your side.
I offered this reconciliation recently on this board already, I do it now again.
But as long as you do not apologise, I will not respond to you ever again.

Sincerely,

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: oslecamo June 26, 2011, 09:52:57 AM
I don't think anyone's assuming Adepts are naturally going to always find the exact perfect creature to animate.  Zombie Hydras are awesome of course... but so are most zombie dragons and skeletal dragons, zombie giants, and a wide variety of other critters.  Basically, if it's got a powerful single attack and solid natural armor it'll make a good zombie, if it's got lots of powerful attacks it makes a good skeleton.  It's hardly a problem to find some such creature... most DMs will throw some at you over time in most encounters.
Yes they'll probably throw you melee monsters, but the problem it's finding the optimal one. I find it hard to believe you reach lv10 and DING you find a 10-headed hydra to replace the 9-headed hydra from the last level.

As for maintainance, it sounds like you're not familiar with Necrosis Carnexes.  Anyone who can cast Animate Dead at CL 11 can make them, and they're made of humanoid (miscelaneous, IIRC) bodyparts for a cost of 200gp of Cold Iron and maybe something else (I don't remember).  They run around and automatically heal undead for you.  They're in MMV, IIRC.  
Well that indeeds seems to have been made purposedly for that.

As for stealth, undead don't breathe.  Just put them in Extradimensional space (an Enveloping Pit is best, Portal Hole will do for some of them as well, and I believe Nondimensional Trunks are also big enough) when you don't want to be obvious.  Really, it's not too difficult to maintain and hide your undead as needed.
Then you need to spend actions bringing them out for combat, and if you're fighting anything with flying (pretty common at lv 11) they may as well not be there.

Nope.  But I do let my players reanimate the monsters I throw at them, if they have the ability.  And when I played a Dread Necromancer, I got a few decent ones even though my DM was specifically throwing stuff at me that wouldn't be raisable (lots of humanoids with class levels, which would be useless... until I got Awaken Undead.  Heh.).
Ok, then you've proven me right. Just like you don't let the mind-controler start with a selection of brainwashed monsters, we can't let the necromancer start with a selection of animated corpses.

No, was anyone suggesting paragon undead?  I don't think they were.  Stop making strawmen.  I'm talking about just strong melee critters, not anything particularly crazy.  A Hydra just happens to be the best 10HD thing to raise in the Monster Manual... it's not some crazy templated thingy.  Of course, it's even better to get an undead dragon... and I've definitely played in games where we've gotten to kill a dragon.  And a few where the DM screwed up and had a flavor text thing about the bones of a Great Wyrm Dragon being important to the plot, and then didn't realize I could just raise him.
Then kill them in-game. What the DM makes available for you to kill/enslave/animate is for the DM to decide. Hydras aren't even that much of a challenge for an optimized party at that level (low speed and ground bound so laughable easy to kite) so I would certainly not use a 10-headed  one at 10th level unless I wanted the party to get free stuff.

Assuming that at some point during the game the DM will throw some sort of melee creature at you is not TO.  This game is called Dungeons and Dragons... it's hardly TO to say you will likely fight a dragon, or a giant, or some sort of magical beast (most make very good undead).  
And just remember, if the DM keeps throwing only humanoids with class levels at you... you're just one Animate Dread Warrior or Awaken Undead away from winning forever.  

Since when does awaken restores class levels? You don't even get your old skills and feats back. But moot point for the adept because it doesn't get awaken undead anyway.

Dread warriors have locked stats and anyway only can be produced from fighter corpses. It doesn't say anywhere they retain their old capacities. Notice how they have a single feat despite having 4 HD and suposedly being created from fighter.

Seriously, have a look at the dragons giants and magical beasts and, while we're at it, animals around CR 10-14 (the sort of things a level 12 Adept is likely dealing with).  How many of them would make solid skeletons or zombies, and how many would not be any good?

It could be construct campaign. It could be plant campaign. Heck it could be undead campaign in which case you can't animate them again.

Or my favorite, demon campaign since Fiendish Codex states that their bodies disapear in fantastic ways when killed. :p

There's also that nifty spell that makes creatures self-destruct when dead.

Point is, there's thousands of creatures out there, and not all of them are that optimal for animating, so you can't just cherry pick whatever you want before the campaign even started. Because that's as campaign-specific as it gets. It's like saying "well there's artifacts in the DMG and it's not uncommon to find artifacts in my campaigns so the adept gets whatever artifacts I want".

There's no specific rules for it, but you could just buy some creatures.  Warbeast animals, for example, have prices, and I suppose you could just kill them if you want (or let them fight for you till they die, then reanimate them for a second use).

Now that is reasonable. If there's standard market prices for them, you can expect to be able to purchase them and kill them for animating. You still can't cherry-pick whatever you want.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 26, 2011, 11:20:21 AM
oslecamo you're throwing strawmen out again. Yes a DM could have a campaign where there's nothing to animate but a DM could also have a campaign where everything is sneak attack-immune, there's nothing evil for a paladin to smite and even sneezing the wrong way causes the paladin to fall, or everything is huge or larger so good luck building a tripper. At some point the game needs to be fun and if the DM is going out of his way to hose specific classes or class features then the game becomes less fun and more player vs DM. Now if I'm aware that the campaign is going to be like that ahead of time then it's a different story and then it's my own fault for trying to fit a square peg into a round hole.

However this discussion is more about a generic campaign where you're fighting a healthy mix of monsters and it's reasonable to expect to fight a monster that's a good candidate for animate dead. I'm not expecting 10 headed hyrdas to fall in my lap but even something like an ogre or a rhino works decently enough.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo June 26, 2011, 11:41:44 AM
oslecamo you're throwing strawmen out again. Yes a DM could have a campaign where there's nothing to animate but a DM could also have a campaign where everything is sneak attack-immune, there's nothing evil for a paladin to smite and even sneezing the wrong way causes the paladin to fall, or everything is huge or larger so good luck building a tripper.
First you should go look at what a strawmen actualy is before simply throwing fancy words around and pretending they make a good argument just because they're fancy. Actualy your argument right there is more of a strawmen than anything I said in my previous post.

At some point the game needs to be fun and if the DM is going out of his way to hose specific classes or class features then the game becomes less fun and more player vs DM. Now if I'm aware that the campaign is going to be like that ahead of time then it's a different story and then it's my own fault for trying to fit a square peg into a round hole.
This is not preventing the game from being fun. This is preventing the game from colapsing because (almost)free and stackable  minions can easily escale out of control. In particular because the more you have, the easier it is for you to beat stronger monsters and then turning them into stronger minions to beat yet stronger monsters to turn into yet more minions and so on.

Plus Necromancy has a lot more tricks than animating dead so even if you never find anything worthwhile to animate dead, an adept/dread necro/cleric/wizard is very far from hosed.

However this discussion is more about a generic campaign where you're fighting a healthy mix of monsters and it's reasonable to expect to fight a monster that's a good candidate for animate dead. I'm not expecting 10 headed hyrdas to fall in my lap but even something like an ogre or a rhino works decently enough.
And who are you to decide what's a healthy mix or monsters or not?  We have rules for acquiring certain monsters on market, why not use them?
: Re: Adept vs monk: the final nail in the coffin
: Nachofan99 June 26, 2011, 01:24:07 PM
And who are you to decide what's a healthy mix or monsters or not?  We have rules for acquiring certain monsters on market, why not use them?

Well, I would look at it like this.  If you get Animate Dead at 8th level, and you have *on average approximately* 13.33 encounters to level, you would have had 50ish encounters.  I find it difficult to accept that, by random chance, none of those 50 encounters will have netted anything that's a decent target for Animate Dead.

I agree with what you're saying, that it's easy for Animation spells to get abused.  And I also agree that no sane DM is going to let you keep a stable full of Animated pets.  And I also agree that it's unlikely for a 10 headed hydras to fall into your lap just because you leveled and want to replace your 9 headed hydr; because 50 encounters is not enough to ensure you are going to get exactly what you want.

However, if the Adept can never Animate *anything worthwhile* in 50 encounters, I just don't find that to be reasonable either.  I would acknowledge to the Adept player that it is too variable an advantage and should not be the focus of their build due to that fact.

Yes in TO where you are given a limitless stable of exactly the monsters you want Animate Dead is better than the entire Monk class; that says nothing about the Adept class beyond the fact that they are a potential Animate Dead delivery system.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 26, 2011, 03:06:41 PM
that says nothing about the Adept class beyond the fact that they are a potential Animate Dead delivery system.

By the same line of thinking, what more are sorcerers but a d4, poor BAB, one good save no class feature (aka terrible) delivery system for arcane spells?

It seems only fair IMHO that a spellcaster should be judged by the power of his spells.

In most normal campaigns the adept, up to level 11 will come across at least a few nice Animate Dead targets. Not to mention that, if need be, he can go look for a 10 headed hydra (he's got the necessary knowledge skills to know a 10 headed hydra exists, also has survival and can take Track to find one, kill it and animate it).

Also if you want to play an Animate Dead focused adept Deathbound domain is a pretty good choice (use Eberron adept to get a Domain) as it raises your undead cap to 3xCL.

: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 26, 2011, 03:24:55 PM
I think that Oslecamo'a (justified imo) point is that you should not just assume the maximum possible for the animate dead spell.
That said, it can be quite useful - and an adept using animate dead could probably have always 1-2 or more minions around. But they are not always the best. And - which was my entire point from the beginning - are probably too expensive over time for the effect they have IF you use them all the time for combat (since they perish quite fast).

25gp per hit dice, possibly dangerous/time-consuming location of appropriate bodies, costs for Necrosis Carnex (whose details JaronK strangely enough cannot provide although he gave the impression that he recently played necromancers using it), cost for altar, costs for desecrate spell effect, costs for envelopping pit (see below). It all adds up over time.
For this, you get CR x to 8 (max) creatures which at level 12 simply have a too high fatality rate in combat. Still, outside of combat they can be used to activate traps, tactically deceive opponents, transport stuff, be a mount (flying even), and are great possibly for fluff and that whole "bow-to-me-my-minions"-thing. ;) This does not mean that outside combat you should not ignore possible drawbacks (like bringing them into civilised areas).

The enveloping pit for transport is a good idea, though. Also getting them into combat should be a swift action (that is the activation time iirc). It is an awfully underpriced item, though (costing less than 20% of the portable hole, but being bigger and faster to activate? Oh yeah!).
Since it is only 10ft diameter (albeit 50ft deep) huge undead or bigger probably cannot be put inside, though.

- Giacomo
 
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 26, 2011, 03:30:27 PM
Yes they'll probably throw you melee monsters, but the problem it's finding the optimal one. I find it hard to believe you reach lv10 and DING you find a 10-headed hydra to replace the 9-headed hydra from the last level.

I don't think anyone's saying that (this is why we're saying strawman).  A 10 Headed Hydra Zombie was an example of how nasty undead can get... a 9 Headed Hydra Zombie, however, is perfectly good too.  So's a Zombie Behir (CR 8 Magical beast with 9HD, hits for 2d4 +12 or, if you had Corpse Crafter, 2d4+14, has 11 natural armor to start) or a Zombie Bulette (CR 7 Magical Beast with 9 HD, hits for 2d8+8 normally and has a burrow speed) or a Zombie Chimera (CR 7 Magical Beast with 9 HD) or a Zombie Elasmosaurus (CR 7 10 HD Animal) or a Skeletal Tyrannosaurus (CR 8 18 HD Animal) or a Skeleton Dire Shark (CR 9 18 HD animal) or a Zombie Young to Mature Adult Black Dragon (16-22 HD, CR 9-14) and so on and so forth.

You're harping on the idea that the best undead is all a character would have.  No one's saying that, so it's a strawman.  However, there will be SOMETHING that'll make a solid zombie or skeleton... that's what's being said.  And if you haven't figured it out, I was just going through the Monster Manual there and picking magical beasts, animals, giants, and dragons of appropriate CR and HD... and it works.  Notice that it's pretty easy to find CR 7ish critters with just about the right HD.

Well that indeeds seems to have been made purposedly for that.

Yup, it was.  Black Sand works better, but the Carnex definitely gets the job done (without being cheesy).

Then you need to spend actions bringing them out for combat, and if you're fighting anything with flying (pretty common at lv 11) they may as well not be there.

You do know that zombies can still fly and that skeletal creatures with magical flight still fly as well, right?  For example, Skeletal Also, you don't need to necessarily spend actions to bring them out.  It's just that you hide them when you want to be stealthy, but when you're playing kick in the door kill 'em all style, you leave them out under standing orders to attack anyone who you attack or who attacks you.

Ok, then you've proven me right. Just like you don't let the mind-controler start with a selection of brainwashed monsters, we can't let the necromancer start with a selection of animated corpses.

Right, you get them after the first couple encounters.  Then you have them.  As such, when considering how well these classes do in game, we expect that the Adept will probably have some solid undead if that's campaign appropriate.  What's the problem?

Then kill them in-game. What the DM makes available for you to kill/enslave/animate is for the DM to decide. Hydras aren't even that much of a challenge for an optimized party at that level (low speed and ground bound so laughable easy to kite) so I would certainly not use a 10-headed  one at 10th level unless I wanted the party to get free stuff.

...killing them in game is exactly what I've always done.  And it works, and then you have a bunch of them.  

Dread warriors have locked stats and anyway only can be produced from fighter corpses. It doesn't say anywhere they retain their old capacities. Notice how they have a single feat despite having 4 HD and suposedly being created from fighter.

Are you reading the same books I am?  Dread Warriors are from UE.  Their feats are "Same as the base creature, except the dread warrior loses any feats for which it no longer qualifies" and it can be applied not just to Fighters, but to "any humanoid of at least 3 hit dice or levels."    They definitely keep all their old abilities, as the template never says anything about losing them and the fluff part of the template even says "dread warriors are undead beings usually created from the corpses of skilled warriors.  They retain many of the martial skills and talents they possessed in life."  So, usually you use them with Fighter types, but you don't have to, and they keep their abilities.

It could be construct campaign. It could be plant campaign. Heck it could be undead campaign in which case you can't animate them again.

Or my favorite, demon campaign since Fiendish Codex states that their bodies disapear in fantastic ways when killed. :p

Seriously?  A Construct only campaign?  A Plant only campaign?  REALLY?  You know, I've never been in a campaign where every enemy was always the exact same type.  God, the poor Rogues in your game worlds!  A campaign world of nothing but constructs, plants, and undead!    Seriously though, let's assume a reasonable normal campaign here.

There's also that nifty spell that makes creatures self-destruct when dead.

So, you're saying a DM can go out of their way to screw a player if they want.  We know.  Hey, it could also be a completely dead magic world, except all Monk abilities work anyway!  Monks clearly rule!

Point is, there's thousands of creatures out there, and not all of them are that optimal for animating, so you can't just cherry pick whatever you want before the campaign even started. Because that's as campaign-specific as it gets. It's like saying "well there's artifacts in the DMG and it's not uncommon to find artifacts in my campaigns so the adept gets whatever artifacts I want".

See?  There's your strawman.  No one's saying you can just cherry pick whatever you want before the campaign even started.  That's your strawman, right there.  Notice how what we're actually saying is that there's lots of good creatures to reanimate (whole classes of creatures in fact... virtually every dragon, giant, magical beast, or animal of appropriate HD is a good choice), and in most campaigns you're liable to see enough of them to have some solid zombies or skeletons on your side.  

Now that is reasonable. If there's standard market prices for them, you can expect to be able to purchase them and kill them for animating. You still can't cherry-pick whatever you want.

STOP THE STRAWMAN.   NOBODY'S SAYING ANYTHING ABOUT CHERRY PICKING WHATEVER YOU WANT.

To be clear, here's the actual argument:

There's lots of good creatures to reanimate (whole classes of creatures in fact... virtually every dragon, giant, magical beast, or animal of appropriate HD is a good choice), and in most campaigns you're liable to see enough of them to have some solid zombies or skeletons on your side. Therefor, it's reasonable to expect than an Adept could, if he wanted, have a decent number of reasonably strong Skeletons or Zombies via Animate Dead, simply by raising creatures that are seen, fought, or bought during the campaign.  Examples of good undead creatures to raise include zombie 10 headed hydras, as well as zombie dragons, zombie bulletes, skeletal warbeast tyrannosauruses, and zombie warbeast Elasmosauruses.  Undead creatures can then, when needed, be placed in extradimensional space, or pulled out when combat might be approaching.

The following is your strawman, which nobody is arguing, but which you're attacking:

An Adept gets to cherry pick whatever he wants before the campaign even starts, and when an Adept reachs lv10 and DING he'll find a 10-headed hydra to replace the 9-headed hydra from the last level.  These creatures are then always stored in Extradimensional space until the fight starts.

See the difference?  Notice how I'm showing your strawman out of your quotes, so don't go claiming you didn't make it.  Now can you stop with that?

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Solo June 26, 2011, 04:09:08 PM
So apparently Giacomo will not be responding to my posts since he is under the impression that threatening to ignore someone who does not like him will result in him being liked again.

I strongly encourage everyone who wants to post something in response to what Giacomo says to PM it to me so that I may do it for him.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir June 26, 2011, 05:01:35 PM
I strongly encourage everyone who wants to post something in response to what Giacomo says to PM it to me so that I may do it for him.

The underlying rule of these forums are "Don't be a Douche".

... ensure your posts are adding to the community rather than detracting or keeping it stagnant (by spamming for example).

I do apologize for the whole vigilante moderation thing here, and I'm not going to complain if there's any moderation action taken against me because hey, that is a consequence of what I'm doing and that's a price I'm willing to pay. But this endless, moronic trolling that Solo seems to be so wrapped up in needs to stop. It's dragging across too many threads, cluttering too many discussions that actually have the potential to be interesting, and just all-around douchey.

No, that does not mean that I agree with Giacomo. But stop making me ashamed to disagree with him. Grow up.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 26, 2011, 05:01:54 PM
25gp per hit dice,

So, about 500gp per undead (for the max 20HD, which are best... it's cheaper if it's less than that), and you generally keep them through many fights. Heck, I kept a few undead I rebuked as a DN from level 4 to level 12 (though they were far less useful then, but they made reasonable enough scouts).  They don't exactly die easy.

Out of curiosity, how much do the Monks you like to make spend in charges off wands per encounter?  It's more than that per encounter, isn't it?

possibly dangerous/time-consuming location of appropriate bodies,

Since bodies are usually obtained from fights you were doing anyway, this makes no sense.  You fight a bunch of leveled up Drugar Raiders riding Bullettes, you say "hey, a Bullette is a pretty good critter" and then you animate it because the body is right there in front of you."

costs for Necrosis Carnex (whose details JaronK strangely enough cannot provide although he gave the impression that he recently played necromancers using it),

I remember it was 200gp for the special Cold Iron bands involved.  If there was any other cost to it, it wasn't much.  Again, really cheap at this level... cost is a non issue.  I don't remember it well because I was playing a Dread Necromancer with the Black Sand spell and didn't even need them.  But either way, still cheaper than the per encounter cost your Monks notoriously tried to have.

cost for altar,

Trivially cheap.

costs for desecrate spell effect,

This one costs some cash.  It's 4395gp.  On a level 11 character.  See here:  http://www.wizards.com/dnd/article.asp?x=dnd/dx20021031x .  Oh noes!

costs for envelopping pit (see below).

Again, pretty cheap.

It all adds up over time.

...since when have you understood the concept of costs adding up over time?  To be clear, for an Adept to have his undead factory, he needs an additional outlay of 4395gp (ring) + 3600gp (pit) + about 400gp (for a pair of Necrosis Carnexes).  Now he spends about 500gp per undead... let's say he gets at level 12 the full 48 HD in undead, so that's 1200gp for all of them.  He almost never needs to replace them.  So, 8395gp for the initial investment, and every once in a while he finds a new better undead and spends around 500gp on it.  Yeah, that's a bank breaker at level 11.

That doesn't add up to very much at all.

For this, you get CR x to 8 (max) creatures which at level 12 simply have a too high fatality rate in combat.

Compare them to the Monks you've made.  Notice how they're far more survivable.  So, are you admitting that your Monks are worthless?  I mean seriously, to pick a random critter, how about a Skeletal Storm Giant?  Made by someone with Desecrate and Corpse Crafter, we're talking about something with 19d12+76 (199 hp), Str 43, Dex 20, an attack set of +23/+18 with his Greatsword for 4d6+24 or two slams and two claw attacks at +23/+23/+18/+18 for 1d6+16 and 1d8+8 respectively,  or two Composite Longbow shots at +12/+7 for 3d6+16, initiative +9, AC 21 (with the default Breastplate, it could go up), Immunity to cold as well as most Fort saves and a bunch of other things, DR 5/Bludgeoning, and saves of Ref +11, Fort +6, and Will +11.  Plus he can be healed indefinitely by a single casting of Black Sand, or by a Necrosis Carnex.  And if you have random other gear he could use (for example some of the treasure he came with) you can let him use it until you're at a place where you can sell it.

Now, notice how much more durable that guy is than any of the Monks you've made (and note that 10HD critters turned into Zombies are generally even more durable).  Either these guys are totally survivable, or you're admitting that your Monks all have an extremely high fatality rate.  Which is it?

Still, outside of combat they can be used to activate traps, tactically deceive opponents, transport stuff, be a mount (flying even), and are great possibly for fluff and that whole "bow-to-me-my-minions"-thing. ;) This does not mean that outside combat you should not ignore possible drawbacks (like bringing them into civilised areas).

Notice how that example Skeletal Storm Giant (and yes, I did just pick a Giant with just under 20HD... it's quite simple) is also a very effective combat creature, capable of doing a lot more than most Monks (like the ones you've shown).    As for civilized areas, you have a few options.  Many undead can be covered in armor and then disguised as a living version of the same creature (for example, a Skeletal Storm Giant in Full Plate could be disguised as a Storm Giant in Full Plate).  Or teleportation can get you places.  Or there's Extradimensional Space (not so easy for huge creatures, but acceptable for Large and smaller... though I'd buy a humanoid shaped skeleton fitting in there).  Really, there's a lot of options here.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 26, 2011, 05:14:24 PM
A 20 HD zombie cost less to make (400 gps) than a partially charged wand of a 1st level spell with 30 charges (450 gps). For a 12th level adept animate 48 HD of undead it only costs 1,200 gps (25 x 48), less than a third of the cost of a fully charged wand of a 2nd level spell (4,500 gps). WBL for a 12th level PC is 88,000 gps so it's costing an adept PC about 1.5% of his wealth to have a fully force of undead with him and even even if he carries around another 1,200 gps in black onyx gems around with him for replacements he's spent less that 3% of his total wealth on undead, hardy a big sacifice. Throw in a few hats of disguises (1,800 gps) and I'm up to about 5% of my total wealth. Even if we're using NPC WBL it's barely a dent in a 12th level NPC's wealth.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 26, 2011, 05:24:06 PM
A 20 HD zombie cost less to make (400 gps) than a partially charged wand of a 1st level spell with 30 charges (450 gps).

500gp, but it's still pretty close.  A 16 HD Skeleton or Zombie is 400gp.  But, yeah, the point still stands... maintaining undead is cheap, and far cheaper than burning charges off wands in every fight.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: oslecamo June 26, 2011, 05:45:50 PM
I don't think anyone's saying that (this is why we're saying strawman).  A 10 Headed Hydra Zombie was an example of how nasty undead can get... a 9 Headed Hydra Zombie, however, is perfectly good too.  So's a Zombie Behir (CR 8 Magical beast with 9HD, hits for 2d4 +12 or, if you had Corpse Crafter, 2d4+14, has 11 natural armor to start) or a Zombie Bulette (CR 7 Magical Beast with 9 HD, hits for 2d8+8 normally and has a burrow speed) or a Zombie Chimera (CR 7 Magical Beast with 9 HD) or a Zombie Elasmosaurus (CR 7 10 HD Animal) or a Skeletal Tyrannosaurus (CR 8 18 HD Animal) or a Skeleton Dire Shark (CR 9 18 HD animal) or a Zombie Young to Mature Adult Black Dragon (16-22 HD, CR 9-14) and so on and so forth.
You still brought up the hydra in the adept build. It's not a strawman if you did exactly what I'm acusing you of doing.

You're harping on the idea that the best undead is all a character would have.  No one's saying that, so it's a strawman.  However, there will be SOMETHING that'll make a solid zombie or skeleton... that's what's being said.  And if you haven't figured it out, I was just going through the Monster Manual there and picking magical beasts, animals, giants, and dragons of appropriate CR and HD... and it works.  Notice that it's pretty easy to find CR 7ish critters with just about the right HD.
Unless you bring up some random creature generator (that works with all creature types, not just those that are efficient to animate dead), you'll be still cherry picking, when otherwise it's up to the campaign and the DM what monsters you face.

You do know that zombies can still fly and that skeletal creatures with magical flight still fly as well, right?  For example, Skeletal Also, you don't need to necessarily spend actions to bring them out.  It's just that you hide them when you want to be stealthy, but when you're playing kick in the door kill 'em all style, you leave them out under standing orders to attack anyone who you attack or who attacks you.
Zombies fly so poorly they'l be hard pressed to do anything. Skeletons are more efficient, but magic flying creatures with great natural combat stats are indeed rare.

Right, you get them after the first couple encounters.  Then you have them.  As such, when considering how well these classes do in game, we expect that the Adept will probably have some solid undead if that's campaign appropriate.  What's the problem?
"Appropriate" meaning a lot of diferent things to diferent persons. Otherwise nobody would've bringed up the 10 headed hydras at 10th level (and then trying to cheese out ways to animate dead 12 headed hydra zombies on top).

...killing them in game is exactly what I've always done.  And it works, and then you have a bunch of them.  
But we don't have a game here. We have a 1x1 duel. This adept never adventured or fought any battle, and now you want to give it advantages based solely on its background.

Now if you want, we can fill the duel arena with other randomized monsters and if your adept can kill them and animate deading them in real time then I have no complains.

Are you reading the same books I am?  Dread Warriors are from UE.  Their feats are "Same as the base creature, except the dread warrior loses any feats for which it no longer qualifies" and it can be applied not just to Fighters, but to "any humanoid of at least 3 hit dice or levels."    They definitely keep all their old abilities, as the template never says anything about losing them and the fluff part of the template even says "dread warriors are undead beings usually created from the corpses of skilled warriors.  They retain many of the martial skills and talents they possessed in life."  So, usually you use them with Fighter types, but you don't have to, and they keep their abilities.
I was checking out the Monsters of Faerun version, which is where google said they're from. What's UE again?

Seriously?  A Construct only campaign?  A Plant only campaign?  REALLY?  You know, I've never been in a campaign where every enemy was always the exact same type.  God, the poor Rogues in your game worlds!  A campaign world of nothing but constructs, plants, and undead!    Seriously though, let's assume a reasonable normal campaign here.

Please, vine/golem/grave strike have been printed long ago to enable rogues to easily sneak up pretty much everything. :p

So, you're saying a DM can go out of their way to screw a player if they want.  We know.  Hey, it could also be a completely dead magic world, except all Monk abilities work anyway!  Monks clearly rule!
Based on your previous logic, dead magic zones exist somewhere in the campaign, so clearly the fight will be in a dead-magic zone that happens to be filled with optimal monsters for animate deading. One background condition from each player is only fair.

See?  There's your strawman.  No one's saying you can just cherry pick whatever you want before the campaign even started.  That's your strawman, right there.  Notice how what we're actually saying is that there's lots of good creatures to reanimate (whole classes of creatures in fact... virtually every dragon, giant, magical beast, or animal of appropriate HD is a good choice), and in most campaigns you're liable to see enough of them to have some solid zombies or skeletons on your side.  
Then choose monsters whitout any specfific preference. There's several random ecounter generators out there to keep things fair. Otherwise, guess what, you're still cherrypicking them when you bring a specific monster out of nowhere to the duel!

See the difference?  Notice how I'm showing your strawman out of your quotes, so don't go claiming you didn't make it.  Now can you stop with that?
Last time I checked it's not a strawman to repeat what others have said, and several times you were all mentioning specific optimal monsters for animate dead for the adept to use.

So I'll stop it when you stop it as well and either use a random monster generator,  or simply use some of the other's monk tricks.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 26, 2011, 05:45:58 PM
(http://brian.carnell.com/wp-content/uploads/2010/03/reduce-reuse-reanimate.jpg)
: Re: Adept vs monk: the final nail in the coffin
: Solo June 26, 2011, 05:48:57 PM
Can I get that on a T-shirt?
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 26, 2011, 06:41:44 PM
I don't think anyone's saying that (this is why we're saying strawman).  A 10 Headed Hydra Zombie was an example of how nasty undead can get... a 9 Headed Hydra Zombie, however, is perfectly good too.  So's a Zombie Behir (CR 8 Magical beast with 9HD, hits for 2d4 +12 or, if you had Corpse Crafter, 2d4+14, has 11 natural armor to start) or a Zombie Bulette (CR 7 Magical Beast with 9 HD, hits for 2d8+8 normally and has a burrow speed) or a Zombie Chimera (CR 7 Magical Beast with 9 HD) or a Zombie Elasmosaurus (CR 7 10 HD Animal) or a Skeletal Tyrannosaurus (CR 8 18 HD Animal) or a Skeleton Dire Shark (CR 9 18 HD animal) or a Zombie Young to Mature Adult Black Dragon (16-22 HD, CR 9-14) and so on and so forth.
You still brought up the hydra in the adept build. It's not a strawman if you did exactly what I'm acusing you of doing.
You are correct on one thing, and one thing only:  this specific argument isn't a strawman.  It could be tagged as any number of other logical fallacies, however, since you're basically saying "Animate Dead sucks if you don't get Hydras."

You're harping on the idea that the best undead is all a character would have.  No one's saying that, so it's a strawman.  However, there will be SOMETHING that'll make a solid zombie or skeleton... that's what's being said.  And if you haven't figured it out, I was just going through the Monster Manual there and picking magical beasts, animals, giants, and dragons of appropriate CR and HD... and it works.  Notice that it's pretty easy to find CR 7ish critters with just about the right HD.
Unless you bring up some random creature generator (that works with all creature types, not just those that are efficient to animate dead), you'll be still cherry picking, when otherwise it's up to the campaign and the DM what monsters you face.
Why does JaronK have to do anything of the sort?  To convince you?  I don't think that's terribly important.

You do know that zombies can still fly and that skeletal creatures with magical flight still fly as well, right?  For example, Skeletal Also, you don't need to necessarily spend actions to bring them out.  It's just that you hide them when you want to be stealthy, but when you're playing kick in the door kill 'em all style, you leave them out under standing orders to attack anyone who you attack or who attacks you.
Zombies fly so poorly they'l be hard pressed to do anything. Skeletons are more efficient, but magic flying creatures with great natural combat stats are indeed rare.
Even with a clumsy fly speed, flying is flying.  If you animate something with a high fly speed, the maneuverability barely even matters.

Right, you get them after the first couple encounters.  Then you have them.  As such, when considering how well these classes do in game, we expect that the Adept will probably have some solid undead if that's campaign appropriate.  What's the problem?
"Appropriate" meaning a lot of diferent things to diferent persons. Otherwise nobody would've bringed up the 10 headed hydras at 10th level (and then trying to cheese out ways to animate dead 12 headed hydra zombies on top).
Now you're just being contrary.  It's like your obligated to disagree with every sentence JaronK writes.

...killing them in game is exactly what I've always done.  And it works, and then you have a bunch of them.  
But we don't have a game here. We have a 1x1 duel. This adept never adventured or fought any battle, and now you want to give it advantages based solely on its background.

Now if you want, we can fill the duel arena with other randomized monsters and if your adept can kill them and animate deading them in real time then I have no complains.
This is totally unreasonable.  Duels are meaningless in determining a character's strength.  We'd likely be using a same game test if we wanted to test this out, which will invariably give the Adept something to raise over the course of the test, and it's likewise inane to say that a 12th level character has never before adventured in their life, especially if they make the skill investments necessary to hunt down and kill a hydra.

Seriously?  A Construct only campaign?  A Plant only campaign?  REALLY?  You know, I've never been in a campaign where every enemy was always the exact same type.  God, the poor Rogues in your game worlds!  A campaign world of nothing but constructs, plants, and undead!    Seriously though, let's assume a reasonable normal campaign here.

Please, vine/golem/grave strike have been printed long ago to enable rogues to easily sneak up pretty much everything. :p
Elementals, then, and you're assertion is still ridiculous.

See?  There's your strawman.  No one's saying you can just cherry pick whatever you want before the campaign even started.  That's your strawman, right there.  Notice how what we're actually saying is that there's lots of good creatures to reanimate (whole classes of creatures in fact... virtually every dragon, giant, magical beast, or animal of appropriate HD is a good choice), and in most campaigns you're liable to see enough of them to have some solid zombies or skeletons on your side.  
Then choose monsters whitout any specfific preference. There's several random ecounter generators out there to keep things fair. Otherwise, guess what, you're still cherrypicking them when you bring a specific monster out of nowhere to the duel!
Fine, MM's 1, 3, 4, and 5.  A random sampling of 20 monsters CRs 8 through 12.  Here's what I've got:

Ruin Elemental (Elemental, can't be animated)
Grimweird (Undead, can't be animated)
Ushimoi, Turlemoi (Worthwhile skeletons if they keep rock throwing)
Vitreous Drinker (Undead, can't be animated)
Mindshredder Zenthal (Weak animating candidate)
Mohrg (Undead, can't be animated)
Giant Squid (Weak animating candidate)
Shredstorm (Construct, can't be animated)
Lifeleech Otyugh (Moderately good zombie, Improved Grab, Constrict and +22 grapple)
Cave Troll (Good Zombie)
Rylcar Harridan (Usable as a zombie)
Mountain Troll (Very strong skeleton)
War Troll (Very strong skeleton)
Shield Guardian (Construct, can't be animated)
Blighted Bloodfire Ooze (Ooze, can't be animated)
Slaughterstone Eviscerator (Construct, can't be animated)
Lodestone Marauder (Usable skeleton)
Ironclad Mauler (Strong skeleton)
Forest Haunt (Undead, can't be animated)
Chemical Golem (Construct, can't be animated)

Now kindly shut up about good zombies and skeletons not being available in a campaign.  By your own standards, you're WRONG.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 26, 2011, 06:49:58 PM
Ozzy, you say that giving the Adept specific monsters to animate is cherrypicking since the monster availability depends on what the player would have faced in a campaign.

But doesn't that apply to... everything? Like magical gear, for instance. I mean, if you spend the campaign fighting against Elementals in a massive dungeon off of the material plane, you won't really be able to "cherrypick" your character's possessions, so making a build with any specific items would be invalid under those assumptions.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 26, 2011, 07:19:18 PM
Gear is subject to DM approval. Every game where you can pick your every item as long as you don't exceed your WBL, is just how it is in this particular DMs game and not some rule that everyone must follow.
Ergo, someone must state the rules for this test and watch if you follow them.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 26, 2011, 07:25:58 PM
But who watches the watchmen?
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 26, 2011, 07:40:56 PM
Good point. Then we should assign someone to watch them as well.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 26, 2011, 07:42:21 PM
Can we use webcams? I love webcams.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 26, 2011, 07:47:41 PM
Can we use webcams? I love webcams.

We don't want to turn this into Chat Roulette
: Re: Adept vs monk: the final nail in the coffin
: Solo June 26, 2011, 07:49:56 PM
If your intent is to prevent the appearance of massive dicks, I must woefully inform you that you are far too late.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer June 26, 2011, 07:53:23 PM
If your intent is to prevent the appearance of massive dicks, I must woefully inform you that you are far too late.
*Opens mouth to say something, but...*

Nah, too easy.
: Re: Adept vs monk: the final nail in the coffin
: Halinn June 26, 2011, 08:03:31 PM
If your intent is to prevent the appearance of massive dicks, I must woefully inform you that you are far too late.
*Opens mouth to say something, but...*

Nah, too easy.

Are you implying that he is tall and has been given the name of Richard?
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 26, 2011, 10:01:30 PM
To get back on track yes we can talk about animate dead optimization all day long (which by itself makes an adept tier 4) but there's plenty of other avenues for adept optimization: handle animal optimization, poison optimization (craft (poison), snake familiar, other animals via handle animal, minor and major creation), polymorph optimization (something else that makes an adept tier 4 almost all by itself), and Eberron domain adept optimization.

By comparison what avenues of optimization does the monk have? At best we have diplomacy optimization but even then the monk is going to lack a high cha and other social skills to really be effective doing so. Unarmed strike optimization is a dead end, AC optimization is a joke, any attempt at being a mageslayer is laughable, grappling is a losing battle, and overall the monk simply does not fill any rolls within a party. Even the NPC warrior class fill the role of BSF.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir June 26, 2011, 10:19:26 PM
I do want to chime in that Unarmed Strike optimization isn't so much a dead end as it is a dead end within the class itself. Multiclassing and some other shenanigans do let you jack your unarmed strike damage so high that, as part of a lockdown build, you can be pretty nasty, but most of the damage doesn't come from the Monk class due to the nonlinear nature of damage increases, but it does rely on the Monk as a necessary component. That's not a huge thing in favor of the actual class, but that dismissal requires some clarification, at least.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 27, 2011, 12:09:33 AM
You still brought up the hydra in the adept build. It's not a strawman if you did exactly what I'm acusing you of doing.

I brought up a hydra as an example of a nasty undead you could make.  You're the one who then decided I was saying you got to cherry pick exactly the undead you wanted... THAT is the strawman.  10 headed Hydras just happen to make some of the best zombies... but there are better undead you can make too (for example almost any zombie or skeletal dragon, Storm Giant skeletons, and so on).  Seriously: hydras are just an example.  Feel free to find me saying otherwise anywhere.

Unless you bring up some random creature generator (that works with all creature types, not just those that are efficient to animate dead), you'll be still cherry picking, when otherwise it's up to the campaign and the DM what monsters you face.

That's just stupid.

Zombies fly so poorly they'l be hard pressed to do anything. Skeletons are more efficient, but magic flying creatures with great natural combat stats are indeed rare.

And yet both fight against flyers better than most Monks, so, you know, we're cool there.

"Appropriate" meaning a lot of diferent things to diferent persons. Otherwise nobody would've bringed up the 10 headed hydras at 10th level (and then trying to cheese out ways to animate dead 12 headed hydra zombies on top).

No... I'm pretty sure picking a 10HD melee critter from MM1 is a pretty appropriate example of a melee critter around CR 8-14.  I'm sure the person talking about 12 headed zombie hydras simply misremembered.  It just so happens that Hydras make great zombies.

But we don't have a game here. We have a 1x1 duel. This adept never adventured or fought any battle, and now you want to give it advantages based solely on its background.

Now if you want, we can fill the duel arena with other randomized monsters and if your adept can kill them and animate deading them in real time then I have no complains.

Who the heck invented this rule?  We're talking about which class is stronger in play.  1X1 duels are useless for determining such things.  And we have yet another strawman... I have said nothing about background.  I'm saying in the course of a campaign you're going to fight monsters, and some will likely be melee monsters.  These you can turn into powerful undead via Animate Dead.  Then I gave some examples.  That's all.  Anything else is either a strawman (such as your insistence that the Hydra Zombie was anything other than a singular example) or shifting goalposts (such as you here insisting we're talking about duels).  

Seriously, go find an example of me (or heck, anyone) claiming this was about dueling.  We're talking about D&D here, not Yu-Gi-Oh.

I was checking out the Monsters of Faerun version, which is where google said they're from. What's UE again?

Unapproachable East.

Please, vine/golem/grave strike have been printed long ago to enable rogues to easily sneak up pretty much everything. :p

Oh good, now we've got a Rogue that, best case, has to burn a charge off a wand every round just to hurt anything.  Yeah, that's gonna be an awesome campaign.  Sure, you think it's unreasonable to say that at some point an Adept player might fight a melee creature that's good to turn into a skeleton or zombie during a campaign, but a campaign of nothing but Constructs, Plants, and Undead where there's constantly wands of grave/vine/razing strike everywhere?  Totally normal!

Based on your previous logic, dead magic zones exist somewhere in the campaign, so clearly the fight will be in a dead-magic zone that happens to be filled with optimal monsters for animate deading. One background condition from each player is only fair.

Um, no?  Based on my previous logic, somewhere in the campaign world there might be a dead magic zone... but since you can't bring the results of that with you, it doesn't really matter.  Why do you think "there's some melee monsters in the world" is equivalent to "there's dead magic zones over all of them?"  You sound like a terrible DM.  Also, if you happen to have a dead magic zone... drag the corpse out.  Animate it there.  And again, there's no "the fight."  We're talking about playing D&D.  Talk about your Pokemons elsewhere.

Then choose monsters whitout any specfific preference. There's several random ecounter generators out there to keep things fair. Otherwise, guess what, you're still cherrypicking them when you bring a specific monster out of nowhere to the duel!

Okay.  I used this one: http://www.monsteradvancer.com .  It's the first one Google showed me.  Then I went to the 3.5 encounter generator.  I set it to CR 12, no other modifiers, and clicked generate.  It got me this:  2 Large Digesters (Advanced HD to 13), an 11 HD Huge Girallon, and an 11 HD Thorny Digester.  Two  make okay Skeletons, one makes a very solid Skeleton, the fourth is a plant.  Then I set it to CR 11 and got a Copper Half-Dragon Copper Dragon (what the heck is wrong with this thing?), which makes a great Zombie or Skeleton.  Then I set it to CR 10 and got a Spellwarped Monstrous Centipede, Huge with 11 HD and an 11 HD Monstrous Centipede, Huge.  They'd make passable, but not great, skeletons.  So then I thought I'd try a CR 14, and guess what?  5 Nine Headed Hydras was the result (seriously, I thought that was hilarious).    And that makes some seriously awesome Zombies.  So... see how that works?  I assume that shows you the basic idea?  I went through the CRs so you'd see that at each level he'd be getting new options (not always better options, but new ones).  Out of those 4 encounters I randomly generated, I got 5 amazing zombies, one amazing zombie or skeleton, one decent skeleton, and four just okay skeletons.  Considering you can usually only control 2-3 really good undead at a time via Animate Dead (assuming you go for lots of HD in one creature, which you should) that clearly shows how well this works.

Last time I checked it's not a strawman to repeat what others have said, and several times you were all mentioning specific optimal monsters for animate dead for the adept to use.

Those are called examples.  Nobody said you needed those exact creatures.  That's your strawman... claiming that anyone was saying you got to pick the exact creatures.  But nobody said that.  What we said was that Animate Dead could get you really solid (and survivable) warriors, and that Hydras and giants and dragons were good examples of that.

So I'll stop it when you stop it as well and either use a random monster generator,  or simply use some of the other's monk tricks.

Good.  Now I've used a random generator and showed you the basic idea.  And I love that I got that encounter of 5 9 headed hydras.  But feel free to use that one too and have a good time with it until you see how many totally random encounters do indeed result in pretty darn good undead.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: PlzBreakMyCampaign June 27, 2011, 12:30:24 AM
I stay out of threads like these usually, so I apologize if I am suddenly back on topic:

I think the only flaw with creating undead is controlling them. Do Adepts get Control/Command Undead?
did we ever solve this?

The Enveloping Pit is well within the WBL of a 11th level character and solves stealth problems for as many undead as you can squeeze in a 50 ft. cube.

Necrosis Carnex is also well within the reach of a 11th level character with animate dead, and solves the healing problem out of combat.
I really should know the first, but for giggles can I get a source for both?
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 June 27, 2011, 12:55:02 AM
I stay out of threads like these usually, so I apologize if I am suddenly back on topic:

I think the only flaw with creating undead is controlling them. Do Adepts get Control/Command Undead?
did we ever solve this?
Solution is in Animate Dead itself.  Undead you create are automatically under your control.

The Enveloping Pit is well within the WBL of a 11th level character and solves stealth problems for as many undead as you can squeeze in a 50 ft. cube.

Necrosis Carnex is also well within the reach of a 11th level character with animate dead, and solves the healing problem out of combat.
I really should know the first, but for giggles can I get a source for both?
MIC for Enveloping Pit, MM4 for Necrosis Carnex.

Which, incedentally, has a total cost of 200gp for the iron bands and 5 or 6 (can't recall which) humanoid corpses.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 27, 2011, 02:38:52 AM
Which, incedentally, has a total cost of 200gp for the iron bands and 5 or 6 (can't recall which) humanoid corpses.
I would like to add that if the Necrosis Carnex is destroyed, you can salvage the cold iron from the remains and re-use it for a new one.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 27, 2011, 07:40:44 PM
Well, unfortunately I currently do not have the time to answer in more detail right now (work and all that). But maybe just one question to Jaronk: do you honestly believe that a storm giant skeleton (CR 8 I believe) is better than a level 12 monk? Or are you just implying that my level 12 monk is so bad? (you know which one). Think carefully before making such a claim again.

- Giacomo

PS: for your answer it may be helpful to know that neither do storm giant skeletons gain slam attacks (they gain claw attacks); nor do they get 4 attacks/round, just either 2 claw or 2 weapon each.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 27, 2011, 08:06:59 PM
Well, unfortunately I currently do not have the time to answer in more detail right now (work and all that). But maybe just one question to Jaronk: do you honestly believe that a storm giant skeleton (CR 8 I believe) is better than a level 12 monk? Or are you just implying that my level 12 monk is so bad? (you know which one). Think carefully before making such a claim again.

Having seen the Monks you've been putting out lately, yes, the CR 9 Storm Giant Skeleton has been far superior.  After all, you've been showing us Monks pumping Int and using Skill Prodigy and such (remember, you claimed they could do so and still fight well).  And the Storm Giant Skeleton clearly has far more HP (combined with easier healing), far more immunities, and a far higher bonus to hit.  I think it even does noticeably more damage.  It's even got better long ranged attacks.  As a fighting character, it's far superior.  It's also mindless of course, so it's hardly impressive out of combat (as anything more than a really swanky way to ride from town to town), but I was talking about in combat.

PS: for your answer it may be helpful to know that neither do storm giant skeletons gain slam attacks (they gain claw attacks); nor do they get 4 attacks/round, just either 2 claw or 2 weapon each.

Skeletons keep the natural attacks (the slams) and gain claw attacks (if they have hands, which Storm Giants do).  So yes, they end up with four natural weapons, allowing for four attacks if they so desire (and if you got bored and threw a Monk's Belt on them, they'd get two iteratives in addition to the four naturals... if you happened to have one of those lying around).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo June 27, 2011, 08:31:12 PM
JaronK, honestly: you are not really comparing my level 6 and 7 monk builds focused on skills for comparison with an expert with the combat strength mindless CR 8 or even 9 monster, are you? Could you please STOP THESE DOUBLE STANDARDS? They do not help in this discussion at all. Thank you.

Then, please check out the cloud giant skeleton example in the SRD. The slams got replaced by claws and do not come on top. The wording in the attack section seems to suggest they retain the slams, but definitely no skeleton example sees the claws adding to no. of attacks.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 27, 2011, 08:34:40 PM
Let's take a look at a storm giant skeleton, assuming the maker had the corpsecrafter feat (+2 hit points/HD and +4 enhancement to str) and it was made in a desecrated alter (+2 profane bonus to attack and damage rolls, +2 hit points/HD)

19d12 + 76hp (38 from profane, 38 from corpsecrafter) for an average of 190 hps
Base AC 14 (+3 dex, +3 natural armor, -2 size), DR 5/bludgeoning
Str 43 (39 base + 4 enhancement from corpsecrafter), Dex 16 (14 base +2 from skeleton)
Base attack +25 (9 BAB +16 str +2 profane -2 size), +33 grapple (+8 size, +16 str, +9 BAB)
Full attack: 2 claws +25 (1d8 +18) and 2 slams +20 (1d8 +10)
Reach: 15', speed 50'

Other than AC I'd say the storm giant skeleton is superior to the monk in combat in most aspects and the giant's AC can be improved with armor.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o June 27, 2011, 08:41:39 PM
JaronK, honestly: you are not really comparing my level 6 and 7 monk builds focused on skills for comparison with an expert with the combat strength mindless CR 8 or even 9 monster, are you? Could you please STOP THESE DOUBLE STANDARDS? They do not help in this discussion at all. Thank you.

Then, please check out the cloud giant skeleton example in the SRD. The slams got replaced by claws and do not come on top. The wording in the attack section seems to suggest they retain the slams, but definitely no skeleton example sees the claws adding to no. of attacks.

- Giacomo

Are you arguing that a Monk of any given level can "only" be geared and build for skill/social use, or combat, but not both?
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 27, 2011, 09:25:25 PM
Let's take a look at a storm giant skeleton, assuming the maker had the corpsecrafter feat (+2 hit points/HD and +4 enhancement to str) and it was made in a desecrated alter (+2 profane bonus to attack and damage rolls, +2 hit points/HD)

IIRC, the profane bonus to attack and damage rolls doesn't apply after it leaves the area.  And the Desecration Ring doesn't have a big range, so we probably shouldn't include those in the final stats.

19d12 + 76hp (38 from profane, 38 from corpsecrafter) for an average of 190 hps
Base AC 14 (+3 dex, +3 natural armor, -2 size), DR 5/bludgeoning
Str 43 (39 base + 4 enhancement from corpsecrafter), Dex 16 (14 base +2 from skeleton)
Base attack +25 (9 BAB +16 str +2 profane -2 size), +33 grapple (+8 size, +16 str, +9 BAB)
Full attack: 2 claws +25 (1d8 +18) and 2 slams +20 (1d8 +10)
Reach: 15', speed 50'

Other than AC I'd say the storm giant skeleton is superior to the monk in combat in most aspects and the giant's AC can be improved with armor.

Note that it can also use weapons if it wants... the Giant that you likely killed should have come with a nice Composite Longbow for some ranged fire.  Also, it comes with a Greatsword, which isn't the best idea at all times but is better if you think it's going to run and charge a lot.  Also, you forgot the +4 Dex from Corpsecrafter, so his initiative, AC, and ref save should all be two higher.  Also, they come with their own Breastplate.

JaronK, honestly: you are not really comparing my level 6 and 7 monk builds focused on skills for comparison with an expert with the combat strength mindless CR 8 or even 9 monster, are you? Could you please STOP THESE DOUBLE STANDARDS? They do not help in this discussion at all. Thank you.

Then, please check out the cloud giant skeleton example in the SRD. The slams got replaced by claws and do not come on top. The wording in the attack section seems to suggest they retain the slams, but definitely no skeleton example sees the claws adding to no. of attacks.

- Giacomo

I'm comparing where you were going, advancing to 12 Monk levels... obviously.  There's no double standard.  You claimed you still had a good combat warrior after throwing your feats into Skill Prodigy and Carmendine Monk and such.  And I'm comparing it to what you claimed was a completely unsurvivable minion that was going to die all the time.  If you're admitting that the Giant is better (to the point of complaining that it's unfair and a double standard just to compare it at all), then you're admitting that your Monk is, in your opinion, not able to survive.  Which is, by the way, exactly what I was saying when I claimed your Monk was trying too hard to be an Expert and thus failed at being a Monk.  He became unable to survive and unable to keep up in combat (in addition to being worse in the skill area compared to the Expert).

As for the examples... examples are always trumped by rules, and the rules clearly state that the skeleton retains all natural attacks (except those dependent on flesh), as here:  "A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to ½ its Hit Dice."

So that's two primary attacks with the claws, and two secondary natural attacks with the slams.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 28, 2011, 02:54:30 AM
So that's two primary attacks with the claws, and two secondary natural attacks with the slams.
Man could argue that slams need flesh to work. Could you find an official skeletal monster that has slams?
: Re: Adept vs monk: the final nail in the coffin
: Damien_Wilacoth June 28, 2011, 03:13:42 AM
So that's two primary attacks with the claws, and two secondary natural attacks with the slams.
Man could argue that slams need flesh to work. Could you find an official skeletal monster that has slams?

In the Monster Manual, under the entry of Creating the Monster on page 297, it reads that a Slam or Tentacle is "any blunt attack that the creature might have (punches, constriction, slaps, and the like)."

It seems to me that flesh isn't exactly required for a skeleton to punch or slap somebody.

Just ask Ash.  :smirk

That being said, it's not an official skeletal monster, but it seems to offer fair proof that can be applied to his storm giant skeleton would indeed get the two slams.  Please keep in mind, after all, that WotC is not known for its shining reputation for having their official examples of the rules follow all the rules.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 28, 2011, 04:49:27 AM
Zombies get slams, skeletons get claws. That might be a hint.
Are there monsters with slams and claws? ??? (I'm not saying one excludes the other, I'm just curious)
: Re: Adept vs monk: the final nail in the coffin
: Damien_Wilacoth June 28, 2011, 05:50:36 AM
Zombies get slams, skeletons get claws. That might be a hint.
Are there monsters with slams and claws? ??? (I'm not saying one excludes the other, I'm just curious)

True, it might have been a hint.  To read the rules and apply them literally everytime it makes sense to do so.  If you read the rules for skeletons, they basically tell you to keep all of the old attacks, except where it doesn't make sense for them to do so, such as in the example of the mind flayer losing their tentacle attacks.  If a bag of bones crashed into you, I'd say that was, in all technical sense of the word, a slam.

As for the second question, any monster with claw attacks that becomes a vampire gets them.  Same with a zombie.  Other than that, not much that I've seen, offhand.  Most creatures with claws of a smaller size tend to bite, not slam.  Creatures with claws of a bigger size tend to bite and tail slap, not slam.  Creatures with a natural slam attack are weird, usually being undead with a level draining effect of some sort (or giants with obscene strength modifiers).  Now, I'm fairly sure there's at least one exception to those rules (because it wouldn't be D&D without exceptions to the rules), but given that they seem to be general examples anyway, it seems fair enough to ignore the general and focus on the specifics.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 28, 2011, 06:00:10 AM
In essence, the question is: can a skeleton bitch slap people?

The answer, for those of you who are familiar with Geoff Peterson, is yes.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 28, 2011, 06:10:51 AM
So that's two primary attacks with the claws, and two secondary natural attacks with the slams.
Man could argue that slams need flesh to work. Could you find an official skeletal monster that has slams?

Unfortunately, there's very few sample skeletons.  So, none among that list, but that hardly says much.

But by the rules, they'd keep the slams unless those require flesh.  Having sparred against Muay Thai fighters, I can assure you when they slam you with their shins it hurts like the dickens.  I suppose it's possible that "slam" means a strange modified punch, in which case they'd have to chose between slams and punches, but then again the SRD defines slams as "The creature batters opponents with an appendage, dealing bludgeoning damage."  Since it's any appendage, it could be a knee or kick attack, which could work with the claws.  I dunno.  By RAW it sure seems to work, since the Skeleton rule says they keep their attacks.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Solo June 28, 2011, 06:22:18 AM
Your head is an appendage. And it's usually pretty large on a giant.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 28, 2011, 07:41:15 AM
Are we talking about giant shao'lin monk skeletons now?  Or maybe giant drunken aussie skeletons?  Giant British footballer skeletons?
: Re: Adept vs monk: the final nail in the coffin
: Nachofan99 June 28, 2011, 09:33:35 AM
that says nothing about the Adept class beyond the fact that they are a potential Animate Dead delivery system.

By the same line of thinking, what more are sorcerers but a d4, poor BAB, one good save no class feature (aka terrible) delivery system for arcane spells?

It seems only fair IMHO that a spellcaster should be judged by the power of his spells.

Bolded for emphasis by me.  Why did you chop my quote?

"Yes in TO where you are given a limitless stable of exactly the monsters you want Animate Dead is better than the entire Monk class that says nothing about the Adept class beyond the fact that they are a potential Animate Dead delivery system."

Polymorph, used in the most extreme TO sense, is also better than the entire Monk class that also says nothing about the Adept class beyond the fact that they are a potential Polymorph delivery system.

Hell if Adepts get Craft they can build ladders, break them into 10ft poles and get infinite wealth!  That also says nothing about the Adept class beyond the fact that they are a potential Ladder/10ft Pole delivery system.

Yes casters should be judged by the power of their spells; they should not be judged based on the ability of certain spells to completely and entirely break the game because there is no "power" involved in that kind of useage.

Sure, I keep track of things like "Well the Adept is simply not going to use Animate Dead TO style - but note that if allowed they would be better than many entire classes.  The Adept is also not going to use Polymorph TO style - but note that if allowed..."  All spellcasters have a list of spells exactly like that.  All classes have a list of Skills and other class abilities like that too.  Why bring any of that kind of stuff up at all except in passing?

I don't even want to get into things like "Using Polymorph as intended..." or "Using Animate Dead as intended...".  Such spells are highly variable in power depending on your DM.  I would rather FOCUS on everything else the Adept can use that varies much less and go from there.
: Re: Adept vs monk: the final nail in the coffin
: veekie June 28, 2011, 09:41:10 AM
So that's two primary attacks with the claws, and two secondary natural attacks with the slams.
Man could argue that slams need flesh to work. Could you find an official skeletal monster that has slams?

Unfortunately, there's very few sample skeletons.  So, none among that list, but that hardly says much.

But by the rules, they'd keep the slams unless those require flesh.  Having sparred against Muay Thai fighters, I can assure you when they slam you with their shins it hurts like the dickens.  I suppose it's possible that "slam" means a strange modified punch, in which case they'd have to chose between slams and punches, but then again the SRD defines slams as "The creature batters opponents with an appendage, dealing bludgeoning damage."  Since it's any appendage, it could be a knee or kick attack, which could work with the claws.  I dunno.  By RAW it sure seems to work, since the Skeleton rule says they keep their attacks.

JaronK
The problem with this approach, the skeleton would STILL be a more capable combatant(or at least more durable) than the monk without needing the slams. Quibbling over the matter actually weakens your point.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 28, 2011, 10:22:49 AM
Whos point?
: Re: Adept vs monk: the final nail in the coffin
: Solo June 28, 2011, 10:24:28 AM
That monks are underpowered?

(I think?)
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 28, 2011, 10:28:39 AM
I'm not asking "What point?", I'm asking "Whose point?"
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 28, 2011, 11:04:05 AM

Yes casters should be judged by the power of their spells; they should not be judged based on the ability of certain spells to completely and entirely break the game because there is no "power" involved in that kind of useage.

Sure, I keep track of things like "Well the Adept is simply not going to use Animate Dead TO style - but note that if allowed they would be better than many entire classes.  The Adept is also not going to use Polymorph TO style - but note that if allowed..."  All spellcasters have a list of spells exactly like that.  All classes have a list of Skills and other class abilities like that too.  Why bring any of that kind of stuff up at all except in passing?

I don't even want to get into things like "Using Polymorph as intended..." or "Using Animate Dead as intended...".  Such spells are highly variable in power depending on your DM.  I would rather FOCUS on everything else the Adept can use that varies much less and go from there.


Adept doesn't need to use Animate Dead TO style to be better than the Monk. Nobody is arguing that they need to do that (most creatures that have been posted so far are just examples, not 'I need this specific creature to beat a monk'). 80% of the creatures in the CR 8-12 range that you can animate will mop the floor with the monk. A simple 'animate what you kill' (without going out to hunt perfect monsters) approach, which many DMs are likely to allow (assuming they allow Animate Dead at all, but if we start chopping the Adept's spell list, this changes the comparison to 'houseruled Adept vs. Monk') is more than enough to outperform a monk. 

 
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 28, 2011, 12:16:55 PM
Also, Polymorph is very, very strong, but it's not hitting the TO level all by itself.  Master Transmog, on the other hand, has some TO applications, and Persistent Draconic Polymorph is absurd, although probably moreso because of Persistent Spell than Draconic Polymorph.  If you want a spell that is TO all by itself, look at Shapechange.
: Re: Adept vs monk: the final nail in the coffin
: veekie June 28, 2011, 12:27:32 PM
I'm not asking "What point?", I'm asking "Whose point?"
JaronK's being the last quoted?
Worst case interpretation of the animated corpse gives you something about par with the monk, assuming you grabbed any melee brute in your CR range and the right HD.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo June 28, 2011, 12:41:25 PM
I'm not asking "What point?", I'm asking "Whose point?"
JaronK's being the last quoted?
Worst case interpretation of the animated corpse gives you something about par with the monk, assuming you grabbed any melee brute in your CR range and the right HD.

How exactly is the DM throwing you melee brutes conviently placed in the optimal HD range and that can be animated a "worst case interpretation"?

And for the record giant vermins can't be turned into skeletons since they don't have a skeletal system, which automatically discards a lot of the options  of the previously used random monster generator that kept spewing monstruous vermin.  
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 June 28, 2011, 12:51:30 PM
And for the record giant vermins can't be turned into skeletons since they don't have a skeletal system, which automatically discards a lot of the options  of the previously used random monster generator that kept spewing monstruous vermin. 
They do, actually.  It's called an exoskeleton.  Exoskeletons are fully functional skeletal systems, they're just outside the body instead of inside, which has its own advantages and disadvantages.  I'd be happy to list them if you'd like.

However, a hydrostatic skeleton, like what is found in sea stars, roundworms, and many nidarians, is not considered a skeletal system due to its reliance on fluid pressure instead of a rigid frame.

I'm a Zoology major.  Do not question me on this.
: Re: Adept vs monk: the final nail in the coffin
: Kajhera June 28, 2011, 01:15:22 PM
I'm not asking "What point?", I'm asking "Whose point?"
JaronK's being the last quoted?
Worst case interpretation of the animated corpse gives you something about par with the monk, assuming you grabbed any melee brute in your CR range and the right HD.

How exactly is the DM throwing you melee brutes conviently placed in the optimal HD range and that can be animated a "worst case interpretation"?

And for the record giant vermins can't be turned into skeletons since they don't have a skeletal system, which automatically discards a lot of the options  of the previously used random monster generator that kept spewing monstruous vermin.  

If they don't count as having a skeleton, medium/large/huge vermin can be made into bloodhulk things, medium ones into necrosis carnexes. Bloodhulk might not be the most efficient use of animating control, and only the medium ones come into play at 12th level without domains, but there is a necromantic use for creatures without skeletal systems for an adept.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 28, 2011, 01:16:14 PM
How exactly is the DM throwing you melee brutes conviently placed in the optimal HD range and that can be animated a "worst case interpretation"?

You said you'd stop doing this when I used a completely random generator for monsters and showed that it worked.  I did... I picked the first generator I found online, entered appropriate CRs (10, 11, 12, and 14), and got strong enough monsters, including a few amazing ones.  Most of the monsters were not in the optimal HD range (11-13 is actually one of the worst, and that's where most where) and yet it was still enough to get amazing undead.   So your claim about " melee brutes conveniently placed in the optimal HD range" is clearly false. So stop it, you said you would.

And for the record giant vermins can't be turned into skeletons since they don't have a skeletal system, which automatically discards a lot of the options  of the previously used random monster generator that kept spewing monstruous vermin.  

Stop making stuff up.  When your argument requires you to claim that things with exoskeletons don't have skeletons you know you've gone off the deep end.  But for reference, see here:  http://en.wikipedia.org/wiki/Exoskeleton (http://en.wikipedia.org/wiki/Exoskeleton):  "An exoskeleton is the external skeleton that supports and protects an animal's body, in contrast to the internal skeleton (endoskeleton) of, for example a human."  Yeah, it's a skeleton.

: snakeman830[/quote
I'm a Zoology major.  Do not question me on this.

(http://images.icanhascheezburger.com/completestore/2009/5/5/128860489145234200.jpg)

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Nachofan99 June 28, 2011, 02:05:48 PM
Ha, Ha.  I like how I think I agree with about 95% of everything said, but the 5% is the problem.

@LordofBlades: I agree because I said exactly the same thing you said.  Since you don't need to use TO Animate Dead, why bring it up?

@X-Codes: Again I essentially agree because I said *essentially* the same thing.  Poly is so strong that many groups simply disallow it or nerf it, just look at this very site for examples. In many groups Poly is TO because it's disallowed.  It's so incredibly strong for it's level, it's hard for it not to be TO even if allowed.  Again, Poly is all that is needed to out perform the Monk and many other classes at virtually everything that's it's only worth mentioning briefly IMO.

@Oslecamo:  As I said before, during levels 8-12, you should have *about* 50 encounters.  If there is not 1-2 decent Animate Targets in that many encounters, I would wager the DM is doing so deliberately.  I agree with you that you won't get *exactly* what you want, when you want it.  But you need to see that it's entirely realistic given the HUGE amount of viable Animate targets that you will get something decent.  I don't subscribe to "Well you'll have a flying creature AND a combat brute AND some utility guys AND etc. etc. etc."  But come on, you're gonna have something which is better than the cost of materials used and more than the Monk has.
: Re: Adept vs monk: the final nail in the coffin
: veekie June 28, 2011, 03:56:52 PM
Odds are, if you're fighting anywhere but inside a settlement(and then mostly coz its all humanoids), a suitable melee brute shows up about 1/day, easily. Sure, ditch skeletal giant vermin, it doesn't need them. Screw dinosaurs. Forget getting slams with claws on giants.

All you need is something big and mean. Thats the most common monster archetype out there anyway.

EDIT: Hell, just pick up some cows from the slaughterhouse, it doesn't cost that much and you have a starter kit to gather better zombies with.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 28, 2011, 04:43:05 PM
@X-Codes: Again I essentially agree because I said *essentially* the same thing.  Poly is so strong that many groups simply disallow it or nerf it, just look at this very site for examples. In many groups Poly is TO because it's disallowed.  It's so incredibly strong for it's level, it's hard for it not to be TO even if allowed.  Again, Poly is all that is needed to out perform the Monk and many other classes at virtually everything that's it's only worth mentioning briefly IMO.
TO isn't some kind of subjective thing.  Poly isn't TO unless you start using Assume Supernatural Ability, and even then there's only a few abuses.  Shapechange arguably has more abuses, but that's an argument for another thread.  Neither the Adept nor, obviously, the Monk can cast Shapechange.

Also, I could pile on oslecamo's hilariously stupid comment about how vermin don't have skeletons, but instead I'll mention that some Adepts going the undead master path are going to have the means to use Create Undead on them instead and command them as Husk Vermin using the Undeath domain to get the spell, a scroll to actually cast the spell, and the Master of Undeath feat.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 28, 2011, 05:19:03 PM
TO isn't some kind of subjective thing.  Poly isn't TO unless you start using Assume Supernatural Ability, and even then there's only a few abuses.  Shapechange arguably has more abuses, but that's an argument for another thread.  Neither the Adept nor, obviously, the Monk can cast Shapechange.

Well, TO is pretty subjective as commonly used.  It mostly means "stuff that wouldn't fly at my table" to most people.  For example, I've had someone claim that taking Font of Inspiration on a Factotum was TO.  I've had people say that using undead at all is TO.  I've had people saying that casting Alter Self at all is TO. 

Really, TO should mean "optimization created without intent to see actual play" but the word does get thrown about commonly to mean "stuff I wouldn't allow."

JaronK
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem June 28, 2011, 06:52:03 PM
Eberron Adept can have Shapechange on it's list.
Scroll of Shapechange is then within reach, and the Adept has the CL for it.
Still requires a Magic Mart, but now it's at least mobile.

Once you have it, you can make the Scroll have more charges, with otherwise normal crafting.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 28, 2011, 11:43:58 PM
For the record, my major was Being Right All The Time.
Never question me on anything when I make my official decrees.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 28, 2011, 11:45:59 PM
So you're like the pope.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 June 29, 2011, 12:52:23 AM
Except nobody follows him.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 29, 2011, 01:33:53 AM
The only difference between the Pop and anyone else is the number of people who believe you.

One thing I find interesting is that zombie and skeleton animals and magical beasts are cheaper to buy/make/whatever than the live versions, even more so considering that you don't have to feed the undead versions. For example a live heavy horse is 200 gps, a skeleton one costs 75 gps to make.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 29, 2011, 07:15:04 AM
Because they're less popular/needed.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 29, 2011, 07:51:58 AM
Because they're less popular/needed.

But better usually (they can work 24/7, not needing any rest or sleep), maintenance free and more environmentally friendly(they don't breathe releasing CO2 into the atmosphere and in the case of horses they don't need to consume O2 producing organisms).
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 29, 2011, 08:04:04 AM
Because they're less popular/needed.

But better usually (they can work 24/7, not needing any rest or sleep), maintenance free and more environmentally friendly(they don't breathe releasing CO2 into the atmosphere and in the case of horses they don't need to consume O2 producing organisms).
Does not matter. In most D&D settings necromancy is not tolerated ans so are undead.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 29, 2011, 08:12:53 AM
Then guys in most D&D settings don't know what they're missing :P
On a more serious note it's nothing new that the price and usefulness of something are unrelated in D&D
: Re: Adept vs monk: the final nail in the coffin
: oslecamo June 29, 2011, 08:22:32 AM
To get the skeletal horse then you need an horse body to begin with. So either you had to buy it at the market, or you found one on the wilderness in which case you could've just handle animated it. Either case the living mount is much cheaper than the undead one.

: Re: Adept vs monk: the final nail in the coffin
: Solo June 29, 2011, 08:46:31 AM
But better usually (they can work 24/7, not needing any rest or sleep), maintenance free and more environmentally friendly(they don't breathe releasing CO2 into the atmosphere and in the case of horses they don't need to consume O2 producing organisms).
So what you're saying is that off of the battlefield, an Adept can kick off the post mortem industrial revolution.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 29, 2011, 09:07:26 AM
I was, personally, never enamored with the idea of nonintelligent undead as cheap labor.  They can't make craft or profession checks because those are trained only skills, and skeletons and zombies just don't have skill points.  As such, they work at the much less useful rate of 1 sp a day, which won't even pay off the cost of raising them from the dead for almost a year (and that's even assuming that they're 1 HD creatures, good for nothing else).  What's more, this is simple manual labor.  There is nothing produced by their efforts.

As such, Undead can, at best, play a role in an economy, but they can't spark anything like the industrial revolution.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 29, 2011, 10:56:57 AM
I was, personally, never enamored with the idea of nonintelligent undead as cheap labor.  They can't make craft or profession checks because those are trained only skills, and skeletons and zombies just don't have skill points.  As such, they work at the much less useful rate of 1 sp a day, which won't even pay off the cost of raising them from the dead for almost a year (and that's even assuming that they're 1 HD creatures, good for nothing else).  What's more, this is simple manual labor.  There is nothing produced by their efforts.

As such, Undead can, at best, play a role in an economy, but they can't spark anything like the industrial revolution.

Craft is not trained only (unlike profession) but it's an int skill. I have no idea what rules( if any) would apply for a creature with Int:- trying to use a skill that keys on Int.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 June 29, 2011, 11:38:43 AM
I was, personally, never enamored with the idea of nonintelligent undead as cheap labor.  They can't make craft or profession checks because those are trained only skills, and skeletons and zombies just don't have skill points.  As such, they work at the much less useful rate of 1 sp a day, which won't even pay off the cost of raising them from the dead for almost a year (and that's even assuming that they're 1 HD creatures, good for nothing else).  What's more, this is simple manual labor.  There is nothing produced by their efforts.

As such, Undead can, at best, play a role in an economy, but they can't spark anything like the industrial revolution.

Craft is not trained only (unlike profession) but it's an int skill. I have no idea what rules( if any) would apply for a creature with Int:- trying to use a skill that keys on Int.
Creatures with nonabilities trying to make checks based off of an ability they don't have auto-fail. Skellies can't make Int checks, but it looks like they can make Craft checks just fine, they just have a modifier of +0.
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 29, 2011, 12:27:20 PM
Creatures with nonabilities trying to make checks based off of an ability they don't have auto-fail. Skellies can't make Int checks, but it looks like they can make Craft checks just fine, they just have a modifier of +0.

I believe it would be a -5 actually.
: Re: Adept vs monk: the final nail in the coffin
: Kajhera June 29, 2011, 12:35:49 PM
Creatures with nonabilities trying to make checks based off of an ability they don't have auto-fail. Skellies can't make Int checks, but it looks like they can make Craft checks just fine, they just have a modifier of +0.

I believe it would be a -5 actually.

'The modifier for a nonability is +0.' -SRD under Nonabilities
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 29, 2011, 12:51:41 PM
Creatures with nonabilities trying to make checks based off of an ability they don't have auto-fail. Skellies can't make Int checks, but it looks like they can make Craft checks just fine, they just have a modifier of +0.

I believe it would be a -5 actually.

'The modifier for a nonability is +0.' -SRD under Nonabilities

So industrial revolution is a go by the looks of it  :D With a +0 modifier, a skeleton taking 10 on craft checks can craft 'very simple items' (DC 5) and 'typical items' (DC 10). With a bit of optimization I'm pretty sure we can make it reach DC 15 (for high quality items) or even DC 20 (for 'complex or superior items').

Also, given that you make half the result of your craft check in GP per week, a simple 1 HD skeleton will have paid his animation cost in only 5 weeks
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 29, 2011, 01:13:02 PM
Assuming they can use the craft skill at all.
: RC
INTELLIGENCEAny creature that can think, learn, or remember has at least 1 point of Intelligence. A creature that has no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. Such a creature is immune to mind-affecting spells and abilities, and it automatically fails Intelligence checks. Mindless creatures don’t gain feats and skills, although they can have bonus feats or racial skill modifiers.
You need items, like a Masterwork Tool (50gp) or such.
But...
: FAQ, around page 102, just search for mindless
Could a golem use a magic item, such as a ring of invisibility?
A golem can make use of any magic item that works continuously or is use activated (provided whoever commands the golem is on hand to put the item on the golem or order the golem to pick it up). Being mindless, a golem cannot use any item activated by command, spell, or spell completion.
They may not be able to craft anything really. *shurgs*
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 June 29, 2011, 01:22:29 PM
Should we make a thread for uses of mindless undead and similar minions?
: Re: Adept vs monk: the final nail in the coffin
: Kajhera June 29, 2011, 01:26:00 PM
Since intelligence checks and intelligence-based skill checks are separate things, skeleton should be able to craft. As long as it doesn't need to involve speech or spell completion and you program their instructions properly.

However ... once you start giving them *magic* items you start running into a whole lot of capital costs, so don't expect more than masterwork tools. You can't take 10 on aid another, so this generally won't be the most effective use of labor unless you can mix a third-level bard in somehow. Start the postmortem industrial revolution, wind up with cheap factory-produced goods... Optimizing skills is not easy on mindless things (though if I can quietly inquire where my necromancer friend got the ability to give her skeletons +49 on profession(miner))... Somewhere in Ravenloft apparently, with something called the Reign Undead skill. Two months of training to give them a bonus on a skill of half your bonus on that skill. (Now to quietly inquire where she got +98 to that skill, I think I may be misremembering the number.) Ah, but it only works for profession skills.

Also, yes.
: Re: Adept vs monk: the final nail in the coffin
: MalcolmSprye June 29, 2011, 04:40:01 PM
Except nobody follows him.
Wait... the Pope is on Twitter? how many followers does he have?
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan June 29, 2011, 04:47:27 PM
Wait... the Pope is on Twitter? how many followers does he have?

So many jokes, and all of them are blasphemy.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 29, 2011, 05:47:02 PM
I was, personally, never enamored with the idea of nonintelligent undead as cheap labor.  They can't make craft or profession checks because those are trained only skills, and skeletons and zombies just don't have skill points.  As such, they work at the much less useful rate of 1 sp a day, which won't even pay off the cost of raising them from the dead for almost a year (and that's even assuming that they're 1 HD creatures, good for nothing else).  What's more, this is simple manual labor.  There is nothing produced by their efforts.

As such, Undead can, at best, play a role in an economy, but they can't spark anything like the industrial revolution.
The words "Perpetual motion" come to mind.
: Re: Adept vs monk: the final nail in the coffin
: veekie June 29, 2011, 07:01:41 PM
The payoff is a long time though, and theres wear and tear on unliving bodies.

I figure mindless undead labor is best at totally unskilled labor, heavy hauling , towing wagons or propelling ships and boats etc. For skilled labor maybe a ghost would be better.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 29, 2011, 07:05:45 PM
The payoff is a long time though, and theres wear and tear on unliving bodies
Are there any actual mechanics for the long term degradation of undead bodies?
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 29, 2011, 07:13:38 PM
Considering a single casting of Black Sand can keep a number of them healed indefinitely, I'd say decay isn't an issue.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem June 29, 2011, 07:17:19 PM
The payoff is a long time though, and theres wear and tear on unliving bodies
Are there any actual mechanics for the long term degradation of undead bodies?

Yes.
You have to press Start on the video of Twilight over and over.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 29, 2011, 07:18:57 PM
So it's settled. Adepts have both combat capabilities and mundane utility.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer June 29, 2011, 07:22:25 PM
The payoff is a long time though, and theres wear and tear on unliving bodies.

I figure mindless undead labor is best at totally unskilled labor, heavy hauling , towing wagons or propelling ships and boats etc. For skilled labor maybe a ghost would be better.
Ox skeletons would be great if you tossed a couple in some electricity- lightning-generating wheels. They can also grind corn and such, and you don't even need a river for the water wheel grindstone anymore!
: Re: Adept vs monk: the final nail in the coffin
: veekie June 29, 2011, 07:41:56 PM
Yeah, if it comes to inputting low level but constant amounts of work, undead are great. Replacing a living workforce requires more sentient corpses.
A large array of skeleton powered hamster wheels powering an entire city's worth of cogworks...
: Re: Adept vs monk: the final nail in the coffin
: Solo June 29, 2011, 07:49:41 PM
I may be misunderstanding the term, but was not the point of the industrial revolution that we could start to build machines powered by fuel and not rely on manual labor for our every need?
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 29, 2011, 08:35:02 PM
First:
: SRD
Untrained laborers and assistants earn an average of 1 silver piece per day.
Stop ignoring un-helpful rules.

Also, Craft can't create raw materials.  You need the Profession skill to do that, and the Profession skill is trained only.

Finally, Intelligence-based skill checks are a subset of Intelligence checks.  Therefore, Skeletons automatically fail Craft checks, including checks to Aid Another using the craft skill.
: Re: Adept vs monk: the final nail in the coffin
: veekie June 29, 2011, 08:43:54 PM
I don't think anyone is using skeletons here for manufacturing?
I mean, sheer manual labor that doesn't create anything is Profession no?
: Re: Adept vs monk: the final nail in the coffin
: Solo June 29, 2011, 08:45:19 PM
I am not suggesting that we use skeletons to make baskets, I'm saying we use skeletons to power a machine that makes baskets.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 29, 2011, 09:10:03 PM
To be fair monks are better at basketweaving than skeletons. We need to do something with all the unemployed monks since the zombies hydras and skeleton giants took their jobs in combat.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 29, 2011, 09:15:18 PM
I'll make a John Henry out of any monk that tries to compete with the forces of mechanization.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 June 29, 2011, 10:06:26 PM
Finally, Intelligence-based skill checks are a subset of Intelligence checks.  Therefore, Skeletons automatically fail Craft checks, including checks to Aid Another using the craft skill.
Not true, unfortunately.  Otherwise, things like the Motivate Intelligence aura wouldn't say "Intelligence checks and Intelligence-based skill checks".  Ability checks are seperate from skill checks.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 30, 2011, 12:45:59 AM
Finally, Intelligence-based skill checks are a subset of Intelligence checks.  Therefore, Skeletons automatically fail Craft checks, including checks to Aid Another using the craft skill.
Not true, unfortunately.  Otherwise, things like the Motivate Intelligence aura wouldn't say "Intelligence checks and Intelligence-based skill checks".  Ability checks are seperate from skill checks.
Interpreting it the other way gives you just as much nonsense, though.  Mindless creatures can make DC 10 Knowledge checks and basically have perfect common sense.  Even if you're cool with that, there's still the "Untrained workers make 1 sp a day" bit.

I am not suggesting that we use skeletons to make baskets, I'm saying we use skeletons to power a machine that makes baskets.
In that case, the machine is a tool being used by the skeletons.  Aside from doing stuff like trapping a Thoqqua inside an Iron Golem, there's no rules in the game for powering machinery using creatures.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir June 30, 2011, 12:56:28 AM
Can a skeleton be instructed to pull a lever under some set of circumstances? "Programmed instructions" points to "Yes".
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 June 30, 2011, 01:04:04 AM
Finally, Intelligence-based skill checks are a subset of Intelligence checks.  Therefore, Skeletons automatically fail Craft checks, including checks to Aid Another using the craft skill.
Not true, unfortunately.  Otherwise, things like the Motivate Intelligence aura wouldn't say "Intelligence checks and Intelligence-based skill checks".  Ability checks are seperate from skill checks.
Interpreting it the other way gives you just as much nonsense, though.  Mindless creatures can make DC 10 Knowledge checks and basically have perfect common sense.  Even if you're cool with that, there's still the "Untrained workers make 1 sp a day" bit.

: Knowledge, SRD
Untrained
An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

So no, mindless creatures can't succeed at Knowledge checks ever because they have no skill points or feats (thus can't use them as they're Trained only skills) and it defaults to an Int check, which mindless creatures auto-fail.

And what is this constant deal with the salary of workers?  I can't figure out why you keep bringing it up.
: Re: Adept vs monk: the final nail in the coffin
: veekie June 30, 2011, 01:25:23 AM
Hell if I know, the uses of undead labor is mainly to eliminate the need for unskilled labor. So any task that requires no judgement or decision ability is saved. Transportation costs are greatly reduced, overland shipping times go down, etc. You could program one to clean the streets, quarry stone, etc etc, but  when used to power manufactories, they're just the mechanism to reset a non-magical crafting trap.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 30, 2011, 04:06:34 AM

Interpreting it the other way gives you just as much nonsense, though.  Mindless creatures can make DC 10 Knowledge checks and basically have perfect common sense.  Even if you're cool with that, there's still the "Untrained workers make 1 sp a day" bit.

It doesn't provide common sense, but rather common knowledge, which IMHO is implied in the fact that they can obey 'simple instructions'. You can't obey a command such as 'close the door' unless you know what a door is and what the actions of opening and closing imply.



: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 30, 2011, 05:06:35 AM
And what is this constant deal with the salary of workers?  I can't figure out why you keep bringing it up.
In order to make something you have to use either a spell or the craft skill.  Skeletons obviously can't cast spells, and the limit of what they can do with the craft skill is earn 1 sp a day because they're untrained.

Interpreting it the other way gives you just as much nonsense, though.  Mindless creatures can make DC 10 Knowledge checks and basically have perfect common sense.  Even if you're cool with that, there's still the "Untrained workers make 1 sp a day" bit.

It doesn't provide common sense, but rather common knowledge, which IMHO is implied in the fact that they can obey 'simple instructions'. You can't obey a command such as 'close the door' unless you know what a door is and what the actions of opening and closing imply.
They don't close the door because they understand the concept of closing a door, but rather because you communicate the concept of what you want them to do.  A nasty side-effect of being mindless is that you don't understand language.

Hell if I know, the uses of undead labor is mainly to eliminate the need for unskilled labor. So any task that requires no judgement or decision ability is saved. Transportation costs are greatly reduced, overland shipping times go down, etc. You could program one to clean the streets, quarry stone, etc etc, but  when used to power manufactories, they're just the mechanism to reset a non-magical crafting trap.
This might actually be something.  If you make a one-shot trap with a manual reset, it's a lot cheaper than anything with an automatic reset.  While it might not be worthwhile with low-end traps, if you do it with something that casts Wall of Iron then you're saving significantly more money than it cost you to raise a 1 HD skeleton in the first place.

That said, such a trap is still expensive, and mindless undead are still incapable of producing the trap in the first place.  As such, I still don't believe this rises to the level of "industrial revolution."  Fact is, there are more than enough commoners to saturate your typical 3.5e economy doing this sort of thing, even if you need to get 3 of them to work in shifts instead of a single skeleton.  This sort of stunt belongs more in the "Reducing costs of items" guide than anything else.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 30, 2011, 05:52:41 AM
And what is this constant deal with the salary of workers?  I can't figure out why you keep bringing it up.
In order to make something you have to use either a spell or the craft skill.  Skeletons obviously can't cast spells, and the limit of what they can do with the craft skill is earn 1 sp a day because they're untrained.

I believe that statement merely refers to the wage of the average untrained helper and it has no bearing on the actual amount of stuff an untrained crafter can craft in a given amount of time (the detailed rules for that are a bit lower in the same section).
: Re: Adept vs monk: the final nail in the coffin
: X-Codes June 30, 2011, 06:15:02 AM
Even if that's true, the best these skeletons could do is use Aid Another to boost the check of a Real craftsman, at which point they really just marginally accelerate someone else's work.  On their own, they can only create random, crappy items, and not even net a 1 sp a day profit.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades June 30, 2011, 06:22:22 AM
Even if that's true, the best these skeletons could do is use Aid Another to boost the check of a Real craftsman, at which point they really just marginally accelerate someone else's work.  On their own, they can only create random, crappy items, and not even net a 1 sp a day profit.

It's still debatable whether they can (or can't use the craft skill). If they can(which I believe they do given the clear distinction that appears in most texts between 'ability checks' and 'ability based skill checks'), by the rules they can create just as good items as any living craftsman
: Re: Adept vs monk: the final nail in the coffin
: veekie June 30, 2011, 10:16:54 AM
Well, imagine a DIFFERENT revolution. The Industrial Revolution altered manufacturing, but these undead would be working in resource collection and transportation. If anything it'd increase the number of craftsmen, given that less unskilled labor is needed to support society.
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 30, 2011, 02:08:02 PM
As to whether they can build stuff: note that Stronghold Builder's Guide specifically mentions zombie labor.  It says they're not as good, but they do get the job done.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 30, 2011, 04:49:05 PM
: Strongholdbuilder's guide
What if your workers are zombies that never grow tired or sleep? Perhaps they’re incredibly strong stone giants or master dwarven stonemasons. In most cases, unusual laborers don’t affect the cost of stronghold, because particularly efficient workers charge correspondingly more for their services. Fifty dwarven stonemasons might do the work of a hundred human masons, but they know they’re better and they’ll demand higher wages as a result. Zombies may be cheap and efficient, but they require constant supervision from expensive evil clerics.
Is it really the Zombies building things, or the hired Clerics using really large and organic tools?
: Re: Adept vs monk: the final nail in the coffin
: JaronK June 30, 2011, 05:21:44 PM
It's the zombies.  The Clerics are just supervising (but evidently need to be there the whole time to keep an eye on things).  It says so right there in your quote.  Of course, if they have Awaken Undead I imagine the supervision issue is solved.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Littha June 30, 2011, 05:36:46 PM
Clerics are just supervising (but evidently need to be there the whole time to keep an eye on things)

Anyone seen fantasia and is reminded of the broomsticks?
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK June 30, 2011, 06:47:39 PM
It's the zombies.  The Clerics are just supervising (but evidently need to be there the whole time to keep an eye on things).  It says so right there in your quote.  Of course, if they have Awaken Undead I imagine the supervision issue is solved.

JaronK
SorOs point was that you don't have to pay the zombies, but you have to pay the Clerics, and they're expensive, it says so right there in SorOs quote.
: Re: Adept vs monk: the final nail in the coffin
: Shiki June 30, 2011, 07:29:45 PM
Clerics are just supervising (but evidently need to be there the whole time to keep an eye on things)

Anyone seen fantasia and is reminded of the broomsticks?

Yes and yes, although that's more along the lines of Animate Objects. ;)
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 30, 2011, 07:30:16 PM
It's the zombies.  The Clerics are just supervising (but evidently need to be there the whole time to keep an eye on things).  It says so right there in your quote.  Of course, if they have Awaken Undead I imagine the supervision issue is solved.

JaronK
SorOs point was that you don't have to pay the zombies, but you have to pay the Clerics, and they're expensive, it says so right there in SorOs quote.
See also: or the hired Clerics using really large and organic tools?
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit June 30, 2011, 08:43:24 PM
It's the zombies.  The Clerics are just supervising (but evidently need to be there the whole time to keep an eye on things).  It says so right there in your quote.  Of course, if they have Awaken Undead I imagine the supervision issue is solved.

JaronK
SorOs point was that you don't have to pay the zombies, but you have to pay the Clerics, and they're expensive, it says so right there in SorOs quote.

Or maybe they're evil clerics trying to destroy society via economics by undercutting the competition
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost June 30, 2011, 09:23:11 PM
It's the zombies.  The Clerics are just supervising (but evidently need to be there the whole time to keep an eye on things).  It says so right there in your quote.  Of course, if they have Awaken Undead I imagine the supervision issue is solved.

JaronK
SorOs point was that you don't have to pay the zombies, but you have to pay the Clerics, and they're expensive, it says so right there in SorOs quote.

Or maybe they're evil clerics trying to destroy society via economics by undercutting the competition
It would seem a Cleric that cast several Simulacrum spells (UMD a runestaff/scroll) has the cheapest option of them all.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir June 30, 2011, 10:07:18 PM
Can a skeleton be instructed to pull a lever under some set of circumstances?

Any responses? At all? Because if a skeleton can do this, it can supply mechanical power to a machine. End of story.
: Re: Adept vs monk: the final nail in the coffin
: Solo June 30, 2011, 10:10:04 PM
Just put them on a treadmill and order them to advance.
: Re: Adept vs monk: the final nail in the coffin
: veekie June 30, 2011, 11:33:12 PM
Just put them on a treadmillhamster ball and order them to advance.
: Re: Adept vs monk: the final nail in the coffin
: Talore July 01, 2011, 12:00:53 AM
Just put them on a treadmillhamster ball and order them to advance.
Make a balance check.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 01, 2011, 12:02:18 AM
Can a skeleton be instructed to pull a lever under some set of circumstances?

Any responses? At all? Because if a skeleton can do this, it can supply mechanical power to a machine. End of story.
I'm not against order undead to walk in a hamster ball. However, I did post the correction to someone's misquote. Stronghold Builder's guide requires Clerics (arguably anyone capable of commanding them) to be present the entire time as a descriptive rule.

Likewise, intent of Craft is explained: "You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems." so really Mindless creatures should never be able to make a Craft check.

What I will say is zombies are tools (supported by descriptive rules in stronghold) followed with the explanation like: Telling a Zombie to walk on a treadmill, walk back and forth carrying a bucket, or even hammering anything that passes under them is nothing more than per say an electrical motor doing the same repetitive task over and over again. The "machine" isn't making a craft check, you made it. When you made the machine its self. And just like an electrical motor, the machine has no concept of dimensions and is unable to judge if the log is debarked or not, or if the board is lined up prior to cutting, where to nail should the board not be lined up exactly to where it is assumed to be, etc. The thousands of possible fail points that would take an omnificer's Craft Check to correct. And that is where the supervisor comes in, either a computer in this day and age, or a Cleric yelling at his animations.

: Re: Adept vs monk: the final nail in the coffin
: veekie July 01, 2011, 12:30:50 AM
Just use zombie hamster ball engines to power water pumps and you can even make the ball a sealed globe.


Thousand of years later people forget why those balls revolve.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 01, 2011, 02:02:51 AM
Just use zombie hamster ball engines to power water pumps and you can even make the ball a sealed globe.


Thousand of years later people forget why those balls revolve.

Campaign setting stolen.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 01, 2011, 03:45:53 AM
Just put them on a treadmill and order them to advance.
Where is a treadmill powered anything in any sourcebook?

Anything.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 01, 2011, 03:57:27 AM
It's in the book with the acid breathing sharks.
: Re: Adept vs monk: the final nail in the coffin
: veekie July 01, 2011, 04:19:59 AM
Just use zombie hamster ball engines to power water pumps and you can even make the ball a sealed globe.


Thousand of years later people forget why those balls revolve.

Campaign setting stolen.
If you're going that way, you even have varying power source sizes, ratballs for personal rotary power supply, T-Rexballs for industrial use...
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 01, 2011, 05:12:31 AM
Just use zombie hamster ball engines to power water pumps and you can even make the ball a sealed globe.


Thousand of years later people forget why those balls revolve.

Campaign setting stolen.
If you're going that way, you even have varying power source sizes, ratballs for personal rotary power supply, T-Rexballs for industrial use...
I saw a campaign based entirely around the tarrasque once. They chopped it up for all sorts of uses. Food, housing... They even fermented its blood for an alcoholic beverage.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 01, 2011, 06:01:52 AM
It's in the book with the acid breathing sharks.
Dungeonscape is a some 150 page book.  Be more specific.
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 01, 2011, 12:06:40 PM
Just use zombie hamster ball engines to power water pumps and you can even make the ball a sealed globe.


Thousand of years later people forget why those balls revolve.

Campaign setting stolen.

+1.
: Re: Adept vs monk: the final nail in the coffin
: Midnight_v July 01, 2011, 12:52:36 PM
This is a thread I'd like to unsubscribe from.    :twitch What are you even talking about? I'm not going back to read the last 2 pages if it resultst in zombie hamsters powering the world.
Somewhere your d&d has taken a wrong turn.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 01, 2011, 12:56:03 PM
I guess that technically we're still on topic.  The Adept can change the world with a technological revolution using class features.  The Monk can't :p
: Re: Adept vs monk: the final nail in the coffin
: Solo July 01, 2011, 04:37:43 PM
This is a thread I'd like to unsubscribe from.    :twitch What are you even talking about? I'm not going back to read the last 2 pages if it resultst in zombie hamsters powering the world.
Somewhere your d&d has taken a wrong turn.
I mentioned that Animate Dead could be used to start off some sort of industrial revolution, which means the Adept is useful both on and off the battlefield.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 01, 2011, 05:13:35 PM
This is a thread I'd like to unsubscribe from.    :twitch What are you even talking about? I'm not going back to read the last 2 pages if it resultst in zombie hamsters powering the world.
Somewhere your d&d has taken a wrong turn.
I mentioned that Animate Dead could be used to start off some sort of industrial revolution, which means the Adept is useful both on and off the battlefield.

See Also: Eberron and semifriendly turned hateful elementals bound and enslaved against their will to power machines, like flying boats and magnetic trains.

Wait... Which one is an evil act again?
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 01, 2011, 06:31:44 PM
This is a thread I'd like to unsubscribe from.    :twitch What are you even talking about? I'm not going back to read the last 2 pages if it resultst in zombie hamsters powering the world.
Somewhere your d&d has taken a wrong turn.
I mentioned that Animate Dead could be used to start off some sort of industrial revolution, which means the Adept is useful both on and off the battlefield.

See Also: Eberron and semifriendly turned hateful elementals bound and enslaved against their will to power machines, like flying boats and magnetic trains.

Wait... Which one is an evil act again?

But zombies are eeeeevul! They're all gross and rotty and scary! Whereas a giant pile of animate fire is nice and cuddly!
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 01, 2011, 07:11:25 PM
Just use zombie hamster ball engines to power water pumps and you can even make the ball a sealed globe.


Thousand of years later people forget why those balls revolve.

Campaign setting stolen.

+1.

Does that make me +2?
: Re: Adept vs monk: the final nail in the coffin
: weenog July 01, 2011, 08:30:12 PM
Just use zombie hamster ball engines to power water pumps and you can even make the ball a sealed globe.


Thousand of years later people forget why those balls revolve.

Campaign setting stolen.

Don't forget husk globe databases... and didn't somebody work out a way to turn the commoner railgun into an internet?
: Re: Adept vs monk: the final nail in the coffin
: Littha July 01, 2011, 08:32:00 PM
Just use zombie hamster ball engines to power water pumps and you can even make the ball a sealed globe.


Thousand of years later people forget why those balls revolve.

Campaign setting stolen.

Don't forget husk globe databases... and didn't somebody work out a way to turn the commoner railgun into an internet?

Would be relatively easy by passing notes, instant transmission speed is awesome...
: Re: Adept vs monk: the final nail in the coffin
: weenog July 01, 2011, 08:33:49 PM
So with an Adept and enough time, you can pretty much play D20 modern as a hideous necromantic horrorshow of which the inhabitants are blissfully unaware..?
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 01, 2011, 08:39:27 PM
We can do better. (http://suptg.thisisnotatrueending.com/archive/12936417/)
: Re: Adept vs monk: the final nail in the coffin
: veekie July 02, 2011, 07:03:49 PM
We can do better. (http://suptg.thisisnotatrueending.com/archive/12936417/)
That is awesome.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 02, 2011, 10:10:14 PM
I'm not against order undead to walk in a hamster ball. However, I did post the correction to someone's misquote. Stronghold Builder's guide requires Clerics (arguably anyone capable of commanding them) to be present the entire time as a descriptive rule.

That's for making a building, which presumably requires the undead to do a variety of tasks (for example, you don't want an undead critter to keep mindlessly bringing stone to the work site after you don't need more of them).  In that situation, you need to have a Cleric (or Adept) to be there to change their orders as needed.

If you're just having them do the same thing over and over forever, such as constantly turning a wheel or even always cutting any block placed in front of them in a specified way, no supervision is needed, as per the rules in Animate Dead.  They just follow orders.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 03, 2011, 12:15:37 PM
Well, the discussion appears to have moved somewhat.
Before getting back to the original subject, just a note on the skeletons/zombies’ capabilities to do work: They have no skills. Not just no skill ranks: they have no skills at all. So, for instance, they cannot craft imo.
The animate dead spell says they follow spoken commands, and then also lists what they can do apart from that: following the caster and attack specific types of creatures in an area when they are left alone. Everything else necessitates a spoken command.
What they MIGHT be used for is something like a mecha (or landmate in Appleseed jargon, I think). A giant skeleton could carry inside its necromancer who uses the giant skeleton’s strength and reach for doing heavy work. You could imagine this as a basis for an interesting mecha fantasy variant in a magic-heavy campaign.

Anyhow, back to adept vs monk.

At this point, I’ll try the following:
1)   Show that a monk can easily defeat a storm giant skeleton (thus nullifying this part of JaronK’s argument)
2)   And illustrate why I see animate dead as a not sustainable tactics for an adept (i.e. too expensive.

First, the storm giant skeleton comparison.
These are its stats…
I mean seriously, to pick a random critter, how about a Skeletal Storm Giant?  Made by someone with Desecrate and Corpse Crafter, we're talking about something with 19d12+76 (199 hp), Str 43, Dex 20, an attack set of +23/+18 with his Greatsword for 4d6+24 or two slams and two claw attacks at +23/+23/+18/+18 for 1d6+16 and 1d8+8 respectively,  or two Composite Longbow shots at +12/+7 for 3d6+16, initiative +9, AC 21 (with the default Breastplate, it could go up), Immunity to cold as well as most Fort saves and a bunch of other things, DR 5/Bludgeoning, and saves of Ref +11, Fort +6, and Will +11.  Plus he can be healed indefinitely by a single casting of Black Sand, or by a Necrosis Carnex.  And if you have random other gear he could use (for example some of the treasure he came with) you can let him use it until you're at a place where you can sell it.

Now, notice how much more durable that guy is than any of the Monks you've made (and note that 10HD critters turned into Zombies are generally even more durable).  Either these guys are totally survivable, or you're admitting that your Monks all have an extremely high fatality rate.  Which is it?

Neither. Some corrections first…
…this storm giant skeleton is not a “random critter”, but taken from the corpse of a CR 13 storm giant. This skeleton is so far the most powerful one presented and likely not “randomly” available for the adept (and trying to defeat the storm giant first is quite tough for a 12th level adept, I daresay).
Then, its DEX is not 20, but 16 (14 base +2 from skeleton template).
Finally, I still contend the four attacks/round. No example template creatures got any claw attacks on top of their existing attacks, including the similar cloud giant. So it must be concluded that the claw attacks replace other natural attacks which no longer are available to the skeleton since the designers felt they need flesh (including the slams).

Now, let us see what this skeleton can do against any monk build of mine.
Say, if we compare it to the 12th level monk in the legendary fighter thread (http://brilliantgameologists.com/boards/index.php?topic=11801.msg419438#msg419438), the following becomes apparent (but maybe others draw a different conclusion).
Scenario: Skeleton by itself (on guard on the adept’s order).
That 12th level monk build of mine gets the surprise round (the skeleton has no skills and thus no chance to notice even a badly hiding monk). In the most straightforward tactics without any buffs, the monk charges, does two attacks with snap kick at +21 vs flat-footed AC of 16, so likely hits twice for around 80 damage. Then first round. Both have the same initiative modifier. If monk wins, he hits with full round decisive strike for another 160ish damage, destroying the skeleton. If the skeleton goes first, monk uses his invisibility ability as immediate action and due to the miss chance only takes around 52 damage from the slam or greatsword attacks (and possibly a DC 15 massive damage fort save, which he'll very likely make). He then proceeds to do his 160 pts of damage to destroy the skeleton.
Adept cost: 450 gp for destroyed skeleton. Monk cost: took damage, has to heal with his 1/day ability and healing item. Advantage monk.
Note: the monk can also buff more and trip at +29 vs the skeleton’s modifier of 24 from 20ft away (greatreach bracers). Then, the skeleton could not even attack back. Also, the blink ability may be up all the time, increasing the skeleton’s miss chance to 75%.

Scenario: Skeleton with its maker (adept).
Then, the monk simply ignores the skeleton (tumbles through any threatened area if need be) and attacks adept for 80ish points of damage, plus two DC 23 stuns in the surprise round. Adept will likely perish from this assault, and the skeleton is masterless. Immediate action invisbility and move silently away (if you wish to destroy it now, refer to scenario 1).

Then, as I already mentioned, it probably makes no sense as JaronK did to use this adept level 12 animate dead result (a CR 9 skeleton) against the level 6-7 monks I posted in the expert thread.
Still, those monk builds from the expert vs monk thread he referred to were not entirely combat focused, but skill focused. A skill-focus monk with, say, UMD could simply use cheap wands like hide from undead or even command undead which allow the skeleton no save an thus makes it entirely redundant (in a combat of undead plus adept vs low level monk only protected by hide from undead, though, the adept might point out the square the monk is in an direct his undead to attack there, only thus providing the monk with 50% miss chance).

Fascinatingly, even the command undead spell in a wand costs only 90gp/use (4,500/50 charges; the hide from undead is only 15 gp/use). A UMDing monk thus would just control the adept’s undead as quickly as an adept could animate them. And 90gp are less than 450 gp, I daresay.
Which answers nicely JaronK’s concern here…

Out of curiosity, how much do the Monks you like to make spend in charges off wands per encounter?  It's more than that per encounter, isn't it?

…and also brings me to the second issue I’d like to address here… the feasibility of animate dead as a constant combat use for the adept.
I still maintain it is too expensive over time.

As oslecamo has pointed out repeatedly and shown by the random monster generators only providing about half rather useful potential zombies and skeletons, the animated dead will not be exactly the best available on average, far from it.
Against CR 12 creatures they have no chance (and I do not mean my monk build above).
The SRD reveals, for instance, at CR 12 dragons that could simply destroy them by flying around and breathing them to dust (white dragons vs skeletons being an exception, but I think an adult mature white will out-melee any animated dead at this level, including their DR 10/magic). A kraken crushes the dead with his tentacles, purple and frost worms can simply swallow them, similarly the black ooze just dissolves them, the pyrohydra can blast them with fire breath weapon enough before it will succumb to melee attacks, the leonal fireballs them until they are cinders, the colossal scorpion grapple/crushes them and simply has hp enough to outlast even a storm giant skeleton.
Which leaves the abyssal basilisk and roper whose fort-save or STR-drain attacks the animated dead may ignore. But those monsters also are intelligent enough not to attack those skeletons, but rather their adept master, as likely will all level 12 npcs (say, a wild elf level 12 barbarian).
(and to those doubting whether a level 12 monk can stand up to these CR 12 creatures at all, have a look at the link to my 12th level build above. Contrary to a skeleton or zombie it can hide, surprise, does more damage, is faster and has a whole array of special abilities that can help).

So, what we have is an adept who is going to lose likely in most encounters one or more of his prescious animated dead. Note also that the desecrate ring for 4,395 gp that JaronK mentioned only works 3/week (!) and thus may run out quite fast in providing the bonuses. And the altar needed for the desecrate boost is described to be “permanent fixture” which suggests imo that it needs to be a in a temple, not a small shrine carried around.

It is not that I am doubting that something like a massive 19 HD giant skeleton cannot be useful in combat. But it has the limits I outlined and over time is too expensive to rely on.

Meanwhile, maybe someone would wish to show a level 12 adept build that is more powerful than the level 12 monk build I posted in the other thread – I’d recommend not using animate dead, though.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 03, 2011, 01:07:57 PM
[spoiler]
Well, the discussion appears to have moved somewhat.
Before getting back to the original subject, just a note on the skeletons/zombies’ capabilities to do work: They have no skills. Not just no skill ranks: they have no skills at all. So, for instance, they cannot craft imo.
The animate dead spell says they follow spoken commands, and then also lists what they can do apart from that: following the caster and attack specific types of creatures in an area when they are left alone. Everything else necessitates a spoken command.
What they MIGHT be used for is something like a mecha (or landmate in Appleseed jargon, I think). A giant skeleton could carry inside its necromancer who uses the giant skeleton’s strength and reach for doing heavy work. You could imagine this as a basis for an interesting mecha fantasy variant in a magic-heavy campaign.

Anyhow, back to adept vs monk.

At this point, I’ll try the following:
1)   Show that a monk can easily defeat a storm giant skeleton (thus nullifying this part of JaronK’s argument)
2)   And illustrate why I see animate dead as a not sustainable tactics for an adept (i.e. too expensive.

First, the storm giant skeleton comparison.
These are its stats…
I mean seriously, to pick a random critter, how about a Skeletal Storm Giant?  Made by someone with Desecrate and Corpse Crafter, we're talking about something with 19d12+76 (199 hp), Str 43, Dex 20, an attack set of +23/+18 with his Greatsword for 4d6+24 or two slams and two claw attacks at +23/+23/+18/+18 for 1d6+16 and 1d8+8 respectively,  or two Composite Longbow shots at +12/+7 for 3d6+16, initiative +9, AC 21 (with the default Breastplate, it could go up), Immunity to cold as well as most Fort saves and a bunch of other things, DR 5/Bludgeoning, and saves of Ref +11, Fort +6, and Will +11.  Plus he can be healed indefinitely by a single casting of Black Sand, or by a Necrosis Carnex.  And if you have random other gear he could use (for example some of the treasure he came with) you can let him use it until you're at a place where you can sell it.

Now, notice how much more durable that guy is than any of the Monks you've made (and note that 10HD critters turned into Zombies are generally even more durable).  Either these guys are totally survivable, or you're admitting that your Monks all have an extremely high fatality rate.  Which is it?

Neither. Some corrections first…
…this storm giant skeleton is not a “random critter”, but taken from the corpse of a CR 13 storm giant. This skeleton is so far the most powerful one presented and likely not “randomly” available for the adept (and trying to defeat the storm giant first is quite tough for a 12th level adept, I daresay).
Then, its DEX is not 20, but 16 (14 base +2 from skeleton template).
Finally, I still contend the four attacks/round. No example template creatures got any claw attacks on top of their existing attacks, including the similar cloud giant. So it must be concluded that the claw attacks replace other natural attacks which no longer are available to the skeleton since the designers felt they need flesh (including the slams).

Now, let us see what this skeleton can do against any monk build of mine.
Say, if we compare it to the 12th level monk in the legendary fighter thread (http://brilliantgameologists.com/boards/index.php?topic=11801.msg419438#msg419438), the following becomes apparent (but maybe others draw a different conclusion).
Scenario: Skeleton by itself (on guard on the adept’s order).
That 12th level monk build of mine gets the surprise round (the skeleton has no skills and thus no chance to notice even a badly hiding monk). In the most straightforward tactics without any buffs, the monk charges, does two attacks with snap kick at +21 vs flat-footed AC of 16, so likely hits twice for around 80 damage. Then first round. Both have the same initiative modifier. If monk wins, he hits with full round decisive strike for another 160ish damage, destroying the skeleton. If the skeleton goes first, monk uses his invisibility ability as immediate action and due to the miss chance only takes around 52 damage from the slam or greatsword attacks (and possibly a DC 15 massive damage fort save, which he'll very likely make). He then proceeds to do his 160 pts of damage to destroy the skeleton.
Adept cost: 450 gp for destroyed skeleton. Monk cost: took damage, has to heal with his 1/day ability and healing item. Advantage monk.
Note: the monk can also buff more and trip at +29 vs the skeleton’s modifier of 24 from 20ft away (greatreach bracers). Then, the skeleton could not even attack back. Also, the blink ability may be up all the time, increasing the skeleton’s miss chance to 75%.

Scenario: Skeleton with its maker (adept).
Then, the monk simply ignores the skeleton (tumbles through any threatened area if need be) and attacks adept for 80ish points of damage, plus two DC 23 stuns in the surprise round. Adept will likely perish from this assault, and the skeleton is masterless. Immediate action invisbility and move silently away (if you wish to destroy it now, refer to scenario 1).

Then, as I already mentioned, it probably makes no sense as JaronK did to use this adept level 12 animate dead result (a CR 9 skeleton) against the level 6-7 monks I posted in the expert thread.
Still, those monk builds from the expert vs monk thread he referred to were not entirely combat focused, but skill focused. A skill-focus monk with, say, UMD could simply use cheap wands like hide from undead or even command undead which allow the skeleton no save an thus makes it entirely redundant (in a combat of undead plus adept vs low level monk only protected by hide from undead, though, the adept might point out the square the monk is in an direct his undead to attack there, only thus providing the monk with 50% miss chance).

Fascinatingly, even the command undead spell in a wand costs only 90gp/use (4,500/50 charges; the hide from undead is only 15 gp/use). A UMDing monk thus would just control the adept’s undead as quickly as an adept could animate them. And 90gp are less than 450 gp, I daresay.
Which answers nicely JaronK’s concern here…

Out of curiosity, how much do the Monks you like to make spend in charges off wands per encounter?  It's more than that per encounter, isn't it?

…and also brings me to the second issue I’d like to address here… the feasibility of animate dead as a constant combat use for the adept.
I still maintain it is too expensive over time.

As oslecamo has pointed out repeatedly and shown by the random monster generators only providing about half rather useful potential zombies and skeletons, the animated dead will not be exactly the best available on average, far from it.
Against CR 12 creatures they have no chance (and I do not mean my monk build above).
The SRD reveals, for instance, at CR 12 dragons that could simply destroy them by flying around and breathing them to dust (white dragons vs skeletons being an exception, but I think an adult mature white will out-melee any animated dead at this level, including their DR 10/magic). A kraken crushes the dead with his tentacles, purple and frost worms can simply swallow them, similarly the black ooze just dissolves them, the pyrohydra can blast them with fire breath weapon enough before it will succumb to melee attacks, the leonal fireballs them until they are cinders, the colossal scorpion grapple/crushes them and simply has hp enough to outlast even a storm giant skeleton.
Which leaves the abyssal basilisk and roper whose fort-save or STR-drain attacks the animated dead may ignore. But those monsters also are intelligent enough not to attack those skeletons, but rather their adept master, as likely will all level 12 npcs (say, a wild elf level 12 barbarian).
(and to those doubting whether a level 12 monk can stand up to these CR 12 creatures at all, have a look at the link to my 12th level build above. Contrary to a skeleton or zombie it can hide, surprise, does more damage, is faster and has a whole array of special abilities that can help).

So, what we have is an adept who is going to lose likely in most encounters one or more of his prescious animated dead. Note also that the desecrate ring for 4,395 gp that JaronK mentioned only works 3/week (!) and thus may run out quite fast in providing the bonuses. And the altar needed for the desecrate boost is described to be “permanent fixture” which suggests imo that it needs to be a in a temple, not a small shrine carried around.

It is not that I am doubting that something like a massive 19 HD giant skeleton cannot be useful in combat. But it has the limits I outlined and over time is too expensive to rely on.

Meanwhile, maybe someone would wish to show a level 12 adept build that is more powerful than the level 12 monk build I posted in the other thread – I’d recommend not using animate dead, though.

- Giacomo

[/spoiler]
The fact that "half of all of your encounters providing viable skeletons" isn't enough skeletons for you blows my mind.  You don't think HALF OF EVERYTHING YOU FIGHT BEING A REASONABLE SKELETON is enough?

I sort of agree on Monk vs Lone Skele, but your example of fighting an Adept leaves out that at that level Adepts have See Invisibility, at that level Adepts can just Polymorph in to something that flies and leave, at that level Adepts could have Stoneskin, at that level the Adept might have concealment from Deeper Darkness (this depends on the situation), at that level the Adept probably has a Handle Animal pet as well, at that level the Adept has Invisibility, at that level the Adept has a familiar, possibly an improved familiar, Adepts are Wisdom casters so they might have a somewhat okay spot (enough to beat a monk who doesn't actually have a fair number of points in Hide but probably not enough for someone maxing it) , and oh yeah:

D&D is not a pvp game.  Your ability to kill another PC while getting the jump on them has no bearing on which of you would be more useful to a party.  
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 03, 2011, 01:16:57 PM
D&D is not a pvp game.  Your ability to kill another PC while getting the jump on them has no bearing on which of you would be more useful to a party.
+1.

The role of tracker/assassin/scout/melee/w/e < dude with 6th level spells.
Unless we're talking warmage, his spell list sucks.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 03, 2011, 01:20:40 PM
D&D is not a pvp game.  Your ability to kill another PC while getting the jump on them has no bearing on which of you would be more useful to a party.
+1.

The role of tracker/assassin/scout/melee/w/e < dude with 6th level spells.
Unless we're talking warmage, his spell list sucks.
So does the Healer, but at least they provide a valuable service (just not one to devote a full character to).
: Re: Adept vs monk: the final nail in the coffin
: Midnight_v July 03, 2011, 01:22:08 PM
D&D is not a pvp game.  Your ability to kill another PC while getting the jump on them has no bearing on which of you would be more useful to a party.
I have to agree with you Soblev...

There have been several times in several threads that I've suggested this the one that really hops to mind is that "A litlle lock build for you" when were were talking about that fighter vs a druid, and I recall thinking "Your trick is really good", but once you start bringing extra-actions to the table, there's very few single tricks that compete.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit July 03, 2011, 01:56:21 PM
Here's what a 12th level adept brings to the table just with his class abilities:

-the ability to cast up to 4th level spells from a pretty decent list, plenty of combat and utility applications there
-up to 48 HD of undead, again plenty of combat and utility applications
-a familiar, way too many potential good things it can do for a short list
-possibly a pretty good animal via handle animal skill, again plenty of combat and utility applications

The simple fact is a monk cannot match that action economy or usefullness to a party just with his class abilities alone.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 03, 2011, 02:18:00 PM
Please, Sobolev, reconsider your opinion. I’ll try to explain why.

 
The fact that "half of all of your encounters providing viable skeletons" isn't enough skeletons for you blows my mind.  You don't think HALF OF EVERYTHING YOU FIGHT BEING A REASONABLE SKELETON is enough?

It is not enough because I think I have shown that vs CR 12 challenges these skeletons (or even zombies) do not last long enough to be a viable, affordable tactics.

I sort of agree on Monk vs Lone Skele,

Thank you. I hope that JaronK will also get convinced.

but your example of fighting an Adept leaves out that at that level Adepts have See Invisibility,

They do not have it up permanently; it lasts only 120 minutes. They CAN cast it when they suspect, but spot and listen are not among their class skills and see invisibility is no help at all vs a class using hide and move silently. Even with +6 WIS at level 12, have the familiar nearby for alertness, use cross-class full ranks and masterwork items, plus a +5 item, it may not be enough vs a monk able to surprise charge from 100ft away (-10 to spot/listen).

at that level Adepts can just Polymorph in to something that flies and leave,

They could, but only 1/day

at that level Adepts could have Stoneskin,

DR 10/adamantine is not a big help vs someone who does a lot of damage with just one hit as my monk illustrated, although it helps vs many monsters. However, it is EITHER this defense OR polymorph, and again only 1/da (just like the monk’s level 4 power, dimension door). And also, it costs 250gp per casting.

at that level the Adept might have concealment from Deeper Darkness (this depends on the situation),

It really does.

at that level the Adept probably has a Handle Animal pet as well,

If he has enough skill points, yes, but having both an animal and an animated undead nearby…I dunno. And handle animal is somewhat awkward in combat when you are not a ranger or druid.

at that level the Adept has Invisibility,

Again, only not up permanently and needs to be cast first. Ah, and the monk also has it (even in an improved invisibility version since he stays invisible when attacking).

at that level the Adept has a familiar, possibly an improved familiar,

possibly – and also quite a good idea.

Adepts are Wisdom casters so they might have a somewhat okay spot (enough to beat a monk who doesn't actually have a fair number of points in Hide but probably not enough for someone maxing it) ,

See above

and oh yeah:
D&D is not a pvp game.  Your ability to kill another PC while getting the jump on them has no bearing on which of you would be more useful to a party. 

Fair enough. It was doubted above that the monk is even able to overcome a skeleton the adept creates, so I outlined what I feel is more appropriate direct comparison and thus it looked like pvp.

Let us see.
The problem with the adept using animate dead is that with the best – i.e. huge – forms he will attract monsters and opponents like crazy on a mission (apart from my suspicion as outlined above that it will drain his or party resources to replace lost ones). So, the stealth part clearly goes to the monk. Even if the adept puts effort into it, I doubt that he can be as stealthy as the monk with his class abilities. What he’s better at, though, may be scouting in general with the help of his familiar – but that familiar would need some good protection to not be in too much danger. Usually, playing a caster, I would keep the familiar out of danger as much as possible and use its boosts to my spellcaster (like alertness).
Then, in the area of social interaction the monk has diplomacy while the adept may get a domain (the Eberron option iirc?) to get charm spells I think. Possibly in that case the adept may be ahead.
In combat, I guess the adept is behind. He can do area damage spells, and that is quite good –but probably not the damage output of the monk I posted (plus status effects like trip and stun besides).
Healing and general utility magic (like comprehend languages) the adept may appear ahead .
Still, when comparing both class impacts on a group’s damage taken over the course of a day, the monk’s powerful combat abilities may make restorations, cures etc. less necessary on other party members. Also, due to more skill points, my example monk has ranks in quite a few knowledge skills and thus may also provide some help here for a group.

Note also that both spell lists and number of spells per day is very limited for the adept compared to the pc spellcasting classes. As such, I expect the adept to run out of spells in the usual 4 encounters/day, and as a consequence contribute much less than the monk over the same period. Additionally, the adept at level 12 has mainly low-level spells that with the usual wbl are easily emulated by what the party already has (see, an obscuring mist effect or a STR/DEX/CON stat booster).

It is difficult overall to make an exact comparison of monk and adept abilities (in contrast to monk vs expert where a monk can emulate moste of what the expert can do with his free feats and skills and have monk abilities on top, but that is different and apparently similarly debated issue).

What I tried in a post above, though, already, is to show that while a monk does not have the same spell powers an adept has, he has the same capacity when measured by the level of his spell-similar abilities:
Fast speed/additional attacks/higher reflex/higher AC equaling haste and/or expeditious retreat effect, (improved) invisibility, class skill spot allowing him a see invisibility skill trick, dimension door, blink, self healing, poison immunity (thus no need for delay/cure poison).
He can in a way also “buff” fellow party members (and without any extra actions, just ontop of his regular attacks), for instance due to his melee capabilities (that the adept does not have) by fast movement and tumbling to provide +2 for flanking (same to hit bonus as a bull’s strength or cat’s grace), can – when large- provide soft cover (+4 AC bonus),can stun opponents (effectively +2 to hit, target loses DEX bonus to AC), and, of course, trip opponents (+4 to hit for others, and effectively another +4 to AC vs prone opponent – there is no adept spell that equals that, although web can come close in case it works on CR 12 creatures).

To sum up, I think not only in pvp, but also in general usefulness the monk – for the level 12 example – is better than the adept.
And  imo the higher the level gets, the less important due to rising wbl and magic item powers is the ability of the adept to cast 5th level spells. Yes, an adept can then commune and raise dead. However a monk gets etheralness, spell resistance, can talk even to plants, and expands his already considerable combat power.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 03, 2011, 02:52:48 PM
To sum up, I think not only in pvp, but also in general usefulness the monk – for the level 12 example – is better than the adept.
And  imo the higher the level gets, the less important due to rising wbl and magic item powers is the ability of the adept to cast 5th level spells. Yes, an adept can then commune and raise dead. However a monk gets etheralness, spell resistance, can talk even to plants, and expands his already considerable combat power.

- Giacomo


I feel the need to start at the beginning with you, on an unrelated note.

Do you understand why a monk straight up loses to someone casting Entangle?

Edit: Also, I don't know why you "Ehhhhh" to the Adept having an animal companion, as well as skeleton minions.  Possibly more than one.  That's what he can do.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 03, 2011, 02:56:54 PM
No, please explain it to me. Although, before doing so remember that entangle is not on the adept spell list.

Meanwhile, also...

Here's what a 12th level adept brings to the table just with his class abilities:

-the ability to cast up to 4th level spells from a pretty decent list, plenty of combat and utility applications there
-up to 48 HD of undead, again plenty of combat and utility applications
-a familiar, way too many potential good things it can do for a short list
-possibly a pretty good animal via handle animal skill, again plenty of combat and utility applications

The simple fact is a monk cannot match that action economy or usefullness to a party just with his class abilities alone.

All of this is a good idea - and adepts this way can make decent BBEGs with minions.
But in an adventuring group going against CR 12 encounters?
I feel, when used actively for combat, the losses in animated dead, animals and familiars are over time too expensive for the adept to uphold. It looks good in theory when the adept, say, is astride a warbeast bat and with 48 HD undead marching underneath and his owl familiar scouting ahead meet the first CR 12 encounter. But after that? What even about the rest of the day? Will the rest of the group be OK with such an army accompanying them?

I dunno. What do the others think?

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: weenog July 03, 2011, 04:37:27 PM
Sir Giacomo: You might want to edit out the "talk even to plants" bit.  I almost thought you were serious and just hilariously misguided until I read that.  It gives you away to new readers, man.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 03, 2011, 04:57:29 PM
Sir Giacomo: You might want to edit out the "talk even to plants" bit.  I almost thought you were serious and just hilariously misguided until I read that.  It gives you away to new readers, man.
But... (http://objection.mrdictionary.net/go.php?n=5081419)
: Re: Adept vs monk: the final nail in the coffin
: Solo July 03, 2011, 05:09:40 PM
I find it humorous that Sir Giacomo thinks the Adept will only have Polymorph 1/day when even his UMD using monks have partially charged wands of it so they can use Polymorph on every encounter.

Something similar could be said for his comments on Handle Animal as well.

Incidentally, when it comes to Undead doing stuff, do we all agree that you can use them as a source for power, like wind in a windmill?
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 03, 2011, 05:22:26 PM
Sure, only it's more regular than a windmill... it's really more like a watermill.  Interestingly enough, the ancient romans had automated factories powered by rivers, which were used to grind grain.  I imagine similar technology could easily exist in a D&D world, and the ability to put such factories anywhere would make them more widespread and help them adapt the technology to other things (such as powering grinding wheels, raising mechanical elevators, etc).  Really, I'd think it would lead to assembly lines, since repetitive simple tasks is what mindless undead do best.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Solo July 03, 2011, 05:36:19 PM
Even if not, you could always hire a bunch of gnomes or dwarves to make a machine that would do the repetitive simple tasks using the power of the undeadmill.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 03, 2011, 06:14:52 PM
I'd imagine it would be Kobolds.  They're so used to making traps anyway, so the idea of "weight or a lever pull causes X interesting thing to happen" would probably really fit well within their cultural ideas.  Of course, they wouldn't necessarily want to help anyone that's not a dragon... I imagine an industrial undead based Kobold society could be really cool in a campaign world.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Solo July 03, 2011, 06:24:12 PM
So they'd be like the Morlocks.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 03, 2011, 06:35:25 PM
I'd imagine it would be Kobolds.  They're so used to making traps anyway, so the idea of "weight or a lever pull causes X interesting thing to happen" would probably really fit well within their cultural ideas.  Of course, they wouldn't necessarily want to help anyone that's not a dragon... I imagine an industrial undead based Kobold society could be really cool in a campaign world.

JaronK
I once thought about a society where kobold first-level Clerics and Dread Necromancers were common, and that they take the Improved Turning feat such that they could each command 2 random 1 HD Humanoid skeletons (orcs if they could get their hands on them).  These would be bought from higher-level kobolds casting the appropriate spells, and then said skeletons would serve as bodyguards or menial labor.  The result would be a little bit of nanobots starting at a very early level.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 03, 2011, 06:40:06 PM
Sir Giacomo: You might want to edit out the "talk even to plants" bit.  I almost thought you were serious and just hilariously misguided until I read that.  It gives you away to new readers, man.

Well, .... Speaking to plants may not appear to be that powerful. It is the tongues/speak with animals/speak with plants combined with diplomacy that is quite useful I think. Certainly equivalent to a 5th level spell if you ask me.

But I start to see...people run out of arguments, so the usual lulz set in. Ah, well...will go to bed again.

Yeah, keep those animated-dead-based economies ideas coming. :)

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 03, 2011, 08:08:28 PM
Sir Giacomo: You might want to edit out the "talk even to plants" bit.  I almost thought you were serious and just hilariously misguided until I read that.  It gives you away to new readers, man.

But I start to see...people run out of arguments, so the usual lulz set in. Ah, well...will go to bed again.

- Giacomo

Every one of your posts has a sentence like this in it.

No one is running out of arguments, you fail to disprove or convince anyone of pretty much anything.  People just tire of repeating themselves.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 03, 2011, 08:14:44 PM
Or just get ignored.
: Re: Adept vs monk: the final nail in the coffin
: veekie July 03, 2011, 09:07:19 PM
Sir Giacomo: You might want to edit out the "talk even to plants" bit.  I almost thought you were serious and just hilariously misguided until I read that.  It gives you away to new readers, man.

But I start to see...people run out of arguments, so the usual lulz set in. Ah, well...will go to bed again.

- Giacomo

Every one of your posts has a sentence like this in it.

No one is running out of arguments, you fail to disprove or convince anyone of pretty much anything.  People just tire of repeating themselves.
Well, one person isn't tired!
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 03, 2011, 09:56:15 PM
Well, .... Speaking to plants may not appear to be that powerful. It is the tongues/speak with animals/speak with plants combined with diplomacy that is quite useful I think. Certainly equivalent to a 5th level spell if you ask me.
Monk: "Can you grow a little to the south? I just want you closer to the other tree to build my club house." *diplomacy check*
Tree: "Sure." *check passes*
30 years later...
Tree: "Done."
Tree: "Monk?"
Tree: "Hello?"
Druid: "I think he died, fourteen years ago, a dragon got him, I bet he was stringy and tasted like an old shoe. But I don't know for sure, the Bards never sing about the sidekicks."
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 04, 2011, 01:14:35 AM
Just when I thought this thread was winding down...
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 04, 2011, 01:54:37 AM
Well, .... Speaking to plants may not appear to be that powerful. It is the tongues/speak with animals/speak with plants combined with diplomacy that is quite useful I think. Certainly equivalent to a 5th level spell if you ask me.
Monk: "Can you grow a little to the south? I just want you closer to the other tree to build my club house." *diplomacy check*
Tree: "Sure." *check passes*
30 years later...
Tree: "Done."
Tree: "Monk?"
Tree: "Hello?"
Druid: "I think he died, fourteen years ago, a dragon got him, I bet he was stringy and tasted like an old shoe. But I don't know for sure, the Bards never sing about the sidekicks."

+1
: Re: Adept vs monk: the final nail in the coffin
: Solo July 04, 2011, 05:16:30 AM
Do plants have an Int score? I thought they usually had the brains of a zombie.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 04, 2011, 01:24:08 PM
Do plants have an Int score? I thought they usually had the brains of a zombie.
Someone else's?

Oh god, yet another campaign idea...
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 04, 2011, 01:45:19 PM
Do plants have an Int score? I thought they usually had the brains of a zombie.
Someone else's?

Oh god, yet another campaign idea...

This thread seems to be good at generating those.
: Re: Adept vs monk: the final nail in the coffin
: Infected July 04, 2011, 01:53:42 PM
Do plants have an Int score? I thought they usually had the brains of a zombie.
Someone else's?

Oh god, yet another campaign idea...

This thread seems to be good at generating those.

Where have I heard something like that before...

http://en.wikipedia.org/wiki/Day_of_the_Triffids (http://en.wikipedia.org/wiki/Day_of_the_Triffids)
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 04, 2011, 04:37:16 PM
Monk: "Can you grow a little to the south? I just want you closer to the other tree to build my club house." *diplomacy check*
Tree: "Sure." *check passes*
30 years later...
Tree: "Done."
Tree: "Monk?"
Tree: "Hello?"
Druid: "I think he died, fourteen years ago, a dragon got him, I bet he was stringy and tasted like an old shoe. But I don't know for sure, the Bards never sing about the sidekicks."


+1!

I also have one…

Tree: “And what are these piles of bones over there? I always wondered.”
Druid: “Well, wouldn’t you know… that same monk, way before the other story, met an adept here who was riding on a desmodu bat, commanding a fearsome army of dire wolves and animated storm giant skeletons.”
Tree: “And…?”
Druid: “Well, the monk had his unlikely friend, a tendriculous plant with him. And the strangest thing happened. All animals went away, as you well know is normal when a tendriculos gets near, including the bat that took the furious adept with him.”
Tree: “And the bones?”
Druid: “Well, yeah…the last order of the adept had been to follow him around. When the bat took him away, they just walked after him and did not fight. The monk and tendriculos destroyed them quickly from there.”
Tree: “I ‘see’ – That’s why there are not that many adepts taking care of me and druids do the job instead?”
Druid: “Yup.” :)


Anyhow,

Just as in the expert vs monk thread I think I give up to convince you. Make of my arguments, examples etc. what you will.

Since we are in the lulz stage of such a thread, I guess it is now JaronK’s turn to come up with a super template adept build that shows how powerful the adept is. Maybe…another venerable dragonwrought kobold to get higher WIS? I mean, it definitely would synergise a lot with the adept. Ah, and of course he could use a polymorhped any object adept since that only is a no-no when a monk does it.

:)

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 04, 2011, 04:55:37 PM
Gia, seriously, we're mostly just ignoring you now.  Stuff like that last example prove why: you're not even making sense anymore (it says animals avoid the area, not they carry riders away in terror.  The Adept would just send in a few undead to slaughter the poor thing if he was of sufficient level to have said undead.  Though why an Adept of sufficient level to have undead would be fighting CR 6 plants I can't fathom).

Seriously, find one other person to back you up or agree with you and I might consider debating you again.  Until then, you're just a crazy guy talking to the air.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit July 04, 2011, 05:14:27 PM
And even with Giacomo's horrible example the adept doesn't die, it runs away to fight another day and he still has his army of wolves. That's actually pretty funny.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 04, 2011, 05:33:39 PM
Gia, seriously, we're mostly just ignoring you now.  Stuff like that last example prove why: you're not even making sense anymore (it says animals avoid the area, not they carry riders away in terror.  The Adept would just send in a few undead to slaughter the poor thing if he was of sufficient level to have said undead.  Though why an Adept of sufficient level to have undead would be fighting CR 6 plants I can't fathom).

Seriously, find one other person to back you up or agree with you and I might consider debating you again.  Until then, you're just a crazy guy talking to the air.

JaronK

And the Handle Animal skill allows you to "Push" animals to do something they wouldn't normally do.  Like approaching such a thing perhaps?
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 04, 2011, 06:40:34 PM
And the Handle Animal skill allows you to "Push" animals to do something they wouldn't normally do.  Like approaching such a thing perhaps?
*more derailing*

I "Pushed" your dog into traffic!
With my foot. Using a kicking motion.
: Re: Adept vs monk: the final nail in the coffin
: Lunaramblings July 04, 2011, 09:25:34 PM
Ok. So I don't really post on here often, but figured I would give this a shot.

Warforged Adept 12

Str 10
Dex 10
Con 14
Int 14
Wis 21 (boosts and +4 item)
Cha 13

Feats:
1st: Warforged Adamantine Body
3rd: CorpseCrafter
6th: Undead Empathy
9th: Undead Leadership
12th: Tomb-Tainted Soul

Skills:
Craft: Gemcutting 12 ranks, +2 modifier, +2 Masterwork Tools= +16
Concentration 12 ranks, +2 Modifier=14
Spellcraft 12 ranks, +2 Modifier=14
Knowledge: Religion (for knowing about my undead) 12 ranks, +2 modifier, +2 Masterwork tools= +16
Diplomacy(from my Docent) 10 ranks + x ability mod= 10+x
Spot (from my Docent) 10 ranks +x ability mod + 10 (uses my senses, hence benefits from my Third Eye Aware= 20+x

Now I have a ton of Gold left over from my items, so I could buy a bunch of Skill bonus items, and they are actually ridiculously cheap, but I don't know if that is agains the spirit of this thing.

Gear:
Rod of Undead Mastery-10,000gp
Periapt of Wisdom +4-16,000
Warforged Component-Docent-12,500
Talisman of Undying Fortitude-8000
Gems to make Undead-2500(100 HD, I like round numbers)

I have plenty left over for anything I might have missed, having only spent roughly 1/2 my WBL.

I am able to control 96 HD of Undead through the Animate Dead spell. Additionally, I have Command Undead.

I used this here random generator, set for 13 encounters, CR 10-14. of those I got 6 useful encounters. Here is what I got.

1)Legendary Shark. Interesting. But unless it is an aquatic campaign, or I am building my stronghold, not real useful.
2)Kython Slaymaster. BoVD. This thing is disgusting. Thank you kindly.
3)Charnel Hound. Big scary undead. Non-intelligent. Thank you Command Undead. No save he is mine as long as I remember to renew the spell 2 1/2 times a month.
4)Monstrous Scorpion, Gargantuan. Another nice critter for animation. Thank you kindly.
5)Landwyrm, Forest. This is a very nice critter. Burrow speed.
6)Grimwierd. Right. This is the best critter I could have come across. With my Undead Empathy and a pretty nice Diplomacy, I can probably convince him to join, if not I can attempt to Command Undead, though he does get a save, being intelligent, and he will most likely make it.

Additionally, I can take that Domain, which I will choose the Necromancer Domain (Ebberon). That gives me some useful spells, like command undead.

So, looks like a fairly powerful little troupe. Oh, and I have an Undead Cohort. I could go with a Necropolitan Wizard or Cleric, but I didn't. Instead I could have an Atropal Scion(Libris Mortis). Or I could have even gone for a Necropolitan Dread Necromancer.

In addition I can heal via negative energy, I can also heal myself by taking 8 hours and making a Craft Gemcutting check, healing equal to the check -15, which I can take 10 on.

I honestly think that this character would provide a lot to any party. He can face it up when he needs to, he can bring a whole lot of hurt through the use of his minions, and he can also provide limited spellcasting services.

This obviously is not the most amazing build ever, but I think it gets the job done, and I might actually play this in the next mid-high level Campaign my group does.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 04, 2011, 10:07:30 PM
Ok. So I don't really post on here often, but figured I would give this a shot.
<snip>Animate Dead & Cohort(s)!</snip>
Core element of your build is essentially nothing but reduce the price of using Animate Undead. If nothing else, today I learned a single level dip into Pale Master is better than the entire Adapt class. Well, that and Wight's +4 LA is totally worth free undead in a low power game.
: Re: Adept vs monk: the final nail in the coffin
: Midnight_v July 04, 2011, 10:11:27 PM
Perhaps then you've learned the power of being a caster, AT ALL. In which no only are
your class featured (spells for those who missed it) give you oppurtunites and
options that non casters never really see. In this case specifically access to palemaster.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 04, 2011, 10:12:07 PM
Ok. So I don't really post on here often, but figured I would give this a shot.
<snip>Animate Dead & Cohort(s)!</snip>
Core element of your build is essentially nothing but reduce the price of using Animate Undead. If nothing else, today I learned a single level dip into Pale Master is better than the entire Adapt class. Well, that and Wight's +4 LA is totally worth free undead in a low power game.
Ummm, nothing in there reduces the cost of Animate Dead.  It's just focused on undead in general.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 04, 2011, 10:33:38 PM
Ok. So I don't really post on here often, but figured I would give this a shot.
<snip>Animate Dead & Cohort(s)!</snip>
Core element of your build is essentially nothing but reduce the price of using Animate Undead. If nothing else, today I learned a single level dip into Pale Master is better than the entire Adapt class. Well, that and Wight's +4 LA is totally worth free undead in a low power game.
Ummm, nothing in there reduces the cost of Animate Dead.  It's just focused on undead in general.
I thought his Craft(gemcutting) was in there for some gem crafting for material components.
: Re: Adept vs monk: the final nail in the coffin
: Lunaramblings July 04, 2011, 10:41:05 PM
Ok. So I don't really post on here often, but figured I would give this a shot.
<snip>Animate Dead & Cohort(s)!</snip>
Core element of your build is essentially nothing but reduce the price of using Animate Undead. If nothing else, today I learned a single level dip into Pale Master is better than the entire Adapt class. Well, that and Wight's +4 LA is totally worth free undead in a low power game.

So I take it that you didn't bother to actually read the build at all. Nothing in my build cheapens the costs. Craft Gemcutting is in there to due free healing on self, as a Warforged. Of course, if you actually bothered to read before commenting I clearly laid that out. Thanks for not taking the time or consideration to actually read a post before dismissing it.

Thematically, this could be played as a warforged that has had enough with Humanity and the like. Instead he is turning the living into "machines" to do his bidding as he would have been at one time or another. Mechanically, I can control 96 HD of Undead. Using my spells. A class feature.

As for the concern that someone presented about undead being too costly and needing replacement, while I am sure that you will go through undead from time to time, I doubt it will be constant. Also, there is a spell that can revive undead, it is in another Domain and I believe 5th level. So, if you have a particular favorite undead, you can just revive him by taking that domain instead. Or, take a level of Contemplative in the near future to pick up an additional domain, and choose that one. Though it is insanely pricey, so probably not suitable for what we are dealing with. Not to mention my Atropal Scion gets Create Undead 3/day as a SLA, as well as Desecrate, and a bunch of other goodies.
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 04, 2011, 10:47:17 PM
I would switch Undead leadership away, because it is just ridiculous. Any build can be amazing with it and tells little of the power of the class. Otherwise I do like the character though.
: Re: Adept vs monk: the final nail in the coffin
: Lunaramblings July 04, 2011, 10:55:12 PM
I would switch Undead leadership away, because it is just ridiculous. Any build can be amazing with it and tells little of the power of the class. Otherwise I do like the character though.

Honestly I had an extra feat lol. Really, the only great thing given by it in this case was 3/day Create Undead and Desecrate. Which given I still have a TON of cash left, I could probably just by similar items and use the feat for something else, I guess applying another Corpsecrafter benefit?
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 04, 2011, 11:15:16 PM
Ok. So I don't really post on here often, but figured I would give this a shot.
<snip>Animate Dead & Cohort(s)!</snip>
Core element of your build is essentially nothing but reduce the price of using Animate Undead. If nothing else, today I learned a single level dip into Pale Master is better than the entire Adapt class. Well, that and Wight's +4 LA is totally worth free undead in a low power game.
So I take it that you didn't bother to actually read the build at all. Nothing in my build cheapens the costs. Craft Gemcutting is in there to due free healing on self, as a Warforged. Of course, if you actually bothered to read before commenting I clearly laid that out. Thanks for not taking the time or consideration to actually read a post before dismissing it.
Oh so you did. I just remember any healing method that takes 8 hours to preform outside of sleep and replaced it with the much better alternative of crafting material components. Consider all comments about cheapening the cost of undead replaced by awesome a robot out to kill humanity, but I'm probably wrong on that too. :(

: Re: Adept vs monk: the final nail in the coffin
: Solo July 04, 2011, 11:16:00 PM
Will the robots be able to time travel?
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 04, 2011, 11:30:33 PM
Will the robots be able to time travel?

Yes. Forward in time, at a rate of 1:1
: Re: Adept vs monk: the final nail in the coffin
: Lunaramblings July 04, 2011, 11:47:56 PM
Ok. So I don't really post on here often, but figured I would give this a shot.
<snip>Animate Dead & Cohort(s)!</snip>
Core element of your build is essentially nothing but reduce the price of using Animate Undead. If nothing else, today I learned a single level dip into Pale Master is better than the entire Adapt class. Well, that and Wight's +4 LA is totally worth free undead in a low power game.
So I take it that you didn't bother to actually read the build at all. Nothing in my build cheapens the costs. Craft Gemcutting is in there to due free healing on self, as a Warforged. Of course, if you actually bothered to read before commenting I clearly laid that out. Thanks for not taking the time or consideration to actually read a post before dismissing it.
Oh so you did. I just remember any healing method that takes 8 hours to preform outside of sleep and replaced it with the much better alternative of crafting material components. Consider all comments about cheapening the cost of undead replaced by awesome a robot out to kill humanity, but I'm probably wrong on that too. :(



I suppose I could also shave a few bucks off each gem as I could buy a giant onyx or whatever uncut and do the work myself, but that seems like a hell of a stretch. And while it does take a while, it is still free healing. Also, thought I should point out, that the cool thing about Warforged with a Docent is that even while I am resting or whatever as I do not sleep, my Docent can take over guard duty and whatnot as it is an intelligent item that speaks and what not through me, so I am resting, but it is aware and watching my back.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 05, 2011, 12:09:30 AM
I would switch Undead leadership away, because it is just ridiculous. Any build can be amazing with it and tells little of the power of the class. Otherwise I do like the character though.

Honestly I had an extra feat lol. Really, the only great thing given by it in this case was 3/day Create Undead and Desecrate. Which given I still have a TON of cash left, I could probably just by similar items and use the feat for something else, I guess applying another Corpsecrafter benefit?


Destruction Retribution helps with attrition problems.  One undead gives up the ghost, all his buddies and you get a little healing hit.
: Re: Adept vs monk: the final nail in the coffin
: Lunaramblings July 05, 2011, 12:47:39 AM
Destructive Retribution would be pretty good. I could even make a few really low hp undead to be used as sacrificial lambs to heal myself and my undead.

Heres a question, Warforged specifically mention healing by cure spells not being as effective, but this sort of healing is unrelated, would I benefit fully from this sort of healing?
: Re: Adept vs monk: the final nail in the coffin
: weenog July 05, 2011, 03:13:43 AM
It's only "spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage" that get cut in half.  Destruction Retribution doesn't cure any damage, it inflicts it.  It's only your feat that's reversing the effect.

RE: Using low-HD undead to exploit the minimum 1d6 point burst regardless of HD, try a catapult full of rat skeletons sometime.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 05, 2011, 03:19:06 AM
Lunaramblings, you have my respect.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 05, 2011, 03:20:18 AM
Another fun thing to do with undead: animate a swarm of rats or something, and have all of your horde carry around a handful of individual rats.

Guess what happens when clerics try to turn them?
: Re: Adept vs monk: the final nail in the coffin
: Twilightwyrm July 05, 2011, 05:56:47 AM
HOLY......

This is exactly what i mean. You have just totally perverted my clean, simple "imaginary scenarios" with ridiculous assumptions. You just only assumed in all scenarios that the monk will lose out and built from there.

Why would he lose initiative in the 60 ft. apart example? Why does the Expert have exactly the spells needed, why does the monk fail a save? Why is a PREPARED monk blind and has no light with him? Why can't he find an enemy in an obscuring mist... and how can your expert cast through that no problem?

And in the social challenge: Why does ONE roll or skill determine the outcome. Just having a probably higher diplomancy check doesn't make you a wizard in a city. The monk has other options (Maybe he is a great scout/ good at shadowing people. Maybe he can outfight people in a brawl better, maybe he can build a reputaion faster and more relaible, because of his powerful background. And even IF it is all one check, in all situations. Why does a +4 over another mean you have a 100% perfect chance to be always better?

The whole thing with using wands and magical items and such is: Defeating problems by throwing money at it. EVERYBODY (who has UMD) can do that.

Oh and also with flying: Come on. I know flying is powerful and all... but not EVERYBODY flies (all the time), well... at least nobody who paid the 55k? for flying boots. And of course prepared wizards and sorcerers etc. on mid-high levels.

So yeah... i would say: Experts, Adepts and monks have roughly the same ability to fly.

It's like there's a 24 page thread on this same forum that explains why Monks are worse, and you still have managed to not read any of it.

Also several of your defenses of monk are RP things that don't involve rules.  If your DM lets you just talk your way out of everything and not use skills at all, then that probably will help the monk substantially but has nothing to do with the game as written.   "maybe he can build a reputaion faster and more relaible, because of his powerful background. " what does that even mean?

Monk class features are worse than skill optimization, don't feel bad most things that low on the tier list have the same problem, and Experts are better at skill optimization by a good amount.  Further if the monk wants to TRY skill optimization he has to dump more stats and can't keep up with the point buy while maintaining his ability to do physical damage.  Which he really wasn't very good at anyway. 

Furthermore, even if he were good at shadowing people, an expert would be better because he has more skills.

I'm sorry, but I have to comment here (specifically, as this is where this issue began, your ensuing posts being an extension of this same issue). This is a highly abusive method of arguing for one core class over another, and I must agree with Summerstorm in his assessment that you are tailoring your theoretical examples to the preconceived notion that the monk will lose/fail. Not only are your examples easily countered by any number of theoretical monk builds, which you seem to decidedly ignore, but are generally incredulous in terms of their possible connection to the reality of a D&D campaign world (Please explain, for instance, what profession that an "Expert" would normally represent would ever be optimized for Use Magic Device, Diplomacy AND Handle Animal, the three skills you happen to love so much here, to say nothing of also investing in the requisite skills to provide them with synergy.)
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 05, 2011, 06:00:13 AM
(Please explain, for instance, what profession that an "Expert" would normally represent would ever be optimized for Use Magic Device, Diplomacy AND Handle Animal, the three skills you happen to love so much here, to say nothing of also investing in the requisite skills to provide them with synergy.)

Adventuring, obviously.  The same profession as the Monk.  Surely you weren't expecting to see how Experts who were set up as village blacksmiths would do in an adventuring scenario, just like you would expect to see how Monks that were built as elderly monastery retirees would fare, right?

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Twilightwyrm July 05, 2011, 06:23:21 AM
(Please explain, for instance, what profession that an "Expert" would normally represent would ever be optimized for Use Magic Device, Diplomacy AND Handle Animal, the three skills you happen to love so much here, to say nothing of also investing in the requisite skills to provide them with synergy.)

Adventuring, obviously.  The same profession as the Monk.  Surely you weren't expecting to see how Experts who were set up as village blacksmiths would do in an adventuring scenario, just like you would expect to see how Monks that were built as elderly monastery retirees would fare, right?

JaronK

Despite the fact that it is listed as one of those classes, specifically in the DMG, that DOES NOT make a habit of going adventuring you mean? Ignoring, further, that a good 99.9% of the population of the Expert class are the "village blacksmiths" you mentioned, and that only, maybe 10-20% of monks fit the "elderly monastery retirees" demographic. (Additionally ignoring for the moment, that you ignored the rest of what I said entirely, thereby missing the point) Seriously, do you see what you are doing here? You are responding to my quarry by creating an unequal and unrealistic model of comparison between the two classes. Just as you were with Summerstorm, and likely everyone else you've had this conversation with.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 05, 2011, 06:59:34 AM
Despite the fact that it is listed as one of those classes, specifically in the DMG, that DOES NOT make a habit of going adventuring you mean?

Sure, just like most Fighters are actually guards, mercenaries, or warlords.  Just like most Clerics are church functionaries, village preachers, and community leaders.  But obviously, we're talking about playing these classes as PCs... we're not talking about the random NPCs that do nothing interesting in the story.

Ignoring, further, that a good 99.9% of the population of the Expert class are the "village blacksmiths" you mentioned, and that only, maybe 10-20% of monks fit the "elderly monastery retirees" demographic.

I strongly doubt 99.9% of Experts are village blacksmiths.  For one thing, I imagine city blacksmiths are some of them.  Also, I bet there's other professions, like librarians and tailors and artists.  However, I imagine a heck of a lot of Monks are indeed folks that hang out in monasteries, while there's also plenty of them that wander about as impoverished truth seekers and the like.  But less than .1% of any class is PC adventurers.  Consider how many folks are just living in your metropolises that have nothing to do with the story.

(Additionally ignoring for the moment, that you ignored the rest of what I said entirely, thereby missing the point) Seriously, do you see what you are doing here? You are responding to my quarry by creating an unequal and unrealistic model of comparison between the two classes. Just as you were with Summerstorm, and likely everyone else you've had this conversation with.

I'm not ignoring your point.  I'm simply taking apart one of your arguments, namely the one where you want to compare a PC type Monk with an NPC type Expert.  Since this discussion actually started in regards to the tiers, we're talking exclusively about PCs and thus you're completely off target.

Furthermore, there's been no double standard, no setting up Monks to fail.  In fact, the Monks have been given amazing leniency.  Consider the fact that Giacomo was running around claiming that he could make these high Int Monks that were skillmonkeys and claiming they were solid... while at the same time claiming that undead creatures with over twice the hitpoints and far more immunities were liabilities that would die constantly.  That's your double standard.

The scenarios we've asked Monks to prove themselves in are the most basic, standard, and common of D&D scenarios.   Since Monks are billed as a combat class, we expect them to fight well at the very least (which they have terrible problems doing) and by Giacomo's own claims, they can't even do that (let's face it, he thinks the sort of undead you get via Animate Dead die all the time... and yet his Monks have all been far less survivable).

For Experts, well, they can handle their area of expertise (which they can pick from among the various skill areas).  And we expect when talking about PC Experts that they're going to pick useful adventuring skills (Diplomacy, UMD, Iaijutsu Focus, Handle Animal, Lucid Dreaming, etc), since we're not talking about the random guys about town.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Twilightwyrm July 05, 2011, 07:37:06 AM
Despite the fact that it is listed as one of those classes, specifically in the DMG, that DOES NOT make a habit of going adventuring you mean?

Sure, just like most Fighters are actually guards, mercenaries, or warlords.  Just like most Clerics are church functionaries, village preachers, and community leaders.  But obviously, we're talking about playing these classes as PCs... we're not talking about the random NPCs that do nothing interesting in the story.

Ignoring, further, that a good 99.9% of the population of the Expert class are the "village blacksmiths" you mentioned, and that only, maybe 10-20% of monks fit the "elderly monastery retirees" demographic.

I strongly doubt 99.9% of Experts are village blacksmiths.  For one thing, I imagine city blacksmiths are some of them.  Also, I bet there's other professions, like librarians and tailors and artists.  However, I imagine a heck of a lot of Monks are indeed folks that hang out in monasteries, while there's also plenty of them that wander about as impoverished truth seekers and the like.  But less than .1% of any class is PC adventurers.  Consider how many folks are just living in your metropolises that have nothing to do with the story.

(Additionally ignoring for the moment, that you ignored the rest of what I said entirely, thereby missing the point) Seriously, do you see what you are doing here? You are responding to my quarry by creating an unequal and unrealistic model of comparison between the two classes. Just as you were with Summerstorm, and likely everyone else you've had this conversation with.

I'm not ignoring your point.  I'm simply taking apart one of your arguments, namely the one where you want to compare a PC type Monk with an NPC type Expert.  Since this discussion actually started in regards to the tiers, we're talking exclusively about PCs and thus you're completely off target.

Furthermore, there's been no double standard, no setting up Monks to fail.  In fact, the Monks have been given amazing leniency.  Consider the fact that Giacomo was running around claiming that he could make these high Int Monks that were skillmonkeys and claiming they were solid... while at the same time claiming that undead creatures with over twice the hitpoints and far more immunities were liabilities that would die constantly.  That's your double standard.

The scenarios we've asked Monks to prove themselves in are the most basic, standard, and common of D&D scenarios.   Since Monks are billed as a combat class, we expect them to fight well at the very least (which they have terrible problems doing) and by Giacomo's own claims, they can't even do that (let's face it, he thinks the sort of undead you get via Animate Dead die all the time... and yet his Monks have all been far less survivable).

For Experts, well, they can handle their area of expertise (which they can pick from among the various skill areas).  And we expect when talking about PC Experts that they're going to pick useful adventuring skills (Diplomacy, UMD, Iaijutsu Focus, Handle Animal, Lucid Dreaming, etc), since we're not talking about the random guys about town.

JaronK

Given the PC's pasts reasonably involve any number of of these previous careers, whereas the expert you describe lack any sort of realistic past. So I'm sorry, but you'll have to explain the point of your first comment here.

The "village blacksmith" I was talking about is the archetypical expert I was using for example, hence the quotation marks (although I suspect you already knew that). Yes Experts fill a number of different, non-combat/non-adventuring, roles, which does represent around 99.9% of the Expert population. And actually, given the fluff associated with them, most actual monks are not laymen. Most are disciples training towards physical and mental enlightenment, or (in a small minority) possibly impoverished wanderers (which are still more likely to prevail in the aforementioned situations than the 99.9% of the "Village Blacksmiths" out there). The people you seem to be associating with "monks" are more than likely clerics and, a bit ironically, experts.

Well, if you are picking one argument, I must than wonder why you picked the argument that was largely secondary to my main point, other than for perceived  expedience. I am not defending everything Summerstorm (who I'll assume is the one you are referring to as Giacomo) has put forward. I am saying your treatments of the monk, via the comparisons you are making with the expert/adept here are unequal and unrealistic. Further, here you seem focused on what I can only imagine is previously "established" evidence. Arguments, which I might add, you have not established here. Further, the original discussion was not strictly concerning the tiers, but rather the state of the monk vs the adept, and to a lesser extant the expert. (Where it devolved to here is not my concern) So, instead of making the blank, unsupported claims that the monk fails at its apparent responsibilities these things, how about we stick to the original argument here, which is after all what my post was concerning. (Oh and in theory those skills are fine. In practice, you are scavenging skills from multiple, potentially conflicting campaign settings. Needless to say, this makes any Expert build including them rather unrealistic)
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 05, 2011, 08:12:06 AM
What conflicting campaign settings? I don't follow. ???
Do you mean different handbooks?
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 05, 2011, 08:22:50 AM
Despite the fact that it is listed as one of those classes, specifically in the DMG, that DOES NOT make a habit of going adventuring you mean?

Sure, just like most Fighters are actually guards, mercenaries, or warlords.  Just like most Clerics are church functionaries, village preachers, and community leaders.  But obviously, we're talking about playing these classes as PCs... we're not talking about the random NPCs that do nothing interesting in the story.

Ignoring, further, that a good 99.9% of the population of the Expert class are the "village blacksmiths" you mentioned, and that only, maybe 10-20% of monks fit the "elderly monastery retirees" demographic.

I strongly doubt 99.9% of Experts are village blacksmiths.  For one thing, I imagine city blacksmiths are some of them.  Also, I bet there's other professions, like librarians and tailors and artists.  However, I imagine a heck of a lot of Monks are indeed folks that hang out in monasteries, while there's also plenty of them that wander about as impoverished truth seekers and the like.  But less than .1% of any class is PC adventurers.  Consider how many folks are just living in your metropolises that have nothing to do with the story.

(Additionally ignoring for the moment, that you ignored the rest of what I said entirely, thereby missing the point) Seriously, do you see what you are doing here? You are responding to my quarry by creating an unequal and unrealistic model of comparison between the two classes. Just as you were with Summerstorm, and likely everyone else you've had this conversation with.

I'm not ignoring your point.  I'm simply taking apart one of your arguments, namely the one where you want to compare a PC type Monk with an NPC type Expert.  Since this discussion actually started in regards to the tiers, we're talking exclusively about PCs and thus you're completely off target.

Furthermore, there's been no double standard, no setting up Monks to fail.  In fact, the Monks have been given amazing leniency.  Consider the fact that Giacomo was running around claiming that he could make these high Int Monks that were skillmonkeys and claiming they were solid... while at the same time claiming that undead creatures with over twice the hitpoints and far more immunities were liabilities that would die constantly.  That's your double standard.

The scenarios we've asked Monks to prove themselves in are the most basic, standard, and common of D&D scenarios.   Since Monks are billed as a combat class, we expect them to fight well at the very least (which they have terrible problems doing) and by Giacomo's own claims, they can't even do that (let's face it, he thinks the sort of undead you get via Animate Dead die all the time... and yet his Monks have all been far less survivable).

For Experts, well, they can handle their area of expertise (which they can pick from among the various skill areas).  And we expect when talking about PC Experts that they're going to pick useful adventuring skills (Diplomacy, UMD, Iaijutsu Focus, Handle Animal, Lucid Dreaming, etc), since we're not talking about the random guys about town.

JaronK

Given the PC's pasts reasonably involve any number of of these previous careers, whereas the expert you describe lack any sort of realistic past. So I'm sorry, but you'll have to explain the point of your first comment here.

The "village blacksmith" I was talking about is the archetypical expert I was using for example, hence the quotation marks (although I suspect you already knew that). Yes Experts fill a number of different, non-combat/non-adventuring, roles, which does represent around 99.9% of the Expert population. And actually, given the fluff associated with them, most actual monks are not laymen. Most are disciples training towards physical and mental enlightenment, or (in a small minority) possibly impoverished wanderers (which are still more likely to prevail in the aforementioned situations than the 99.9% of the "Village Blacksmiths" out there). The people you seem to be associating with "monks" are more than likely clerics and, a bit ironically, experts.

Well, if you are picking one argument, I must than wonder why you picked the argument that was largely secondary to my main point, other than for perceived  expedience. I am not defending everything Summerstorm (who I'll assume is the one you are referring to as Giacomo) has put forward. I am saying your treatments of the monk, via the comparisons you are making with the expert/adept here are unequal and unrealistic. Further, here you seem focused on what I can only imagine is previously "established" evidence. Arguments, which I might add, you have not established here. Further, the original discussion was not strictly concerning the tiers, but rather the state of the monk vs the adept, and to a lesser extant the expert. (Where it devolved to here is not my concern) So, instead of making the blank, unsupported claims that the monk fails at its apparent responsibilities these things, how about we stick to the original argument here, which is after all what my post was concerning. (Oh and in theory those skills are fine. In practice, you are scavenging skills from multiple, potentially conflicting campaign settings. Needless to say, this makes any Expert build including them rather unrealistic)

1) While 99.9% of experts are NPCs that are just village blacksmiths and the like, the PC experts being made in this thread are, in fact, in the 0.1% that aren't. This is a debate on whether or not the NPC classes, properly optimized for adventuring, would be roughly as useful as the monk class (and in the adept's case, it has to prove that it is as useful in the role in tries to perform optimally in, as well as being good in other areas).

2) The skill list mentioned with Iaijutsu Focus and Lucid Dreaming et al. is just representative of how strong skills are for the expert, not a list of skills Adventuring Expert #04 has.
: Re: Adept vs monk: the final nail in the coffin
: veekie July 05, 2011, 08:27:05 AM
Yeah, the typical expert gets along fine with oh, Diplomacy, Use Magic Device and Handle Animal. Any one of which would suffice and two of which commonly appear on Experts anyway.

Also the expert business was in the other thread. This here is where the Adept, being a spellcaster, would curbstomp more competent classes than the monk at being useful.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades July 05, 2011, 09:09:59 AM
A guy that makes a living by taming wild animals and selling them but dreams to become a wizard?

He knows how to tame animals (Handle Animal), he knows how to talk people into buying his stuff (social skills) and in his free time he studies how to become a wizard, so he learns how to cast spells off scrolls and wands(UMD).


Also, it's funny to see you're so outraged by the expert's skill selection while you conveniently leave out Giacomo's Skill Prodigy monk that sinks most of his points into Int and ignores Monk class features in an attempt to emulate an Expert.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 05, 2011, 09:15:46 AM
Also, it's funny to see you're so outraged by the expert's skill selection while you conveniently leave out Giacomo's Skill Prodigy monk that sinks most of his points into Int and ignores Monk class features in an attempt to emulate an Expert.
Did he? (I'm assuming your talking about Twilightwyrm)
: Re: Adept vs monk: the final nail in the coffin
: LordBlades July 05, 2011, 09:28:03 AM
Also, it's funny to see you're so outraged by the expert's skill selection while you conveniently leave out Giacomo's Skill Prodigy monk that sinks most of his points into Int and ignores Monk class features in an attempt to emulate an Expert.
Did he? (I'm assuming your talking about Twilightwyrm)

He did as far as I can tell. He criticised the verisimilitude of an expert with Handle Animal, Diplomacy and UMD but not a word about the verisimilitude of Giacomo's skill-monkey.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 05, 2011, 09:37:21 AM
Maybe it's because his talking about the AdeptExpert and not about the Monk? It's totally his right to look only at the Expert and not concern himself with the Monk.
Did he say that the Monk build is okay in his eyes? If yes, then your right, if not then your accusations are not justified.
Giacomo's skill-monkey.
Is that really necessary? :rollseyes
: Re: Adept vs monk: the final nail in the coffin
: LordBlades July 05, 2011, 09:46:07 AM
Maybe it's because his talking about the AdeptExpert and not about the Monk? It's totally his right to look only at the Expert and not concern himself with the Monk.
Did he say that the Monk build is okay in his eyes? If yes, then your right, if not then your accusations are not justified.

Well, Twilightwyrm is trying to use the fact that an expert with the aforementioned skills is hard to justify from a RP point of view as an argument in favor of the Monk/against the expert, although the 'high int Skill Prodigy ignore most class features' (I'll use that since you don't like the term skill-monkey) monk is equally hard to justify from a RP point of view. So I feel that's worth pointing out.

: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 05, 2011, 10:02:37 AM
Well, his argument is rubbish, IMO, because if the adventuring Expert with this skills isn't plausible RP-wise, then no skill-based class can be.
: Re: Adept vs monk: the final nail in the coffin
: Midnight_v July 05, 2011, 10:09:53 AM
This whole thing seems just needlessly drawn out.

Does anyone think the monk is better than the expert mechanically?
Or are people trying to convince Giacomo? Rampant Devil's Advocacy, maybe?
Are you people out of optimization?
Its one thig to see and endless fighter vs wizard debate, but its odd to get on
everday and see 22 pages of Monk vs Adept. . . W..t...f...?  :lol
Damn. Is the D&D dying?
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 05, 2011, 10:37:34 AM
Why are we arguing about the expert here anyway?

Use Magic Device is a good skill for anyone to have, in the case they come across an opposed-alignment item that will kill them for not being Chaotic or whatnot. (Considering the strategy of the wight-desiring necromancer of handing out +1 unholy arrows to the population like candy detailed in a certain Necromancer's Handbook.) Witness this happen once ... and you may be inclined to take measures to prevent it. Just a little note here for those with spare INT or CHA.

I've played an Expert before ... but they were first level and going into Rogue so they weren't this Charisma-based thing ...  :p I was more competent than the Adept in our party, but he was not an example of a competent Adept.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 05, 2011, 03:48:13 PM
Since Monks are billed as a combat class, we expect them to fight well at the very least (which they have terrible problems doing).
For Experts, well, they can handle their area of expertise (which they can pick from among the various skill areas).  And we expect when talking about PC Experts that they're going to pick useful adventuring skills (Diplomacy, UMD, Iaijutsu Focus, Handle Animal, Lucid Dreaming, etc), since we're not talking about the random guys about town.
And right there explains your measuring stick. You expect to Monk to beat the crap out of monsters, and the Expert to blow goat droppings. When Gia can't deliver an Unarmed Swordsage you bitch about how he can't take on super undead and your favorite CRX monsters. Then claim that the Expert is awesome, not because he can beat those mobs, but because as a dirt poor loser he an uncomparable godsend because he kept throwing gold at encounters (UMD/trained pets) until he has an advantage in it.

Gia's side is. Well hell idk. Monks are super awesome maybe. If he really is JaronK though, I think there is some psychotic issues to resolve and the point here is showcasing them.

To me, this has been more of a simple math.
1 Feat = Can replicate Expert's claim on throwing gold at encounters, Monk gets 3 bonus feats. Therefor Monk is better.
Everything else is whining and ignoring while I'm picking though to find little nuggets of useful information. Like the Blink thing, that's pretty cool. The Total Concealment thing, damn thats awesome.
: Re: Adept vs monk: the final nail in the coffin
: Saxony July 05, 2011, 04:33:34 PM
1 Feat = Can replicate Expert's claim on throwing gold at encounters, Monk gets 3 bonus feats.
3 shitty feats that really don't count because the monk can't use them and the adept or expert would not ever buy any way.

Stop talking about the expert in the adept vs. monk thread. There is another thread for that. It is called "Expert vs. Monk Challenge!".
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 05, 2011, 04:38:27 PM
And right there explains your measuring stick. You expect to Monk to beat the crap out of monsters, and the Expert to blow goat droppings.

Um, no.  I expect an Expert to defeat encounters with his class abilities, and I expect a Monk to defeat encounters with his class abilities.  I find it interesting that you consider world domination via dreams (I did say Lucid Dreaming + Diplomacy) to be blowing goat droppings, but fighting an even CR'd opponent without dying is somehow inappropriately hard.

When Gia can't deliver an Unarmed Swordsage you bitch about how he can't take on super undead and your favorite CRX monsters.

No, I "bitch about how" Giacomo stated that Animate Dead creatures would die constantly, and yet his Monks are all far weaker and more fragile at an equivalent level... and yet he considers his Monks to be competent.  And I "bitch about how" the Monk's combat abilities can be completely outshown by two or three castings of a spell (cast during downtime some day) and about 1200gp in supplies, and yet some folks seem to think that Monks are still as strong as a class that can just cast that spell (in addition to everything else they can cast).  I know full well he can't deliver an Unarmed Swordsage... I just hate the hypocrisy.

Then claim that the Expert is awesome, not because he can beat those mobs, but because as a dirt poor loser he an uncomparable godsend because he kept throwing gold at encounters (UMD/trained pets) until he has an advantage in it.

Perhaps you've failed to notice the fact that in my first build I didn't actually use UMD (I had it as a class skill just in case, but that's it), and only bought a single 400gpish creature.  Furthermore, perhaps you've failed to notice that I claimed only that the Expert was equivalent to the Monk in rough power level, while Giacomo claimed Monks are far more awesome.  Perhaps you've also failed to notice that the Expert I made killed not through magic items or pets, but through his archery skills, feats, and Iaijutsu Focus (while the second Expert I made had Vow of Poverty).  So, actually your entire argument is completely false, mostly due to the fact that yet again you failed to actually read before posting.

Perhaps you've simply failed.

Gia's side is. Well hell idk. Monks are super awesome maybe.

His side is that Monks can throw lots of gold at encounters via partially charged wands and cross class UMD, and that Monks are better than Experts because they can survive well by tanking their Wis and Str and pumping Int and Cha, but that animate dead creatures with over twice the hitpoints and far more immunities will die constantly.

You have, as usual, reversed all the arguments and gotten confused.  You accused the side putting out VoP folks and building characters dramatically under WBL of throwing gold at encounters, instead of the side that believes partially charged wands are everything.  You've decided that world domination is blowing goat droppings but fighting monsters is unfairly hard.  Try again.  Go back and read over the whole thread until you're caught up.

And then maybe you'll notice this is the Adept vs Monk thread, so this really should be about "super undead" (read: stuff any decent caster can make with Animate Dead) and other caster tricks that an Adept can pull off vs what Monks do (which, evidently, is throw gold at encounters and max Int).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 05, 2011, 04:42:23 PM
Since Monks are billed as a combat class, we expect them to fight well at the very least (which they have terrible problems doing).
For Experts, well, they can handle their area of expertise (which they can pick from among the various skill areas).  And we expect when talking about PC Experts that they're going to pick useful adventuring skills (Diplomacy, UMD, Iaijutsu Focus, Handle Animal, Lucid Dreaming, etc), since we're not talking about the random guys about town.
And right there explains your measuring stick. You expect to Monk to beat the crap out of monsters, and the Expert to blow goat droppings. When Gia can't deliver an Unarmed Swordsage you bitch about how he can't take on super undead and your favorite CRX monsters. Then claim that the Expert is awesome, not because he can beat those mobs, but because as a dirt poor loser he an uncomparable godsend because he kept throwing gold at encounters (UMD/trained pets) until he has an advantage in it.

Gia's side is. Well hell idk. Monks are super awesome maybe. If he really is JaronK though, I think there is some psychotic issues to resolve and the point here is showcasing them.

To me, this has been more of a simple math.
1 Feat = Can replicate Expert's claim on throwing gold at encounters, Monk gets 3 bonus feats. Therefor Monk is better.
Everything else is whining and ignoring while I'm picking though to find little nuggets of useful information. Like the Blink thing, that's pretty cool. The Total Concealment thing, damn thats awesome.

Completely in agreement here.
Ah, and…

Furthermore, there's been no double standard, no setting up Monks to fail.  In fact, the Monks have been given amazing leniency.  Consider the fact that Giacomo was running around claiming that he could make these high Int Monks that were skillmonkeys and claiming they were solid... while at the same time claiming that undead creatures with over twice the hitpoints and far more immunities were liabilities that would die constantly.  That's your double standard.

JaronK, I am no longer going to provide my arguments here why clearly the monk outdoes the npc classes you came up with.
However, you should take a bit more time to think about the way you compare classes before you accuse others of double standards - and as I see in your most recent post - even of hypocrisy.
You were comparing my 7th level monk build to an animated skeleton storm giant, a CR 13 monster whose corpse miraculously was available to a level 12 adept, resulting in a CR 9 monster.
Nobody I know of compares classes this way. It is the mother of all double standards, so to speak. And in defending your tier orthodoxy, you rely on a lot of such double standards – for those interested, here are some more examples of JaronK’s double standards he used to compare monk and expert class (http://brilliantgameologists.com/boards/index.php?topic=9602.msg415216#msg415216).
It is all so regrettable imo makes you inflexible to change and new ideas, and also is a pity considering the laudable effort you put into ranking classes.

I outlined above what a level 12 monk I moderately optimised recently for comparison with a psychic warrior (link see my last post in this thread) will do to such a (for a level 12 character!) puny monster. But to take a level 7 monk focused on skills with 22 pt buy and demand he should take on by himself this CR9 monster? It’s a useless yardstick (besides, I even showed how easily even such a skill-focused monk can overcome this skeleton – hide from undead, command undead UMDed come to mind – there are probably plenty more).

The scenarios we've asked Monks to prove themselves in are the most basic, standard, and common of D&D scenarios.   Since Monks are billed as a combat class, we expect them to fight well at the very least (which they have terrible problems doing) and by Giacomo's own claims, they can't even do that (let's face it, he thinks the sort of undead you get via Animate Dead die all the time... and yet his Monks have all been far less survivable).

The scenarios you provided were all solved by the monk builds I provided for the respective scenarios (including Mixster’s dire bear vs the level 7 human monk, or even the same level 7 monk-focused on skills vs a CR 9 animated storm giant skeleton). But if you refuse to accept what I have to say, it can’t helped.

But I do not give up hope completely yet :)

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 05, 2011, 05:59:07 PM
You were comparing my 7th level monk build to an animated skeleton storm giant, a CR 13 monster whose corpse miraculously was available to a level 12 adept, resulting in a CR 9 monster.

No, I compared what I assumed was a leveled up to 12 version of your 7th level Monk to the sort of stuff an Adept might raise, including Storm Giants, Hydras, and even the stuff I found via a random encounter generator (which would have resulted in, at caster level 12, 2 9 headed 18HD Zombie Hydras along with three Necrosis Carnexes).  No miracles here... actual random generation.  Do try and keep that straight.  

And yes, your Monk, even at level 12, was far more fragile than 2 9 headed 18HD Zombie Hydras with a set of Necrosis Carnexes backing them up.  Since you said random animate dead critters were so fragile they'd die constantly, and since those creatures are far more durable than your Monk (even at level 12), your own logic dictates your Monk would die constantly.

Nobody I know of compares classes this way.

Including me.  That's your strawman, as usual.  

 
I outlined above what a level 12 monk I moderately optimised recently for comparison with a psychic warrior (link see my last post in this thread) will do to such a (for a level 12 character!) puny monster. But to take a level 7 monk focused on skills with 22 pt buy and demand he should take on by himself this CR9 monster?

At no point did I say anything about a level 7 Monk taking on a CR 9 monster (though really, that should be within reason for a level 7 combat class).  That's your strawman (go ahead, try and find me saying that!).  I said a leveled up to 12 version of your Monk was less durable than said monster, and that since you claimed that monster would die constantly in appropriate fights for a level 12 character, basic logic would dictate that the Monk would die constantly.

Do try to keep that straight.

So, try to answer that claim.  Show me your level 12 version of the CR 7 Monk, and show how he's more durable than the appropriate undead critters (remember, the random encounter generator got enough to make 2 Zombie Hydras with, using Corpse Crafter and a Desecrated Alter, 192hp and 18HD.  These were backed up by three automated healers which can be deployed or hidden in extradimensional space as the situation requires).  Remember that you said such undead would die constantly, so if your Monk isn't signficantly more durable, your own claims dictate he's going to die constantly.  That's the actual claim here... not that the Monk couldn't fight the undead at CR 7.  

For reference, here's what was randomly generated and then animated by said adept:

[spoiler]Zombie Nine-Headed Hydra
Size/Type:      Huge Undead   
Hit Dice:      18d12+75 (192 hp)   
Initiative:           +2   
Speed:      20 ft. (4 squares), swim 20 ft.   
Armor Class:   24 (-2 size, +2 Dex, +14 natural), touch 10, flat-footed 22   
Base Attack/Grapple:      +9/+22   
Attack:      9 bites +16 melee (1d10+8) or slam +16 melee (2d6 + 12)   
Full Attack:           -   
Space/Reach:      15 ft./10 ft.
Special Attacks:   —   
Special Qualities:   Undead Traits, DR 5/Bludgeoning, Single Actions Only   
Saves:      Fort +6, Ref +8, Will +11   
Abilities:      Str 27, Dex 14, Con -, Int 2, Wis 10, Cha 1   
Skills:      -   
Feats:      Toughness   
Environment:    Temperate marshes
Organization:   Solitary   
Challenge Rating:   6  [/spoiler]

Remember, you were quite clear that creatures like this couldn't possibly survive for long at level 12, so I expect that your Monks must be much more durable than that guy.  Also, remember that he's getting healed when appropriate endlessly all day by the Carnexes.  And yeah, he's only CR 6 (but obviously a strong CR 6).  And also remember an Adept could raise this guy by level 9... level 8 if he has a CL booster.  Though my random generator got 5 of them as a CR 12.6 encounter (I asked for a 14, not sure why it did that but I did pick a completely random generator).

Or would you like to simply retract your silly claim that Animate Dead undead can't possibly survive for long?

JaronK






: Re: Adept vs monk: the final nail in the coffin
: Twilightwyrm July 05, 2011, 06:03:58 PM
A guy that makes a living by taming wild animals and selling them but dreams to become a wizard?

He knows how to tame animals (Handle Animal), he knows how to talk people into buying his stuff (social skills) and in his free time he studies how to become a wizard, so he learns how to cast spells off scrolls and wands(UMD).


Also, it's funny to see you're so outraged by the expert's skill selection while you conveniently leave out Giacomo's Skill Prodigy monk that sinks most of his points into Int and ignores Monk class features in an attempt to emulate an Expert.


See, this I might actually buy. (And what I was searching for with my initial question)

Incidentally, it has come to my attention that the person I was originally defending is not, in fact, Giacomo. Given this, why you keep assuming I am arguing all of the same arguments is...interesting to me. He may very well have some very good ones. He may very well have some crap ones. Given I am not intimately familiar with his arguments, however, I've not been arguing for them (this includes the Skill Monk). So...why the conflation?
: Re: Adept vs monk: the final nail in the coffin
: lans July 05, 2011, 06:04:24 PM
1 Feat = Can replicate Expert's claim on throwing gold at encounters, Monk gets 3 bonus feats.
3 shitty feats that really don't count because the monk can't use them and the adept or expert would not ever buy any way.

Why can't the monk use them?
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan July 05, 2011, 06:08:25 PM
1 Feat = Can replicate Expert's claim on throwing gold at encounters, Monk gets 3 bonus feats.
3 shitty feats that really don't count because the monk can't use them and the adept or expert would not ever buy any way.

Why can't the monk use them?

He meant "use them as efficiently as other classes".

and that Monks are better than Experts because they can survive well by tanking their Wis and Str and pumping Int and Cha

Now, you see, this is why I call the Giacomo here a fake. The original had several defining traits that never changed, no matter how much we argued it:



The Giacomo here has violated these traits in such a way that does not follow the "logic" the original used. I am convinced that it is not him.


If I can get four other people to back me up on that assumption, I'd like to put an end to this whole problem.
: Re: Adept vs monk: the final nail in the coffin
: Twilightwyrm July 05, 2011, 06:11:50 PM
Well, his argument is rubbish, IMO, because if the adventuring Expert with this skills isn't plausible RP-wise, then no skill-based class can be.

Okay I'm interested: How so?
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 05, 2011, 06:17:01 PM

No, I compared what I assumed was a leveled up to 12 version of your 7th level Monk to the sort of stuff an Adept might raise, including Storm Giants, Hydras, and even the stuff I found via a random encounter generator (which would have resulted in, at caster level 12, 2 9 headed 18HD Zombie Hydras along with three Necrosis Carnexes).  No miracles here... actual random generation.  Do try and keep that straight.  

Wow, and all of a sudden two 18 HD Zombie Hydras turn up - zombies which we already clarified CANNOT use the hydras ability to move and still attack (so are always limited to 1 attack/round), since that is neither part of the monster statistics, nor the special abilities (it is the text between, remember?).

And you should really read aloud to yourself what you write here: you "compared what you assumed was a leveled up top 12 version of my 7th level Monk"! Incredible.
So, instead of comparing a 7th level monk I posted to the CR 9 storm giant skeleton, you compared it to a build that DOES NOT EVEN EXIST - which you just made up in your mind and which you thought I'd probably come up with. I did not believe you would surpass your previous level of double-standards, but comparing a CR 9 monster to a 12th level fictional monk build that I never did beats it all.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Solo July 05, 2011, 06:18:23 PM
In addition, Sinfire, the "Giacomo" here is notably ruder than the one on GitP... though I suppose one could attribute that to the fact that GitP boards were more tightly moderated. Which, I suppose, would imply that if the "Giacomo" here was the real deal, he was a jerk from the beginning.
: Re: Adept vs monk: the final nail in the coffin
: Saxony July 05, 2011, 06:28:11 PM
The Giacomo here has violated these traits in such a way that does not follow the "logic" the original used. I am convinced that it is not him.


If I can get four other people to back me up on that assumption, I'd like to put an end to this whole problem.
I think you have more than 4 people because it isn't an assumption. It's quite obviously a fact *adjusts monocle* :sherlock .

Good to know you're with the rest of us now?

If you really wanted to know, yeah, you've got my axe on this one. 1/4 people acquired, Sinfire.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 05, 2011, 06:29:42 PM
and that Monks are better than Experts because they can survive well by tanking their Wis and Str and pumping Int and Cha

Now, you see, this is why I call the Giacomo here a fake. The original had several defining traits that never changed, no matter how much we argued it:

  • He believed that Core-only was balanced.
  • He believed that Monks were SAD because they could pump Wis and never worry about needing Con for HP, since his AC could get "so high".


The Giacomo here has violated these traits in such a way that does not follow the "logic" the original used. I am convinced that it is not him.


If I can get four other people to back me up on that assumption, I'd like to put an end to this whole problem.

Well, he took Carmendine Monk to get his AC up, so he's still trying that trick.  But I figured it was possible he just matured enough to figure out that core only isn't balanced.  And he's still showing a blatant lack of understanding of the value of HP, considering he's claiming that 18-20HD zombies with 10.5 HP/HD are fragile and die often but that his Monks with their moderate Con and 12 HD (at the same level) are total survivable.

Plus, he's still got the "if I fake it poorly, that's equivalent to doing it well" mentality.  Just as he used to argue that having cross class UMD was about as good as actually just being a spellcaster, he's now trying to claim that spending Skill Prodigy and Carmendine Monk to get some of the skills of an Expert is as good as just being an Expert.  That lack of understanding of things like opportunity cost is pretty standard.  Plus you've got the constant goalpost shifting and the gleeful claims of victory even when his arguments make no sense...

So yeah, I think it's the same guy.

: Giacomo
Wow, and all of a sudden two 18 HD Zombie Hydras turn up - zombies which we already clarified CANNOT use the hydras ability to move and still attack (so are always limited to 1 attack/round), since that is neither part of the monster statistics, nor the special abilities (it is the text between, remember?).

No, YOU claimed they couldn't do it, but they can.  A standard attack action for a Hydra is attacking with all their heads.  This is not a special ability, it's just what their attack is.  The Zombie rules say they can only make a single attack action:  "Zombies have poor reflexes and can perform only a single move action or attack action each round."  Such an action with a Hydra is 9 attacks.  That's just what the rules are, and if you'd like to claim otherwise you'll have to prove otherwise with rules (just looking at the Hydra entry in the SRD and the Zombie entry in the SRD yields 9 attacks as a single attack action, which is what Zombies do).  As for moving and still attacking, Zombie Hydras can charge and attack (as normal per the Zombie rules, though note they only move their speed when doing so).

Though note these Zombies are no tougher than any other 9HD critter turned into a zombie via Animate Dead, so this is irrelevant, it just shows they're solid attackers.

And you should really read aloud to yourself what you write here: you "compared what you assumed was a leveled up top 12 version of my 7th level Monk"! Incredible.

I see no way for your level 7 Monk to get up to anywhere near the durability of these creatures, following the build techniques you were using.  Would you like to try to prove otherwise?

So, instead of comparing a 7th level monk I posted to the CR 9 storm giant skeleton, you compared it to a build that DOES NOT EVEN EXIST - which you just made up in your mind and which you thought I'd probably come up with. I did not believe you would surpass your previous level of double-standards, but comparing a CR 9 monster to a 12th level fictional monk build that I never did beats it all.

I simply followed the pattern you were already doing.  Same race, same stats, add some wealth and 5 Monk levels.  That's not exactly difficult.  Even if you put all your wealth into defense (making yourself a worthless turtle) I don't think you could do it.  But feel free to try to prove me wrong.  Extend your level 7 Monk 5 levels and show how durable he is.  Don't forget, even at level 12 your Monk will have only 2/3 the HD, and at would need a con of 22 just to have the same HP/HD as the 9HD zombie (which would be enough to have 2/3 the HP, roughly).  And don't forget the immunities and automated healing effects.

If you'd like this to be easier, we can just say it's a level 8 Adept with an Orange Ioun Stone or some other single caster level boost (Bead of Kharma, perhaps?) that controls the Hydras.  Then you can compare your Monk at level 8 to it and it'll be pretty close. Would that be better?  Because yes, an Adept could pull this off by level 8.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 05, 2011, 06:35:26 PM
If I can get four other people to back me up on that assumption, I'd like to put an end to this whole problem.
I find your number of people needed arbitrary and I really don't see the problem. I really don't care about taking sides about the debate of Sir Giacomo's identity, but bear in mind that people can change and his true identity doesn't actually matter. He is allowed to keep arguing here as long as he does it in a civilised manner and so far I haven't seen him miss many steps on that path.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 05, 2011, 06:39:02 PM
Actually, his first post on this site to my knowledge was loudly proclaiming that I fail. It was actually quite adorable.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit July 05, 2011, 06:41:20 PM
I'm 50/50 on if this is the original Giacomo or not.

On one hand this could be someone trolling the board.

On the other hand even a professional troll isn't this dense. And seriously why would anyone want to be Giacomo? It's like wanting to be Andy Dick or Peter Criss.
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 05, 2011, 06:58:55 PM
Actually, his first post on this site to my knowledge was loudly proclaiming that I fail. It was actually quite adorable.
Hence not 'many' steps off that path. Plenty of regulars here can get rather harsh and obtuse as well.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 05, 2011, 07:23:52 PM
OK, I'll try to help defuse things a bit and leave this thread for now.
People in here got quite angry (and even linked me to Nazi Germany, among other things) so it does not need to get out of hand.

I'll focus on the more constructive legendary fighters thread for now where some good builds are being done and compared imo.

- Giacomo

PS JaronK: maybe we can discuss this thing another day, and possibly better via PM.
: Re: Adept vs monk: the final nail in the coffin
: lans July 05, 2011, 08:32:31 PM
1 Feat = Can replicate Expert's claim on throwing gold at encounters, Monk gets 3 bonus feats.
3 shitty feats that really don't count because the monk can't use them and the adept or expert would not ever buy any way.

Why can't the monk use them?

He meant "use them as efficiently as other classes".
He can use a good chunk of them as well as anybody else. Deflect arrows, expertise, dodge etc...


They just suck compared to general feats- Wild Cohort, Talent,Item Familiar, Imperious Command etc

Not counting Martial Monk feats
and that Monks are better than Experts because they can survive well by tanking their Wis and Str and pumping Int and Cha

Now, you see, this is why I call the Giacomo here a fake. The original had several defining traits that never changed, no matter how much we argued it:

  • He believed that Core-only was balanced.
  • He believed that Monks were SAD because they could pump Wis and never worry about needing Con for HP, since his AC could get "so high".

Epic Toughness for the win  :smirk
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 05, 2011, 08:37:06 PM
I love pulling the Venerable Dragonwrought Kobold with Epic Toughness at level 1 trick... just be a Crusader and be ridiculously hard to kill (at a level where most things only kill with hit point damage).  Plus, you know, Kobold Crusader just has a certain ring to it.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 05, 2011, 08:54:59 PM
I love pulling the Venerable Dragonwrought Kobold with Epic Toughness at level 1 trick... just be a Crusader and be ridiculously hard to kill (at a level where most things only kill with hit point damage).  Plus, you know, Kobold Crusader just has a certain ring to it.

JaronK
Well, kobolds ARE core...
: Re: Adept vs monk: the final nail in the coffin
: Solo July 05, 2011, 09:14:08 PM
People in here got quite angry (and even linked me to Nazi Germany, among other things) so it does not need to get out of hand.
More to the point, I suggested that you spend your time combating the resurgence of neo-Nazism.
: Re: Adept vs monk: the final nail in the coffin
: lans July 06, 2011, 11:40:21 AM
I love pulling the Venerable Dragonwrought Kobold with Epic Toughness at level 1 trick... just be a Crusader and be ridiculously hard to kill (at a level where most things only kill with hit point damage).  Plus, you know, Kobold Crusader just has a certain ring to it.

JaronK
See monks are on par with dragonwrought kobolds, obviously they're broken. :D

I kind of see them ranked like this
Monk
Expert
Monk with a lot of ACFs
Adept


: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 06, 2011, 07:35:06 PM
I could swear there is a CR 7 monster list, and a CR 12 monster list, around here somewhere.


I'm just not asking the Google the right questions.


hmm ...  :(
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 13, 2011, 12:20:12 PM
Just for Giaccomo:

: Libris Mortis pg. 173
Five-Headed Hydra Zombie
Huge Undead
Hit Dice: 10d12+3 (68 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 18 (–2 size, +10 natural), touch 8, fl at-footed 18
Base Attack/Grapple: +5/+17
Attack: 5 bites +7 melee (1d10+4) or slam +7 melee (2d6+4)
Full Attack: 5 bites +7 melee (1d10+4) or slam +7 melee
(2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: —
Special Qualities: Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 19, Dex 10, Con —, Int —, Wis 10, Cha 1
Feats: Toughness
Challenge Rating: 4

Note the attack entry.
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan July 13, 2011, 04:22:42 PM
Just for Giaccomo:

: Libris Mortis pg. 173
Five-Headed Hydra Zombie
Huge Undead
Hit Dice: 10d12+3 (68 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 18 (–2 size, +10 natural), touch 8, fl at-footed 18
Base Attack/Grapple: +5/+17
Attack: 5 bites +7 melee (1d10+4) or slam +7 melee (2d6+4)
Full Attack: 5 bites +7 melee (1d10+4) or slam +7 melee
(2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: —
Special Qualities: Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 19, Dex 10, Con —, Int —, Wis 10, Cha 1
Feats: Toughness
Challenge Rating: 4

Note the attack entry.

Note that this one does not have the benefits of Nimble Bones.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 13, 2011, 07:05:00 PM
Well ... that is a good find. And I stand corrected!
So really the "statistics" part in the zombie and skeleton template includes also the hydra's ability to attack with all heads and move (and in the zombie's case, just charge and attack or just attack).
Meaning...that in the 1% max case that an adept will encounter a hydra, defeats it and animates it, he'll have a skeleton hydra able to move and attack with all heads. Definitely more useful in that case (and more survivable with that improved attacking power).

However, I still doubt that will make an adept's strategy to run around with undead a viable tactics over the long run (note that the huge hydra cannot be put into that enveloping pit since that is too small for it, so the adept with, say, several such no-skill-no-sneaky skeletal hydras just announces from afar that he comes...).

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 13, 2011, 07:13:14 PM
Well ... that is a good find. And I stand corrected!
So really the "statistics" part in the zombie and skeleton template includes also the hydra's ability to attack with all heads and move (and in the zombie's case, just charge and attack or just attack).
Meaning...that in the 1% max case that an adept will encounter a hydra, defeats it and animates it, he'll have a skeleton hydra able to move and attack with all heads. Definitely more useful in that case (and more survivable with that improved attacking power).

However, I still doubt that will make an adept's strategy to run around with undead a viable tactics over the long run (note that the huge hydra cannot be put into that enveloping pit since that is too small for it, so the adept with, say, several such no-skill-no-sneaky skeletal hydras just announces from afar that he comes...).

- Giacomo
Unless he goes and hunts down a hydra, which he is fully capable of doing. Or, y'know, finds one of the myriad other critters around that make for awesome undead and can be disguised as a humanoid type or a living pet.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 13, 2011, 07:14:23 PM
Well ... that is a good find. And I stand corrected!
So really the "statistics" part in the zombie and skeleton template includes also the hydra's ability to attack with all heads and move (and in the zombie's case, just charge and attack or just attack).
Meaning...that in the 1% max case that an adept will encounter a hydra, defeats it and animates it, he'll have a skeleton hydra able to move and attack with all heads. Definitely more useful in that case (and more survivable with that improved attacking power).

However, I still doubt that will make an adept's strategy to run around with undead a viable tactics over the long run (note that the huge hydra cannot be put into that enveloping pit since that is too small for it, so the adept with, say, several such no-skill-no-sneaky skeletal hydras just announces from afar that he comes...).

- Giacomo

Unless, for example, the Skeletal Hydra was invisible with a, just for example, level 2 spell called Invisibility.
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 13, 2011, 08:11:34 PM

What's the advantage of having a spell on your List vs. just using UMD on any old item ...  ???


1) ... don't have to visit a Magic Mart
2) ... X__________________________
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 13, 2011, 08:24:40 PM

What's the advantage of having a spell on your List vs. just using UMD on any old item ...  ???


1) ... don't have to visit a Magic Mart
2) ... X__________________________

2) ... you don't have to spend tons of cash on expendibles
3) ... you don't have to rely on the DM's good graces for buying the expendibles
4) ... you won't run out of expendibles
5) ... if you want to use expendibles then you don't have to deal with the additional potential failure (and losing access to the item for 24 hours if you fail on a nat 1)
6) ... you don't have to spend the extra skill points on UMD/UPD (though it IS a good skill if you're in the position to use it on things you find)
7) ... you can create expendibles if you so choose for less gp than otherwise, which increases your effective wealth
8) ... you can say without reservation that it's your character pulling the weight, not his equipment
9) ... expendibles are far too easy to strip off a character; class features, not so much
10) ... there's more, but I think you get the picture
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 13, 2011, 08:34:48 PM
Well ... that is a good find. And I stand corrected!
So really the "statistics" part in the zombie and skeleton template includes also the hydra's ability to attack with all heads and move (and in the zombie's case, just charge and attack or just attack).
Meaning...that in the 1% max case that an adept will encounter a hydra, defeats it and animates it, he'll have a skeleton hydra able to move and attack with all heads. Definitely more useful in that case (and more survivable with that improved attacking power).

Remember, when I did four randomized encounters via a random encounter generator, my fourth encounter was indeed 5 9 headed hydras.  They're a pretty commonly used monster, found in the Monster Manual... it's not that surprising that you might see one (especially in a core game, but even in a normal game it's pretty reasonable).  Remember, there's Hydras for every CR from 5-12, so it's very likely you can see one of these somewhere.  And I'm not sure why you say "skeleton hydra."  If you find a hydra, make a zombie out of it, as they're perfect for that due to their standard action attacks and decent natural armor.

Remember, Skeletons can full attack anyway.  And they're best made out of Giants or things with magical flight speeds, though anything with appropriate HD (as high as you can get, max 20) will probably be good.

However, I still doubt that will make an adept's strategy to run around with undead a viable tactics over the long run (note that the huge hydra cannot be put into that enveloping pit since that is too small for it, so the adept with, say, several such no-skill-no-sneaky skeletal hydras just announces from afar that he comes...).

They're no less stealthy than most big mounts.  Really, I'd just walk around with them in many situations.  Obviously if it's an inner city campaign I might not, but for smashing your way through hostile territory they're amazing (especially with some healing support via a Necrosis Carnex).  Remember, this is just ONE Adept spell.  There's other options for other situations, and this one is amazing for grinding through enemies.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 13, 2011, 08:42:13 PM
Not to mention that in hostile environments undead hydras could actually discourage lesser enemies from attacking...
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit July 13, 2011, 10:32:16 PM
So we've gone from trying to beat Batman to failing against NPC classes, how the mighty have fallen.
: Re: Adept vs monk: the final nail in the coffin
: lans July 14, 2011, 01:36:47 AM
Next up-Warrior

And for the season finale the monk will take on the truenamer
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 14, 2011, 03:35:30 AM
So we've gone from trying to beat Batman to failing against NPC classes, how the mighty have fallen.

Sigh. If I were to start a "commoner vs wizard" thread, would the mere existence of such a thread mean the wizard sure must be a sucky class? Thought so.

@JaronK: Maybe I am missing something here. Please do me a favour and show to me how you think a typical fight of a 12th level adept with his animated zombie hydras would play out vs a, say CR 12 dragon.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Solo July 14, 2011, 03:42:57 AM
I'm sure it'd be better than trying to incapacitate the dragon with Stunning Fist. Man, would that suck, given a dragon's typically huge fort save.

Or grappling it. Grappling a dragon would be a pretty bad idea as well.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 14, 2011, 03:45:27 AM
Sigh. If I were to start a "commoner vs wizard" thread, would the mere existence of such a thread mean the wizard sure must be a sucky class? Thought so.

If the wizard got generous concessions and the commoner was assumed to be denied his best class features any time they made the wizard look bad, and the wizard at his best were still struggling to even get the commoner to notice him, let alone be as useful as the commoner, and the wizard supporters were making excuses every time the commoner outdid the wizard instead of showing a wizard that could get the job done, then yes, that would mean the wizard must be a sucky class.

Good luck setting up a thread that looks like that.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 14, 2011, 07:04:53 AM
Sigh. If I were to start a "commoner vs wizard" thread, would the mere existence of such a thread mean the wizard sure must be a sucky class? Thought so.

If the Commoner kept winning?  Yeah.

@JaronK: Maybe I am missing something here. Please do me a favour and show to me how you think a typical fight of a 12th level adept with his animated zombie hydras would play out vs a, say CR 12 dragon.

- Giacomo

Well, dragon fights are often in large lairs, so I'd try to hit him with a Web when he's near a wall to cause him to stop flying (and, due to stalling, make him fall).  Then the hydras could attack him.  Or maybe metamagic'd Scorching Rays if that wouldn't work (12d6 damage from touch attacks hurts, and with the right metamagic it could be impressive... it's not enough to kill on its own but it could certainly support a party in such an attack).  Maybe he'd just buff the party's stats.  After all, this is a caster, and thus has options... the Hydras are more for taking out ground based opponents (but you knew that, that's why you picked a flier).  The Hydras are just the effects of one of his spells.  And then once the dragon is dead, I'd animate him, since dragons make for awesome animated dead (see the Draconomicon rules for their special stuff with regards to animate dead).  I'd probably make him a Zombie, because evidently I didn't have any flying undead at the time.  So now I have a nice flying zombie dragon mount with an insane number of hitpoints, making the character even stronger.  That's always fun.

So, how would those skill monkey Monks you talked up so much deal with a CR 12 dragon?  A Mature Adult White Dragon, for example (that's the only evil dragon in the MM that is CR 12).  You know, the ones you forgot to put decent ranged weapons on in the CR 7 version?  How would they do it?  How would they even contribute without falling over dead due to being too fragile?

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 14, 2011, 07:41:26 AM
Also, dragons are some of the toughest monsters ever published due to their amazing racial HD. Even casters, who have not prepared against dragons can have serious problems with them.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 14, 2011, 08:42:52 AM
So, how would those skill monkey Monks you talked up so much deal with a CR 12 dragon?  A Mature Adult White Dragon, for example (that's the only evil dragon in the MM that is CR 12).  You know, the ones you forgot to put decent ranged weapons on in the CR 7 version?  How would they do it?  How would they even contribute without falling over dead due to being too fragile?

JaronK

How would a leveled up expert from that same thread do?
: Re: Adept vs monk: the final nail in the coffin
: LordBlades July 14, 2011, 09:17:59 AM
So, how would those skill monkey Monks you talked up so much deal with a CR 12 dragon?  A Mature Adult White Dragon, for example (that's the only evil dragon in the MM that is CR 12).  You know, the ones you forgot to put decent ranged weapons on in the CR 7 version?  How would they do it?  How would they even contribute without falling over dead due to being too fragile?

JaronK

How would a leveled up expert from that same thread do?

Probably better than the monk(not by much though; I still expect it to lose and badly). At least the expert (assuming we're talking about the necropolitan with psionic minor creation and the bat mount) has a way to fly and some credible ranged threat(poisoned crossbow bolts). The monk is basically a sitting duck for strafing runs with the breath weapon due to lack of a credible ranged threat and flight.

These being said, the fact that both classes would probably lose horribly(vs one of the most powerful creatures for their CR mind you) is a very poor indication of their relative power level. A 12th level optimized wizard (or any other tier 1 class for that matter) can most likely completely obliterate a 12 level tier 3 and below. That doesn't mean all tier 3 and below classes are  relatively equal in power.

: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 14, 2011, 11:27:54 AM
The best expert from that thread would visit the white dragon in a dream ... and convert it to the worship of Bahamut.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 14, 2011, 01:52:46 PM
How would a leveled up expert from that same thread do?

One of the Experts would just convert the Dragon to his side before the fight even started via Lucid Dreaming.

The less silly Expert would at least be flying around doing poison strafe runs... with the Dragon's high Fort Save, that would be tough to land, but the Expert at least can be a threat and if he gets lucky with a poison shot he'd do some serious damage.  The Dragon has a +17 fort save, and by level 12 the Expert can afford a +1 Splitting Longbow of Assassination (using Lesser Bracers of Armor for proficiency, they're cheap) to raise save DCs, plus he'd likely be using Sinmaker's Surprise at this point (since he could have Master of Poisons by then so the acid damage isn't a problem, and he'd like the better save DCs than Black Lotus).  If someone cast Greater Magic Weapon on him the save DCs for his poison would be 29, otherwise it's 25.  He'd have four attacks, but have trouble hitting (he's just an Expert, after all), though a 28 isn't impossible to hit.  But if he landed a dose of his poison it would deal 2d6 con damage, which averages at 7, thus reducing the dragon's further saves and meaning he'd have a chance.  Also, since the dragon has 21 HD, a single poison hit would effectively do 63 hp of damage in addition to the 3d6 acid damage.  If he got lucky he could take the dragon down really fast this way... if his first hit lands poison, all the rest become more likely, and every successive hit increases the chances even further.   Three poison hits would kill the dragon outright, so he's got a decent shot.  Heck, it's theoretically possible that he just kills the dragon in the first round, though that would require hitting three times and the dragon failing a save three times (technically with amazing rolls two hits could kill the 21 con dragon, but that seems even more far fetched).  Note that the dragon could take down the Expert very quickly... his saving grace is that he's attacking from a distance so he can avoid full attacks while delivering his own, and his mount is a lot more maneuverable (most likely, as I expect he's got a better mount by level 12.  Desmoderu Warbat at the very least).

Note that I think a well made Monk could be useful too... but not the stupid skillmonkey ones that Giacomo made.  You'd need someone that could be a threat to fliers and had the mobility to actually deal with the dragon (or the ranged attacks to do it).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit July 14, 2011, 04:26:47 PM
Poison use was my first idea for fighting the dragon.

Heck the adept (or expert) could buy a scroll of minor creation for 700 gps and use it to get 30,000 or so doses of black lotus extract (3d6 con initial damage, 3d6 con secondary damage, DC 20) for 7 hours, enough for the adept and his undead to last the whole adventuring day. Sooner or later the dragon is going to have a bad roll and you could put the extract in vials so it become a ranged touch attack and the dragon only has a touch AC of 9 so it won't be hard to spam throwing poison between yourself, your familiar, and any undead or animals (like apes) capable of throwing things.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 14, 2011, 04:35:44 PM
Heck the adept (or expert) could buy a scroll of minor creation for 700 gps and use it to get 30,000 or so doses of black lotus extract (3d6 con initial damage, 3d6 con secondary damage, DC 20) for 7 hours, enough for the adept and his undead to last the whole adventuring day. Sooner or later the dragon is going to have a bad roll and you could put the extract in vials so it become a ranged touch attack and the dragon only has a touch AC of 9 so it won't be hard to spam throwing poison between yourself, your familiar, and any undead or animals (like apes) capable of throwing things.

The Expert build in question actually used Hidden Talent to get Psionic Minor Creation, which is what he was using to get the Sinmaker's Surprise.  He could do Black Lotus, but I think the higher DC (24 instead of 20) is an important advantage against a monster with such a high Fort save.  Sinmaker's Surprise is also vegetable based, doing 2d6 Con/2d6 Con and also does 1d6 acid damage for three rounds when it hits.

But good point about using touch attacks... this character could have a few vials if he wanted to go that route.  I think SS is contact, though I'm not sure... I know Black Lotus is.  Personally, I'd rather keep a decent amount of distance between the Expert and the Dragon, just because I wouldn't want to be on the receiving end of attacks!

Note that nothing stops the Adept from putting poison on the mouths of the hydras if he's using a similar trick.  9 poison attacks really hurts.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 14, 2011, 05:13:55 PM
Sinmaker's Surprise is injury 24 or ingested 18.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 14, 2011, 05:16:44 PM
Note that nothing stops the Adept from putting poison on the mouths of the hydras if he's using a similar trick.  9 poison attacks really hurts.

JaronK

Know anyone that sells dentures with alchemical weapon capsule teeth wholesale?
: Re: Adept vs monk: the final nail in the coffin
: Solo July 14, 2011, 05:19:03 PM
Since Hydras are undead, you could theoretically apply it like a lacquer.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 14, 2011, 05:22:10 PM
Exactly.  Just paint it on.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 14, 2011, 06:17:51 PM
I demand an image of this. I can only pray that Sinmaker's Surprise is some ridiculous color, like hot pink or fluorescent orange.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 14, 2011, 06:48:50 PM
I demand an image of this. I can only pray that Sinmaker's Surprise is some ridiculous color, like hot pink or fluorescent orange.
Fire and pinstripes.

And skulls too, but those are natural.
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 14, 2011, 07:11:10 PM
... late Thank You to Lyca.


I demand an image of this. I can only pray that Sinmaker's Surprise is some ridiculous color, like hot pink or fluorescent orange.

Best I can google fast and click the I Feel "Lucky" Button too ... PG-13 rated.
[spoiler](http://hydragirls.com/images/HydraGirlsTempHome.jpg)[/spoiler]
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 14, 2011, 07:38:53 PM
... late Thank You to Lyca.
So in appreciation you show me girls?

C'mon, man! What'd I ever do to you?
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 14, 2011, 07:48:51 PM
I'd link in the classic Hercules killing a hydra print, but it's got naked men in it so it's probably against the rules...

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 14, 2011, 07:49:27 PM
I'd link in the classic Hercules killing a hydra print, but it's got naked men in it so it's probably against the rules...

JaronK
Just toss it in a spoiler block.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 14, 2011, 07:51:04 PM
Nah, you get this instead:

[spoiler](http://media.comicvine.com/uploads/2/25807/796324-bobagentofhydra_large.jpg)[/spoiler]

See?  Posing hydra guy!

JaronK
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 14, 2011, 07:54:02 PM
... late Thank You to Lyca.
So in appreciation you show me girls?

C'mon, man! What'd I ever do to you?

Sheesh ... I got as many things like "Sinmakers Surprise" as possible. And the I feel lucky button.

In your case, umm ... see my snake brain wiring is a tad more "traditional" than yours. Hence my above reaction.

Do you want me to link you to a  :sparta "smiley" face ??
 :D
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 14, 2011, 07:57:34 PM
"Florescent" but not pink or orange.

Can't tell the mythic Gender or  :eh inclinations, without high level spells.

(http://www.infoplease.com/images/myth_hydra.jpg)
: Re: Adept vs monk: the final nail in the coffin
: dark_samuari July 14, 2011, 07:58:46 PM
(http://2.bp.blogspot.com/_9_iMNcLAXpg/TKPPHSvbq4I/AAAAAAAAAnI/RXw1QrbcqB8/s1600/hydra+03.jpg)
YOU ARE SO FUCKED.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 14, 2011, 07:59:20 PM
... late Thank You to Lyca.
So in appreciation you show me girls?

C'mon, man! What'd I ever do to you?

Sheesh ... I got as many things like "Sinmakers Surprise" as possible. And the I feel lucky button.

In your case, umm ... see my snake brain wiring is a tad more "traditional" than yours. Hence my above reaction.

Do you want me to link you to a  :sparta "smiley" face ??
 :D
I think I'm good with JaronK's Hydra man pose. Thanks.
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 14, 2011, 08:09:09 PM
I was gonna do one of my: { ... insert blah blah smiley face ... } -es


But then I realized the word "insert" could be interpreted as [censored].



Sooo ... Adepts ?!
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 14, 2011, 08:13:41 PM
I was gonna do one of my: { ... insert blah blah smiley face ... } -es

But then I realized the word "insert" could be interpreted as [censored].

Sooo ... Adepts ?!
They [insert] monks pretty good.
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 14, 2011, 08:34:23 PM
 :lmao ... in neon, too.
: Re: Adept vs monk: the final nail in the coffin
: Brackenlord July 15, 2011, 12:57:52 AM
5) ... if you want to use expendibles then you don't have to deal with the additional potential failure (and losing access to the item for 24 hours if you fail on a nat 1)
As far as I know skills failing in a natural 1 is an alternative rule in the DMG, unlike saving throws and attacks 1 is not an automatic failure just like taking 20 isn't an automatic success,  if your skill modifier is optimized enough bad luck won't ever be a problem.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 15, 2011, 12:58:33 AM
5) ... if you want to use expendibles then you don't have to deal with the additional potential failure (and losing access to the item for 24 hours if you fail on a nat 1)
As far as I know skills failing in a natural 1 is an alternative rule in the DMG, unlike saving throws and attacks 1 is not an automatic failure just like taking 20 isn't an automatic success,  if your skill modifier is optimized enough bad luck won't ever be a problem.
Yes, and if you roll a nat 1 on a UMD check and it fails, you screw yourself for 24 hours.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 15, 2011, 10:46:54 AM
5) ... if you want to use expendibles then you don't have to deal with the additional potential failure (and losing access to the item for 24 hours if you fail on a nat 1)
As far as I know skills failing in a natural 1 is an alternative rule in the DMG, unlike saving throws and attacks 1 is not an automatic failure just like taking 20 isn't an automatic success,  if your skill modifier is optimized enough bad luck won't ever be a problem.
Yes, and if you roll a nat 1 on a UMD check and it fails, you screw yourself for 24 hours.

It's in the description for UMD, and I can assure you it's not an alternate rule.
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 15, 2011, 06:35:45 PM
3.0e had fail on a 1, for all skills.
20 was supposed to be a "critical success", but they never did anything with that.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 15, 2011, 11:14:44 PM
3.0e had fail on a 1, for all skills.
20 was supposed to be a "critical success", but they never did anything with that.


Having played several systems that have critical success skill checks, they always seem pretty forced. 
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 16, 2011, 03:20:01 PM
Sorry I did not reply earlier.
(and guys, let us leave expert vs monk discussion out of this thread – you know my opinion on that, and there is another thread where you can continue with that).

Thanks, JaronK, for your first ideas on a scenario of a 12th level adept vs a CR 12 dragon – apparently you chose the mature adult white dragon for the comparison of adept and monk performance.

I think maybe you would like to present in more detail the build, the spells learned, and round-by-round the tactics that you would think would give the adept a better chance than the monk.

Some comments on what you said may give you a hint where I would still areas for clarification and improvement. ;)

Well, dragon fights are often in large lairs, so I'd try to hit him with a Web when he's near a wall to cause him to stop flying (and, due to stalling, make him fall).

Hm. A white dragon in his cave due to his icewalking ability likely will be near a wall, so web could be tried. Still…say, the adept as a Wisdom of 22, this would mean a reflex save DC of 18 (not counting any feats to enhance this). A mature adult white dragon has a reflex save of +12, so likely he’ll avoid the web and burrow away, resurfacing outside the web area to attack.

  Then the hydras could attack him.

They could, if they would reach him. They are slower (zombies even!) than the dragon and can neither fly, nor burrow, nor climb the walls. And even if they reach him, they’d need to hit his AC 28 (note that the slow movement of the hydras makes flanking difficult). The dragon has also the ability to use a fog cloud for concealment (effectively halving the 20 head attacks of the hydra) and has AC 28 with DR 10/magic. I do not see much damage being done by the hydras here.

Or maybe metamagic'd Scorching Rays if that wouldn't work (12d6 damage from touch attacks hurts, and with the right metamagic it could be impressive...

What kind of metamagic do you intend the scorching rays to have? They are 2nd level, and you only have 1 fourth level slot (I guess you’d rather have polymorph in there?), and some third level slots. You might use rods of metamagic, though – although they are quite pricy.
Maybe they are not needed – since you’d do double damage vs the white dragon and do 24d6. But the spell resistance of 20 would need to be considered, and any miss chance due to the fog cloud would push a chance of success below 50%. And even if successful, 24d6=average 84 damage is a far cry from getting this 241hp dragon into trouble.

it's not enough to kill on its own but it could certainly support a party in such an attack).

So the adept with his zombies is in a party now? Well, in a party this looks already different. I daresay, though, that the zombies (from a long way alerting the dragon) and the close-range-only scorching ray are not exactly helping the party much.

Maybe he'd just buff the party's stats.  After all, this is a caster, and thus has options...

I dunno. The adept has some good healing magic, but buffs…by level 12, most in the group will have magic items providing the +4 stat boost that the 2nd level spells of the adept are offering; ditto for invisibility/concealment – and the first and 3rd level spells are not that hot either. Polymorph IS good … once per day.

the Hydras are more for taking out ground based opponents (but you knew that, that's why you picked a flier).

They are ground-bound. And once animated and the cost is paid for, the controlling limit means there are no zombie/skeleton fliers. Of course, appropriate flyers that can fight well are quite rare (which is why you picked a hydra to animate :) ).
Still, I accepted your scenario of a fight in a dragon’s lair where flying may not be that important. But even in this case I do not see much the zombies can do – they will likely perish with the dragon just breathing on them every 1d4 rounds, from out of range. The adept might be able to retreat, as the party – but not the slow-moving-single-action hydra zombies. Which has been my point all along.

The Hydras are just the effects of one of his spells. 

Animate dead, alongside polymorph, is the single big spell of the adept’s arsenal at level 12 (maybe minor creation as well, but for that it is either polymorph or minor creation..1/day). And even that is apparently – so far – not enough to endanger, much less defeat a CR 12 dragon. But maybe when you would provide a complete build with synergizing items, the picture may be different.

And then once the dragon is dead, I'd animate him, since dragons make for awesome animated dead (see the Draconomicon rules for their special stuff with regards to animate dead).  I'd probably make him a Zombie, because evidently I didn't have any flying undead at the time.  So now I have a nice flying zombie dragon mount with an insane number of hitpoints, making the character even stronger.  That's always fun.

The animated dragon would need to be one of HD 10 or lower for zombies and HD 20 for skeletal non-flying version (not possible to animate a bigger one). So this white dragon is out. And even then…only the hydra zombie bypasses that awful restriction of a single action/round for attacking. So it would leave you with a huge pile of flying hp that does one bite attack AT MOST per round (if it is either already in range or able to charge). Not excactly hot for level 12, although it makes a durable mount with good flying speed. And it will not make the character stronger, since he has to spend some more money – and replace the zombies he can no longer control.

So, how would those skill monkey Monks you talked up so much deal with a CR 12 dragon?  A Mature Adult White Dragon, for example (that's the only evil dragon in the MM that is CR 12).  You know, the ones you forgot to put decent ranged weapons on in the CR 7 version?  How would they do it?  How would they even contribute without falling over dead due to being too fragile?

JaronK

Let us wait with the monk for now.
First, just let me know whether you would suggest a more detailed adept build able to take on the dragon, possibly with different tactics. I am really eager to see this.
Or, you admit that the adept has no chance to take on the white dragon – then I’ll show you how the monk does it. (note that it does not need to be a skill monkey monk since in a comparison with the adept, the monk already has more skill points and better skill range out of the box).

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 16, 2011, 04:58:20 PM

Let us wait with the monk for now.

Let's not.  Deliver the monk that you think can resolve all these problems you present, because we all find it pretty unlikely.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 16, 2011, 05:39:43 PM
Yeah, honestly, I don't expect the Adept to win in a combat with a sensible dragon of the same CR. So pointing out problems doesn't really matter; what would matter is pointing out problems, and then explaining why the Monk doesn't have those problems.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 16, 2011, 05:50:43 PM
Yeah, honestly, I don't expect the Adept to win in a combat with a sensible dragon of the same CR. So pointing out problems doesn't really matter; what would matter is pointing out problems, and then explaining why the Monk doesn't have those problems.
And this is a perfect opportunity for Giacomo!

Why? Because he's gone on and on and ON for years about how awesome monks are, to the point where they can take out T1 classes with hardly breaking a sweat.

So if an adept, which is CLEARLY inferior to a wizard, can potentially take out a dragon, the monk should have NO chance not to do really, REALLY well against it using his class abilities.

And so Giacomo has no reason to not be champing at the bit at this point.

Right, Giacomo?
: Re: Adept vs monk: the final nail in the coffin
: Lunaramblings July 16, 2011, 07:42:48 PM
Ok. The build I am using is below. Lets see what I can manage with this CR 12 Dragon.

Ok. The Dragon does not have Spot or Listen as class skills, so I am confident that we can get in plenty close. We spot the dragon in it's lair and pull back for a day to plan. I memorize new spells as needed. We sleep in a Burrow made by my Landwyrm, and we just wait. My Undead minions for this woudl be the ones that the random Generator said I had. 1 Kython Slaymaster, My Landwyrm, and my Charnal Hound. I have a pretty good spot, so it is safe to say that I see the Dragon long before he sees us (my +20+ vs. the Dragons +1 from Wis and at best 10 ranks, I double it.) I send my zombies and Skellies in underground via the Landwyrm's burrowing. They pop up and surprise the Dragon, and get their first set of attacks.


Charnal Hound: Bites at +17, likely is hitting. 2d8+19-DR=17 damage and a Will save DC 24 or the dragon is shaken.
My Slaymaster Skeleton: Bites +16, is pretty likely to hit. So it is dealing 4d6+9=23-DR=13, Fort Save DC 21, which the Dragon likely makes.
My Landwyrm: Bites at +23, definately hits. 2d6 +8-DR=5.

So, then we go to initiative. My guys win. I join in this round, using a Metamagic Rod of Maximize to cast an Empowered Scorching Ray. That does 108, but wait, the White Dragon hates fire!!! So it takes an additional 54. It has now taken 197 points of damage. My minions turn. This time with Full Attack Actions.

Charnal Hound: Bite and 2 claws. +19/+12. Dragon has an AC now of 26, so it is likely all hit. This deals 2d8+19 and 2d6+12x2, and then Rends for 4d6+21. This is, after DR, 17+9+9+25= 60. The Dragon is Dead. My other minions continue to beat it until I tell them to stop.

The Dragon is yet to act. I have an awesome new toy.

Warforged Adept 12

Str 10
Dex 10
Con 14
Int 14
Wis 21 (boosts and +4 item)
Cha 13

Feats:
1st: Warforged Adamantine Body
3rd: CorpseCrafter
6th: Undead Empathy
9th: Empower Spell
12th: Tomb-Tainted Soul

Skills:
Craft: Gemcutting 12 ranks, +2 modifier, +2 Masterwork Tools= +16
Concentration 12 ranks, +2 Modifier=14
Spellcraft 12 ranks, +2 Modifier=14
Knowledge: Religion (for knowing about my undead) 12 ranks, +2 modifier, +2 Masterwork tools= +16
Diplomacy(from my Docent) 10 ranks + x ability mod= 10+x
Spot (from my Docent) 10 ranks +x ability mod + 10 (uses my senses, hence benefits from my Third Eye Aware= 20+x

Now I have a ton of Gold left over from my items, so I could buy a bunch of Skill bonus items, and they are actually ridiculously cheap, but I don't know if that is against the spirit of this thing.

Gear:
Rod of Undead Mastery-10,000gp
Periapt of Wisdom +4-16,000
Warforged Component-Docent-12,500
Talisman of Undying Fortitude-8000
Gems to make Undead-2500(100 HD, I like round numbers)
Rod of Empower- 14000. I have plenty left over for anything I might have missed, having only spent roughly 1/2 my WBL.

I am able to control 96 HD of Undead through the Animate Dead spell. Additionally, I have Command Undead.

I used this here random generator, set for 13 encounters, CR 10-14. of those I got 6 useful encounters. Here is what I got.

1)Legendary Shark. Interesting. But unless it is an aquatic campaign, or I am building my stronghold, not real useful.
2)Kython Slaymaster. BoVD. This thing is disgusting. Thank you kindly.
3)Charnel Hound. Big scary undead. Non-intelligent. Thank you Command Undead. No save he is mine as long as I remember to renew the spell 2 1/2 times a month.
4)Monstrous Scorpion, Gargantuan. Another nice critter for animation. Thank you kindly.
5)Landwyrm, Forest. This is a very nice critter. Burrow speed.
6)Grimwierd. Right. This is the best critter I could have come across. With my Undead Empathy and a pretty nice Diplomacy, I can probably convince him to join, if not I can attempt to Command Undead, though he does get a save, being intelligent, and he will most likely make it.

Additionally, I can take that Domain, which I will choose the Necromancer Domain (Ebberon). That gives me some useful spells, like command undead.

So, looks like a fairly powerful little troupe. Oh, and I have an Undead Cohort. I could go with a Necropolitan Wizard or Cleric, but I didn't. Instead I could have an Atropal Scion(Libris Mortis). Or I could have even gone for a Necropolitan Dread Necromancer.

In addition I can heal via negative energy, I can also heal myself by taking 8 hours and making a Craft Gemcutting check, healing equal to the check -15, which I can take 10 on.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 16, 2011, 08:01:50 PM
Thanks, JaronK, for your first ideas on a scenario of a 12th level adept vs a CR 12 dragon – apparently you chose the mature adult white dragon for the comparison of adept and monk performance.

I didn't chose it, you did.  It's the only evil CR 12 dragon (at least in the Monster Manual).  The others are CR 11 or 13.  You said you wanted it to be against a CR 12 dragon.  A Mature Adult White Dragon is clearly the most likely CR 12 dragon for anyone to fight.

I think maybe you would like to present in more detail the build, the spells learned, and round-by-round the tactics that you would think would give the adept a better chance than the monk.

All I did was go with an Adept who has Scorching Ray, Web, and Animate Dead.  Adepts chose their spells like Clerics do.  I figure since this is an Adept who's having fun with Animate Dead, I'd get Corpse Crafter as one of the feats, and of course he'd pump his Wis score.  That's it though... all adepts could Web or Scorching Ray a dragon.

As for tactics... move in with the party, with the zombies on a constant order to stay within 30' of the adept, unless anyone in the party was attacked or attacked someone.  In that case, attack whoever attacked/was attacked by the party.  Stay behind the zombies to avoid the breath weapon (or behind obstacles) and fire Scorching Ray (remember, White Dragons have fire vulnerability), then use Web when you get a shot.  The zombies will start chasing the dragon around when a party member attacks (or gets attacked).

Hm. A white dragon in his cave due to his icewalking ability likely will be near a wall, so web could be tried. Still…say, the adept as a Wisdom of 22, this would mean a reflex save DC of 18 (not counting any feats to enhance this). A mature adult white dragon has a reflex save of +12, so likely he’ll avoid the web and burrow away, resurfacing outside the web area to attack.

Remember the dragon is slowed even if he makes his save.  If he gets actually stuck, the zombies eat him.  If not, he's slowed down for a bit and the zombies might still eat him.  Either way, he's not flying away easily.  Plus, if nothing else you've made it easier for the party to take the dragon down.

They could, if they would reach him. They are slower (zombies even!) than the dragon and can neither fly, nor burrow, nor climb the walls. And even if they reach him, they’d need to hit his AC 28 (note that the slow movement of the hydras makes flanking difficult). The dragon has also the ability to use a fog cloud for concealment (effectively halving the 20 head attacks of the hydra) and has AC 28 with DR 10/magic. I do not see much damage being done by the hydras here.

If the zombies get there, they can hit with a lot of attacks.  They can also be ordered to grapple if needed.  Also, weren't we talking about 9 headed hydras (since that's what was randomly found)?  So that's 18 attacks between the two.  Either way, it's some extra damage, so it helps.  The dragon is being slowed (by webs) and hit for damage, keeping him away from squishier members of the party.  That's a solid contribution, I'd say.

What kind of metamagic do you intend the scorching rays to have? They are 2nd level, and you only have 1 fourth level slot (I guess you’d rather have polymorph in there?), and some third level slots. You might use rods of metamagic, though – although they are quite pricy.

Not really sure.  It was just a thought.  Even a regular scorching ray does a bunch of damage.  Maybe I'd just have lesser rods of extend, and use them on the webs to screw the dragon's attack vectors.

Maybe they are not needed – since you’d do double damage vs the white dragon and do 24d6. But the spell resistance of 20 would need to be considered, and any miss chance due to the fog cloud would push a chance of success below 50%. And even if successful, 24d6=average 84 damage is a far cry from getting this 241hp dragon into trouble.

Fog cloud implies he's not moving around, but rather staying in the cloud.  In that case, zombies are all over him.  If he's flying about, webs and scorching rays are being shot at him.  But I'm not planning to one shot TKO the dragon here, just help.  Remember, if I do 1/4th his HP in a single round, the party is on track to kill him in that round.  Certainly, the dragon can't just take that kind of abuse for long... he's losing 1/3 of his HP per round at that point.  Also, spell resistance is pretty easy to deal with... I'd imagine I've got some kind of CL bumps here (How about a Bead of Karma used before the fight?).

So the adept with his zombies is in a party now? Well, in a party this looks already different. I daresay, though, that the zombies (from a long way alerting the dragon) and the close-range-only scorching ray are not exactly helping the party much.

Of course he's a in a party.  We're talking about Tier comparisons... which means normal play.  The question is if you're useful and can contribute.  This isn't arena fighting.  The zombies aren't going to alert the dragon any worse than any other tanky fighty type... even from 200' away the Dragon is unlikely to notice them, after all.  But yes, the Adept functions as area denial, using Webs and Zombies to make areas the Dragon doesn't want to be in, and sometimes trapping him, while blasting him for over 1/3 his HPs with every shot.

I dunno. The adept has some good healing magic, but buffs…by level 12, most in the group will have magic items providing the +4 stat boost that the 2nd level spells of the adept are offering; ditto for invisibility/concealment – and the first and 3rd level spells are not that hot either. Polymorph IS good … once per day.

I pretty much meant Polymorph, for the most part.

They are ground-bound. And once animated and the cost is paid for, the controlling limit means there are no zombie/skeleton fliers. Of course, appropriate flyers that can fight well are quite rare (which is why you picked a hydra to animate :) ).

I picked the hydras because in the random scenario, that's what I got.  I really liked that Skeletal Storm Giant, but I didn't get him... he'd have range.  After killing this dragon, you can bet I'd animate him, as he'd be perfect with his solid HD and flight.

Still, I accepted your scenario of a fight in a dragon’s lair where flying may not be that important. But even in this case I do not see much the zombies can do – they will likely perish with the dragon just breathing on them every 1d4 rounds, from out of range. The adept might be able to retreat, as the party – but not the slow-moving-single-action hydra zombies. Which has been my point all along.

It's your scenario... you picked attacking a CR 12 dragon.  That pretty much means a Mature Adult White Dragon.  And yeah, I think in his lair is the most common place to do this, but the description of White Dragons says they like staying near the ground and climbing around, so it's hardly a bit assumption that Web might be useful.  It's not like he has long range attacks... he has to get close to attack too.  As for the Zombies, they're useful, but they're only one of the Adept's spells after all.  And let's be clear, if the Dragon tries to breathe on them once ever 1d4 rounds, he's dead.  The Necrosis Carnex heals them rather rapidly, and they have a TON of hitpoints.  And every time he gets in range to breathe, that's one more chance of getting webbed or Scorching Ray'd to death.  So if the dragon does that, then they're doing an amazing job of taking fire from the Dragon without any drain on party resources.

Animate dead, alongside polymorph, is the single big spell of the adept’s arsenal at level 12 (maybe minor creation as well, but for that it is either polymorph or minor creation..1/day). And even that is apparently – so far – not enough to endanger, much less defeat a CR 12 dragon. But maybe when you would provide a complete build with synergizing items, the picture may be different.

There's no need really, because as we've seen every Adept has the spells to do this.  Sure, you say Animate Dead and Polymorph are the single big spells... and yet Scorching Ray takes out 1/3 of the dragon's HP in a single hit (with no save, though SR applies).  If the Adept did have a lesser metamagic rod of Maximize (not sure if he could afford that) then that's 2/3 with a single shot.  And Web leaves the dragon in dire straights if it hits (and still slows him down a lot even if it doesn't).

The animated dragon would need to be one of HD 10 or lower for zombies and HD 20 for skeletal non-flying version (not possible to animate a bigger one). So this white dragon is out.

Nope.  See Draconomicon.  There's special rules for animating dragons.  There's no HD limit.  Also, a zombie dragon doesn't have double HD... instead it gets a whole bunch of bonus HP.  It also keeps its BAB and saves, and has other special rules.  So yeah, I get a crazy awesome zombie white dragon (and let go one of the hydras of course).  For the record, here's what you get when you make a zombie mature adult white dragon with Corpse Crafter and the obvious Desecrate:

[spoiler]Zombie White Dragon (Undead)
Size Huge
Hit Dice 265 HP (21D12+129)
Str 31, Dex 12, Con -, Int -, Wis 10, Cha 6
BAB/Grapple +21/+39
Attack Bite +31 (2d8+10) (other natural weapons don't matter since bite is best and it can only do one at a time)
Special Attacks:  Breath Weapon (3d6 Cold, DC 18 ref save), Crush (DC 18 ref, 2d8+15 + Pin), Frightful Presence (DC 18)
Special Qualities:   Icewalking, Keen Senses, Spell Resistance 20, Undead Traits, Immune to Paralysis, Immune to Cold, Blindsense, DR 5/Slashing, Slow
Fort +12, Ref +13, Wil +13 (Immune to anything requiring a fort save that doesn't work on objects)
Speed 60ft, Burrow 30ft, Fly 200ft (clumsy), Swim 60ft
Initiative +2
AC 19 (-2 Size, +10 Natural, +1 Dex), Touch 9, Flat Foot 28
Skills:  None
Feats:  Toughness

If you want to check this, the example zombie dragon is in fact a zombie white dragon, though it doesn't have Corpsecrafter on it, and it's younger.  Note that technically the zombie dragon can still partial action charge and full attack if it somehow got pounce, due to the wording of their version of the "slow" special quality (and note that the example zombie dragon does have a listed full attack).

He's great as a utility undead, since he's really good at detecting enemies and can go anywhere.  I'd absolutely lose a zombie hydra for this guy!  Sure, his offense isn't amazing, but he can crush people all over the place and his single attack does hit pretty hard. Also, any skeletons I raise are immune to his breath weapon, which could be handy.  More importantly, I can then ride a zombie dragon around.  Maybe I'd get a burrower's saddle (Races of Stone) and ride him underground too.  That seems handy.[/spoiler]

Let us wait with the monk for now.

You know, you keep making claims and then not being able to back them up.  You claimed your Monk was survivable, yet you claimed that these zombies were so fragile they'd die constantly.  I've yet to see you show that your Monk was more durable than the zombies.  I think it's high time you showed this.  Would you like to show how he's more durable than the Zombie White Dragon, the Zombie Hydras, or the Skeletal Storm Giant?

Or, you admit that the adept has no chance to take on the white dragon – then I’ll show you how the monk does it. (note that it does not need to be a skill monkey monk since in a comparison with the adept, the monk already has more skill points and better skill range out of the box).

No no, you were quite sure your skill monkey Monk was still a decent Monk.  I'd like to see what it does.  I did show how the Expert would handle this dragon too, after all.  Surely your skill monkey Monk can do as well as an Expert in combat (since combat is more the Monk's specialty, and the Monk wasn't as good as the Expert in skills).  Go on, show what you've got.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 16, 2011, 08:34:24 PM
Jaron, may want to fix the formatting on the second half of your post.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 16, 2011, 09:44:30 PM
Hmmm. Quite amazing how the reactions go from "adept needs party" ... "dragon too tough for adept" now that a threat looms that the monk can do it new ideas jump up for the adept's defense  ;)

OK. Would anyone like to point out the obvious mistakes in Lunarambling's and JaronK's ideas?
I'll wait for a while to see what will be posted.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit July 16, 2011, 09:53:40 PM
Meanwhile I'd like to see how the monk is going to deal with the dragon.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 16, 2011, 10:02:13 PM
Hmmm. Quite amazing how the reactions go from "adept needs party" ... "dragon too tough for adept" now that a threat looms that the monk can do it new ideas jump up for the adept's defense  ;)

OK. Would anyone like to point out the obvious mistakes in Lunarambling's and JaronK's ideas?
I'll wait for a while to see what will be posted.

- Giacomo
JaronK has poor formatting in his post.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 16, 2011, 10:03:27 PM
Hmmm. Quite amazing how the reactions go from "adept needs party" ... "dragon too tough for adept" now that a threat looms that the monk can do it new ideas jump up for the adept's defense  ;)

OK. Would anyone like to point out the obvious mistakes in Lunarambling's and JaronK's ideas?
I'll wait for a while to see what will be posted.

- Giacomo
JaronK has poor formatting in his post.
Hah!  I swordsaged ya!
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 16, 2011, 10:03:54 PM
Hmmm. Quite amazing how the reactions go from "adept needs party" ... "dragon too tough for adept" now that a threat looms that the monk can do it new ideas jump up for the adept's defense  ;)

OK. Would anyone like to point out the obvious mistakes in Lunarambling's and JaronK's ideas?
I'll wait for a while to see what will be posted.

- Giacomo

Are you trying to be dense?  :banghead If this is a tier discussion, and i think we can all agree it is, then this has always been about how you can assist your party, or how you contribute to a party. I am sure that me, and 99% of the people who is reading this thread are aware of this.

Since 3.0 came out, and after 3.5, i have been playing every week for 1-2 evenings, and in all of that time we have had plenty of people in the group rolling a monk, or people from joining the group for a few months bringing monks with them. And most of them, with a few exceptions, where well made, optimized and played by competent players. And in all of that time, i have never seen anyone playing a monk who actually carried his own weight in the group. Now you Giacomo clearly think that a Monk can be a valid member in an adventuring group, and monks deserve a spot (unless you think this entire thread was about player vs player, or some other nonsense), and i would love to see a Monk build of yours for ECL 12. And i will even go so far as to bring it to my own group and play it my self. Or i will hand it over to a player who enjoys playing Monks. And will see if your Monk actually makes a difference.

For the whole adept/expert side of this argument, i personally, and i expect a lot of other people, can see how they would be able to assist or contribute in a wide range of both combat and non-combat encounters.

If i had a chance to pick between 2 types of adventuring companions, and one is "i run up and hit stuff, really hard, or lots of times, or i sneak up and hit stuff hard" and the other is "well, i have a wide array of options, none will do as much damage as the other guy, but in case we don't have to hit something i have 20 tricks up my sleeve, and if we have to hit stuff, i can still do that but only half as well as the other guy" i would always pick versatility.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit July 16, 2011, 10:37:20 PM
Except the adept can hit as hard or harder than the monk via undead and animals from handle animal.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 16, 2011, 10:52:43 PM
Hmmm. Quite amazing how the reactions go from "adept needs party" ... "dragon too tough for adept" now that a threat looms that the monk can do it new ideas jump up for the adept's defense  ;)

OK. Would anyone like to point out the obvious mistakes in Lunarambling's and JaronK's ideas?
I'll wait for a while to see what will be posted.

- Giacomo

I think you are illiterate.  Two different people wrote things that said nothing of the sort.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 16, 2011, 11:14:53 PM
Reading something is different from understanding it.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 16, 2011, 11:47:55 PM
Hmmm. Quite amazing how the reactions go from "adept needs party" ... "dragon too tough for adept" now that a threat looms that the monk can do it new ideas jump up for the adept's defense  ;)

I said nothing about needing a party or the dragon was too tough, only that I felt he should be working with a party because that's how people play.  And to be clear, he's not too tough... the adept can kill the dragon in two or three shots (two if using a lesser rod of maximize) while your strategy for the dragon called for it doing one breath weapon attack every 1d4 rounds against the hydras.  So, Adept would win that one solo if the dragon were so foolish as to attack the nearly unkillable zombies.  I also am talking about a non optimized Adept at this point... every single Adept out there of this level can cast Scorching Ray and Animate Dead and Web.

But here, I'll give you a really basic Adept, going with the idea that he's something of a necromancer.  Nothing super optimized, nothing too crazy, but a general "minion master" style character (like we've been talking about) with animals and undead and such.

Herbert the Somewhat Special (25 Point Buy)
Lawful Neutral Human Adept 12 (68hp)
BAB 6, Fort +6, Ref +6, Will +14
Str 9, Dex 14, Con 14, Int 10, Wis 23, Cha 8
Feats:  Alertness, Corpse Crafter, Craft Wondrous Items, Improved Familiar, Mother Cyst,  Nimble Bones
Skills:  Craft Armorsmithing +10, Concentration +15, Handle Animal +10, Knowledge (The Religion) +10

Minions:

Familiar:  Imp
Tiny Outsider, 12 HD, 34hp, Init +3, Spd 20 Fly 50 (perfect), AC 26 (Touch 15, Flat Foot 23), BAB +6, Grapple -5, Attack +11 Melee (1d4 + Poison, Sting), Darkvision 60, Deliver Touch Speels, DR 5/good or silver, Fast Healing 2, Immunity to Poison, Improved Evasion, Resistance to Fire 5, Speak with Master, For +4, Ref +7, Will +7, Str 10, Dex 17, Con 10, Int 11, Wis 12, Cha 14, Diplomacy +8, Hide +17, Knowledge The Planes +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1, Dodge, Weapon Finesse, Poison (DC 16, 1d4 Dex, 2d4 Dex), At Will Detect Good Detect Magic Invisibility (Self Only), 1/day Suggestion CL 6.  Commune 1/week 6 questions.  Alternate form into one or two forms (technically this could be anything up to Medium size, including Dwarf Ancestors and other such nonsense.  But I'll assume from the examples they meant any animal, so how about a Legendary Ape or Legendary Eagle?).  SR 17, Empathic Link

2 Nine Headed Zombie Hydras wearing crafted Mithral Chain Shirt Barding (900gp, 2400gp for crafted mithral armor)
2 Necrosis Carnexes wearing crafted Mithral Chain Shirts (400g in Cold Iron Bands, 800gp for crafted Mithral armor)
A few assorted big warbeast animals as appropriate to the campaign (dinosaurs, dire animals, or whatever other big war creatures are available, preferably Magebreed).

Items:  Lesser Metamagic Wand of Empower (9kgp), Lesser Metamagic Wand of Maximize (14kgp), Heward's Handy Haversack (2kgp), Orange Ioun Stone (15kgp), 2 4th level Pearls of Power (16kgp), 2 Second Level Pearls of Power (4kgp), Periapt of Wisdom +4 (16kgp), Mithral Chain Shirt (400gp), Deadwalker's Ring (2kgp), Novice Ring of the Diamond Mind (3kgp, get one of the save maneuvers)
Wealth 2.1kgp left over for whatever

Basic tactics:  walk around with the Hydras flanking him (with standing orders as before to attack anyone who attacks his party or anyone who his party attacks), Carnexes ordered to heal his minions and otherwise stay out of the line of fire, any animals trained to attack (and to not freak out around the undead).  When possible, use Necrotic Cysts followed by Necrotic Dominations to control potential allies and downed (but not killed) enemies.  Against this dragon, use both metamagic wands to fire a Scorching Ray if it gets too close, which will do 108+9d6 damage (two hits should kill it).  If it's out of range, web it so the zombies can come kill it.  Since White Dragons like to get up close and personal, this shouldn't be too much of an issue.  Note that there may be further minions here... animals are possible, as are dominated allies.  But I wasn't sure what to go with here.

And yes, this guy could solo the dragon, which has no attacks long range enough to effectively strafe safely.  Heck, he brings quite a party with him (dependent on what he manages to dominate).  I assume that's good enough?  And before anyone freaks out about the crafting... please see the DMG, which explicitly states in the section on starting above 1st level that you can craft gear at discounted price before the game starts.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 17, 2011, 12:01:13 AM
Only one Metamagic Rod can be applied to any given spell, jaron, but the point remains that two shots downs the dragon.
: Re: Adept vs monk: the final nail in the coffin
: Lunaramblings July 17, 2011, 12:35:43 AM
Hmmm. Quite amazing how the reactions go from "adept needs party" ... "dragon too tough for adept" now that a threat looms that the monk can do it new ideas jump up for the adept's defense  ;)

OK. Would anyone like to point out the obvious mistakes in Lunarambling's and JaronK's ideas?
I'll wait for a while to see what will be posted.

- Giacomo

Please Giacomo, point out what was wrong? I mean, I wrote that up in about twenty minutes, so perhaps I missed something, but please, show me the error of my ways.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 17, 2011, 12:48:34 AM
Only one Metamagic Rod can be applied to any given spell, jaron, but the point remains that two shots downs the dragon.

Really?  How annoying.  I'm not used to dealing with blast spells.  In that case, probably dump the Empower rod in exchange for, I dunno, some undeady thing or such like.  Or some nice utility items.  Or more minions.  I dunno.  It's still 108 damage per shot (with three chances to crit!) and that's enough to cause serious damage.

I wasn't sure what point buy to use either, but I decided I was going to do it with low optimization, hence the 25 point buy.  I think that's clearly an Adept who's useful in lots of situations though (note the Imp has a ton of useful skills including Diplomacy and amazing stealth abilities).  And I'm pretty sure he counts as low optimization... he's using Animate Dead exactly as intended (animate stuff you find while you adventure), he's shooting stuff with blast spells (and using Web, yay), and he's using the crafting technique spelled out by the DMG.  Pretty straight forward, I think.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 17, 2011, 12:54:48 PM

I wasn't sure what point buy to use either, but I decided I was going to do it with low optimization, hence the 25 point buy.  I think that's clearly an Adept who's useful in lots of situations though (note the Imp has a ton of useful skills including Diplomacy and amazing stealth abilities). 

JaronK

That just shows that Imps are strong, not Adepts.  I mean any Monk could splash a couple levels of Sorcerer and then get an Imp.  Prove that it's the Adept JaronK.  Plus, the metamagic rod just shows that Metamagic rods are strong! What if your Adept was naked, at -3 HP?  I think if you could beat the Dragon at that point we could be sure it was the Adept.

/sarcasm
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 01:46:57 PM
Just use zombie hamster ball engines to power water pumps and you can even make the ball a sealed globe.


Thousand of years later people forget why those balls revolve.

Campaign setting stolen.
If you're going that way, you even have varying power source sizes, ratballs for personal rotary power supply, T-Rexballs for industrial use...
I saw a campaign based entirely around the tarrasque once. They chopped it up for all sorts of uses. Food, housing... They even fermented its blood for an alcoholic beverage.

Oh /tg/, don't ever change. I remember that thread.
: Re: Adept vs monk: the final nail in the coffin
: BeholderSlayer July 17, 2011, 02:03:13 PM
Come on guys, S-G is trolling, whoever he is...
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 17, 2011, 02:34:22 PM
Something like this? (http://i3.photobucket.com/albums/y73/Bauglir/00369008_.jpg)

Pictured above: The worst thing I have ever done.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 03:17:26 PM
We could probably solve this by having a neutral third party DM a fight between said CR 12 white dragon, a pre-made identical party to assist, and Giacomo playing his Monk with JaronK playing his Adept. Or even just a straight up 1 on 1 vs the dragon or another monster fight. Or both, as it seems each side is arguing independently here...

In the interests of peace and neutrality, I'd volunteer to do the DMing. If we are assuming an optimized character however we should also assume the DM is optimizing his dragons by selecting better feats or spells (as I often do with some low-powered monsters, seriously Wizards, what's with the hard-on for Toughness and Alertness?).
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 17, 2011, 03:19:37 PM
Why bother volunteering?  Giaccomo won't bring anything.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 03:32:39 PM
But isn't that exactly what he's been asking for? An identical situation with no tricks on either side?

There would be no wriggle room there. No buts. No arguing semantics.
: Re: Adept vs monk: the final nail in the coffin
: Lunaramblings July 17, 2011, 03:34:14 PM
We could probably solve this by having a neutral third party DM a fight between said CR 12 white dragon, a pre-made identical party to assist, and Giacomo playing his Monk with JaronK playing his Adept. Or even just a straight up 1 on 1 vs the dragon or another monster fight. Or both, as it seems each side is arguing independently here...

In the interests of peace and neutrality, I'd volunteer to do the DMing. If we are assuming an optimized character however we should also assume the DM is optimizing his dragons by selecting better feats or spells (as I often do with some low-powered monsters, seriously Wizards, what's with the hard-on for Toughness and Alertness?).

Both myself and JaronK have provided builds and breakdowns. I see nothing from Giacomo. Giacomo did say that someone should correct me though, so if someone would please enlighten me as to what I missed? That would be great.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 17, 2011, 03:36:25 PM
He might not, but I'd be happy to.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 17, 2011, 04:12:44 PM
Shinzen, your suggestion to DM is very friendly.
As a DM, though, looking at the builds that Lunaramblings and JaronK have provided - do you see any problem here (ruleswise, tactics, expectations of the dragon's tactics)?

I know what I would say as a DM, if my players would show them to me, but I am interested in what would you think.

To provide a bit of background, Shinzen: I have tried playtesting for monks, duels, special challenge tests. Many, many times I tried. Some of those who accuse me now being a troll have actually already participated in those tests or followed them closely. All to no avail - even though in my view I clearly showed the merits of the monk, I was unable to convince most of the monk sceptics. So I am hesitant that a playtest which involves a lot of effort from all sides is going be worthwhile.

I'll wait for your answer and then I'll post my concerns on the two adept builds. Maybe some will see similar problems.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Solo July 17, 2011, 04:24:20 PM
To my knowledge, the monk's special abilities include dying more than anyone else in the party.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 17, 2011, 04:29:24 PM
Concerning those mistakes you're gonna point out, I don't see any. You're just making excuses.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 04:57:12 PM
Shinzen, your suggestion to DM is very friendly.
As a DM, though, looking at the builds that Lunaramblings and JaronK have provided - do you see any problem here (ruleswise, tactics, expectations of the dragon's tactics)?

I know what I would say as a DM, if my players would show them to me, but I am interested in what would you think.

To provide a bit of background, Shinzen: I have tried playtesting for monks, duels, special challenge tests. Many, many times I tried. Some of those who accuse me now being a troll have actually already participated in those tests or followed them closely. All to no avail - even though in my view I clearly showed the merits of the monk, I was unable to convince most of the monk sceptics. So I am hesitant that a playtest which involves a lot of effort from all sides is going be worthwhile.

I'll wait for your answer and then I'll post my concerns on the two adept builds. Maybe some will see similar problems.

- Giacomo

Well first off, I'd like to know which builds specifically you are referring to, that is which two builds would be included in this challenge, his and yours. There are 26 pages of this thread and several builds, so if you could link to the ones you think best suited to this competition it would be a great help.

And as a DM I tend to rule on RAW except in situations where they completely break down (infinite loops, Candle of Invocation, etc). As an optimizer, I try to rule as I would expect my DM to rule in a game I was playing: allowing interesting builds while disallowing objectively broken ones. For example, I have no problem with the (I'm not sure if it was this or the other thread) build of a monk which uses a necklace of natural attacks to throw himself at his opponent. I think that's actually quite ingenious, and I always apply a special cantrip to all players called "Flavor Text: Your attacks and abilities can look like whatever the crap you want as long as the mechanics are sound."

I also have no problem with custom magic items, except when used in an obviously unintended manner (True Strike Continuous for 2000gp), but in terms of slots, if you want to combine two items into one slot, I'd rule you would use a cost of 1.5(A+B) where A and B are the costs of the items you are combining. If it's three effects 2.0(A+b+c) and so on. This of course excludes standard bonuses as show in MiC.

I feel this would be a common example of a realistic situation which you could expect to see from an average DM that would allow the kind of optimization we all know and love.

Of course, I also tend to balance things the other way. If the players are beating the crap out of all the encounters, they are going to catch the attention of someone who is going to make future encounters more difficult. And I will optimize NPCs to counter player optimization and keep the game interesting. This will be shown here by me reselecting feats and spells for the CR 12 Dragon opponent in this situation, or whichever other opponent happens to be selected by consensus.

I would actually suggest three or more situations with identical parties to examine social, combat, and utility aspects of the characters to judge their relative power. I think what we are after here is a D&D version of the "Bare Difference Argument", that is, a situation which is identical in all aspects except for the one thing we are trying to compare.

: Re: Adept vs monk: the final nail in the coffin
: JaronK July 17, 2011, 05:05:49 PM
I also have no problem with custom magic items, except when used in an obviously unintended manner (True Strike Continuous for 2000gp), but in terms of slots, if you want to combine two items into one slot, I'd rule you would use a cost of 1.5(A+B) where A and B are the costs of the items you are combining. If it's three effects 2.0(A+b+c) and so on. This of course excludes standard bonuses as show in MiC.

IIRC, the MiC rules are that the base item costs normal price, as does adding in a "standard boost."  Then all additional features cost 50% above normal, so a Circlet of Intelligence that was also a Circlet of Command and a Hat of Disguise and an Admiral's Bicorn would cost the normal price of an Admiral's Bicorn, plus the normal cost of a Circlet of Intelligence (since that's a standard bonus), + 1.5 * the cost of a Hat of Disguise, +1.5 * the cost of a Circlet of Command.

And seriously, can anyone else point out mistakes in my Adept?  I mean, I figured I was making a really basic Adept, with nothing objectionable about it.  Snakeman pointed out I can't Maximize and Enlarge in the same shot, but that's hardly a big deal.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 05:09:59 PM
I also have no problem with custom magic items, except when used in an obviously unintended manner (True Strike Continuous for 2000gp), but in terms of slots, if you want to combine two items into one slot, I'd rule you would use a cost of 1.5(A+B) where A and B are the costs of the items you are combining. If it's three effects 2.0(A+b+c) and so on. This of course excludes standard bonuses as show in MiC.

IIRC, the MiC rules are that the base item costs normal price, as does adding in a "standard boost."  Then all additional features cost 50% above normal, so a Circlet of Intelligence that was also a Circlet of Command and a Hat of Disguise and an Admiral's Bicorn would cost the normal price of an Admiral's Bicorn, plus the normal cost of a Circlet of Intelligence (since that's a standard bonus), + 1.5 * the cost of a Hat of Disguise, +1.5 * the cost of a Circlet of Command.

And seriously, can anyone else point out mistakes in my Adept?  I mean, I figured I was making a really basic Adept, with nothing objectionable about it.  Snakeman pointed out I can't Maximize and Enlarge in the same shot, but that's hardly a big deal.

JaronK

Yeah I think you're right upon further review.

Which adept build specifically are you referring to? What page? I'll take a look at if if you link it.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 17, 2011, 06:06:17 PM
JaronK, if you wanted to add both metamagic rod abilities onto a single rod, you could use both on a single spell if you wanted to. After all, it's two feats, but still only one rod, which segues neatly with the rod's rules text.

It just costs a small amount more.

: SRD
Metamagic Rods
Metamagic rods hold the essence of a metamagic feat but do not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 06:37:04 PM
JaronK, if you wanted to add both metamagic rod abilities onto a single rod, you could use both on a single spell if you wanted to. After all, it's two feats, but still only one rod, which segues neatly with the rod's rules text.

It just costs a small amount more.

: SRD
Metamagic Rods
Metamagic rods hold the essence of a metamagic feat but do not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Seems fine, but if I was DMing I'd likely make you put the 1.5x cost on the more expensive rod. But it does specifically say it can stack with feats you already have, so it's still in the spirit of the rules as well.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 17, 2011, 06:39:12 PM
Seems fine, but if I was DMing I'd likely make you put the 1.5x cost on the more expensive rod.
Them's houserules, though, since the MIC explicitly states that you add 1.5x the cost of the less expensive one.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 06:52:48 PM
Seems fine, but if I was DMing I'd likely make you put the 1.5x cost on the more expensive rod.
Them's houserules, though, since the MIC explicitly states that you add 1.5x the cost of the less expensive one.

Does it? Huh. I'm AFB atm.

Ok, cool. My mistake.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 17, 2011, 07:24:56 PM
JaronK, if you wanted to add both metamagic rod abilities onto a single rod, you could use both on a single spell if you wanted to. After all, it's two feats, but still only one rod, which segues neatly with the rod's rules text.

It just costs a small amount more.

Nah, honestly it was such a quick and dirty build that I threw together a few things that seemed useful.  If I was really going to get into it, I'd have gotten more useful gear.

@Shiz: It's in the page before this one, I think.  CR 12 Adept with an Imp familiar.  Designed to craft items for a party, have his familiar handle most social stuff, build things, and be a minion master.  Here, I'll put him up there again (note that he shouldn't be combining the rod effects into a single casting):

[spoiler]Herbert the Somewhat Special (25 Point Buy)
Lawful Neutral Human Adept 12 (68hp)
BAB 6, Fort +6, Ref +6, Will +14
Str 9, Dex 14, Con 14, Int 10, Wis 23, Cha 8
Feats:  Alertness, Corpse Crafter, Craft Wondrous Items, Improved Familiar, Mother Cyst,  Nimble Bones
Skills:  Craft Armorsmithing +10, Concentration +15, Handle Animal +10, Knowledge (The Religion) +10

Minions:

Familiar:  Imp
Tiny Outsider, 12 HD, 34hp, Init +3, Spd 20 Fly 50 (perfect), AC 26 (Touch 15, Flat Foot 23), BAB +6, Grapple -5, Attack +11 Melee (1d4 + Poison, Sting), Darkvision 60, Deliver Touch Speels, DR 5/good or silver, Fast Healing 2, Immunity to Poison, Improved Evasion, Resistance to Fire 5, Speak with Master, For +4, Ref +7, Will +7, Str 10, Dex 17, Con 10, Int 11, Wis 12, Cha 14, Diplomacy +8, Hide +17, Knowledge The Planes +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1, Dodge, Weapon Finesse, Poison (DC 16, 1d4 Dex, 2d4 Dex), At Will Detect Good Detect Magic Invisibility (Self Only), 1/day Suggestion CL 6.  Commune 1/week 6 questions.  Alternate form into one or two forms (technically this could be anything up to Medium size, including Dwarf Ancestors and other such nonsense.  But I'll assume from the examples they meant any animal, so how about a Legendary Ape or Legendary Eagle?).  SR 17, Empathic Link

2 Nine Headed Zombie Hydras wearing crafted Mithral Chain Shirt Barding (900gp, 2400gp for crafted mithral armor)
2 Necrosis Carnexes wearing crafted Mithral Chain Shirts (400g in Cold Iron Bands, 800gp for crafted Mithral armor)
A few assorted big warbeast animals as appropriate to the campaign (dinosaurs, dire animals, or whatever other big war creatures are available, preferably Magebreed).

Items:  Lesser Metamagic Wand of Empower (9kgp), Lesser Metamagic Wand of Maximize (14kgp), Heward's Handy Haversack (2kgp), Orange Ioun Stone (15kgp), 2 4th level Pearls of Power (16kgp), 2 Second Level Pearls of Power (4kgp), Periapt of Wisdom +4 (16kgp), Mithral Chain Shirt (400gp), Deadwalker's Ring (2kgp), Novice Ring of the Diamond Mind (3kgp, get one of the save maneuvers)
Wealth 2.1kgp left over for whatever

Basic tactics:  walk around with the Hydras flanking him (with standing orders as before to attack anyone who attacks his party or anyone who his party attacks), Carnexes ordered to heal his minions and otherwise stay out of the line of fire, any animals trained to attack (and to not freak out around the undead).  When possible, use Necrotic Cysts followed by Necrotic Dominations to control potential allies and downed (but not killed) enemies.  Against this dragon, use both metamagic wands to fire a Scorching Ray if it gets too close, which will do 108+9d6 damage (two hits should kill it).  If it's out of range, web it so the zombies can come kill it.  Since White Dragons like to get up close and personal, this shouldn't be too much of an issue.  Note that there may be further minions here... animals are possible, as are dominated allies.  But I wasn't sure what to go with here.

And yes, this guy could solo the dragon, which has no attacks long range enough to effectively strafe safely.  Heck, he brings quite a party with him (dependent on what he manages to dominate).  I assume that's good enough?  And before anyone freaks out about the crafting... please see the DMG, which explicitly states in the section on starting above 1st level that you can craft gear at discounted price before the game starts.[/spoiler]

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 17, 2011, 07:47:20 PM
Well…I dunno…I…am getting increasingly confused.
People accuse me of trolling and apparently at the same time have no problem whatsoever with Lunaramblings’ and JaronK’s builds.

It is less the technical mistakes (although there are some), but rather the notions about how such a combat would play out and what their tactics to walk around with a lumbering freakshow without any stealth would entail. And what it would do to a party.

Here we go…

Please Giacomo, point out what was wrong? I mean, I wrote that up in about twenty minutes, so perhaps I missed something, but please, show me the error of my ways.

My answer…
[spoiler]
Well, Lunaramblings, your adept build here (http://brilliantgameologists.com/boards/index.php?topic=12198.msg423179#msg423179) in my view has the following problems when going against the mature adult white dragon:
What will really happen, in my view, is the following:
Your adept and his troupe will walk to the dragon’s lair and be surprised to find it is empty…except it is not. The dragon, having heard you from way before has already buffed (with a mage armour spell, typical dragon buff) and hidden (altogether a round of action).
In the surprise round, it could (just some simple ideas, probably Shinzen would find more)
-   Scenario 1: Try its breath weapon on the newcomers. 7d6 damage each – noneto  the skeletons (the dragon without knowledge-religion likely does not know and has to try out this), but likely 20ish damage for your adept. The dragon can now be seen clinging to an icy wall 50ft up.
-   OR, Scenario 2 waiting long enough to spot the leader – in this case clearly the command-giving adept and swoops down (partial charge) to do a snatch attack. (typical dragon feat). The adept gets grappled, also with around 20ish damage.

Scenario 1 cont’d:
The skeletons win initative but cannot do anything since the dragon is out of range. The dragon (improved initative, another typical dragon feat) is next and could charge directly the adept (see also scenario 2). Or fog clouds the area first (if it is cautious) and blocks the entrance to the cave. Then it will blind sense the medium creature he spotted before and attack the adept until he dies, probably by another typical dragon feat – blind-fight (frankly, just one attack is enough due to the low hp and AC of the adept – even soft cover hiding behind his skeletons will not help). The fun part about three uses of the fog cloud is that the adept can no longer order his minions to attack – they would simply attack each other in the fog, biting at everything moving since they cannot distinguish dragon from other opponents (in particular not when said dragon moves silently around). Mindless minions do have drawbacks sometimes…:)

Scenario 2 cont’d: In the first round, the skeletons winning initiative attack now vs the AC 32 dragon (assuming that in the icy cave the terrain does not favour the dragon – slippery survaces, icicles for cover, deep glacier ponds/lakes etc. all come to mind). They will get some damage through (even with full attacks), but not very much. The dragon with improved initiative is next and wins opposed grapple check vs adept to fly away.
Combat ends, adept dies.
The dragon returns later and one by one destroys the undead. He can take his time, even without the skeletal immunity to his cold breath weapon.

I hope that answered your question, Lunarambling. And since you only threw that build together in 20 minutes, it is really no big deal (I also often make mistakes). But the problem is that in your case a) nobody noticed or mentioned them which tells me a bit about the anti-monk bias here and b) I think the mistakes were quite severe in that they made you think an adept is way more powerful than he actually is.
[/spoiler]

On to…

And seriously, can anyone else point out mistakes in my Adept?  I mean, I figured I was making a really basic Adept, with nothing objectionable about it.  Snakeman pointed out I can't Maximize and Enlarge in the same shot, but that's hardly a big deal.

JaronK

My answer here…
[spoiler]
First of all, let me thank you, JaronK that you put more effort into a detailed adept. This way, I hope I can show you why you probably are wrong about the possibilities of adepts in general and animate dead in particular.
Concerning your adept build (http://brilliantgameologists.com/boards/index.php?topic=12198.msg423220#msg423220)  you will probably have already gotten an idea from my comments on Lunaramblings’ similar build where I see problems. I’ll rephrase/summarise them and then add some issues specific to your build.


Having said that, let us move to where I see specific problems of your build and arguments.

All this adds up to a rather lackluster performance vs the white dragon imo.
A similar scenario as the one I offered to Lunaramblings will play out here as well. Web and scorching ray – two certainly good 2nd level spells – are simply not enough to make it here.
The adept likely with some more items could also get better defenses and escape pods (like a cape of mountebank ). But this means he’ll have to leave the slow, dependent zombies behind and thus – my point all along – wastes over time a lot of gp in gems to raise new animated dead to keep around all the time.
[/spoiler]

To sum up:
The adept – when played as a necromancer – will be a burden on the party or at best a marginal net gain, since his accompanying spell arsenal is so limited. And certainly he’ll not be able to take on a CR 12 dragon alone at level 12.

I’ll wait now for your reaction and then think on a level 12 monk build.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 17, 2011, 07:52:11 PM
I’ll wait now for your reaction and then think on a level 12 monk build.

- Giacomo
I suggest you think up a level 12 Monk build NOW.

Oh wait, you can't because you're trolling, not contributing.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 17, 2011, 07:58:23 PM
I’ll wait now for your reaction and then think on a level 12 monk build.

- Giacomo
I suggest you think up a level 12 Monk build NOW.
I concur. You're the self-proposed expert at building monks here. Snakeman830 and I came up with a really nice build that uses the monk's strengths. You should be better than us by a wide margin, since neither of us had really made a monk before.

We're calling you out, Giacomo. Put your money where your mouth is or concede that monks aren't what you say they are and never ever talk about them again.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 17, 2011, 07:59:35 PM
Doesn't Giacomo have an entire guide filled with monk builds?
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 17, 2011, 08:00:31 PM
Doesn't Giacomo have an entire guide filled with monk builds?
Which all suck and he knows this. Which is obviously why he hasn't thrown one at us.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 08:01:03 PM
JaronK, if you wanted to add both metamagic rod abilities onto a single rod, you could use both on a single spell if you wanted to. After all, it's two feats, but still only one rod, which segues neatly with the rod's rules text.

It just costs a small amount more.

Nah, honestly it was such a quick and dirty build that I threw together a few things that seemed useful.  If I was really going to get into it, I'd have gotten more useful gear.

@Shiz: It's in the page before this one, I think.  CR 12 Adept with an Imp familiar.  Designed to craft items for a party, have his familiar handle most social stuff, build things, and be a minion master.  Here, I'll put him up there again (note that he shouldn't be combining the rod effects into a single casting):

[spoiler]Herbert the Somewhat Special (25 Point Buy)
Lawful Neutral Human Adept 12 (68hp)
BAB 6, Fort +6, Ref +6, Will +14
Str 9, Dex 14, Con 14, Int 10, Wis 23, Cha 8
Feats:  Alertness, Corpse Crafter, Craft Wondrous Items, Improved Familiar, Mother Cyst,  Nimble Bones
Skills:  Craft Armorsmithing +10, Concentration +15, Handle Animal +10, Knowledge (The Religion) +10

Minions:

Familiar:  Imp
Tiny Outsider, 12 HD, 34hp, Init +3, Spd 20 Fly 50 (perfect), AC 26 (Touch 15, Flat Foot 23), BAB +6, Grapple -5, Attack +11 Melee (1d4 + Poison, Sting), Darkvision 60, Deliver Touch Speels, DR 5/good or silver, Fast Healing 2, Immunity to Poison, Improved Evasion, Resistance to Fire 5, Speak with Master, For +4, Ref +7, Will +7, Str 10, Dex 17, Con 10, Int 11, Wis 12, Cha 14, Diplomacy +8, Hide +17, Knowledge The Planes +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1, Dodge, Weapon Finesse, Poison (DC 16, 1d4 Dex, 2d4 Dex), At Will Detect Good Detect Magic Invisibility (Self Only), 1/day Suggestion CL 6.  Commune 1/week 6 questions.  Alternate form into one or two forms (technically this could be anything up to Medium size, including Dwarf Ancestors and other such nonsense.  But I'll assume from the examples they meant any animal, so how about a Legendary Ape or Legendary Eagle?).  SR 17, Empathic Link

2 Nine Headed Zombie Hydras wearing crafted Mithral Chain Shirt Barding (900gp, 2400gp for crafted mithral armor)
2 Necrosis Carnexes wearing crafted Mithral Chain Shirts (400g in Cold Iron Bands, 800gp for crafted Mithral armor)
A few assorted big warbeast animals as appropriate to the campaign (dinosaurs, dire animals, or whatever other big war creatures are available, preferably Magebreed).

Items:  Lesser Metamagic Wand of Empower (9kgp), Lesser Metamagic Wand of Maximize (14kgp), Heward's Handy Haversack (2kgp), Orange Ioun Stone (15kgp), 2 4th level Pearls of Power (16kgp), 2 Second Level Pearls of Power (4kgp), Periapt of Wisdom +4 (16kgp), Mithral Chain Shirt (400gp), Deadwalker's Ring (2kgp), Novice Ring of the Diamond Mind (3kgp, get one of the save maneuvers)
Wealth 2.1kgp left over for whatever

Basic tactics:  walk around with the Hydras flanking him (with standing orders as before to attack anyone who attacks his party or anyone who his party attacks), Carnexes ordered to heal his minions and otherwise stay out of the line of fire, any animals trained to attack (and to not freak out around the undead).  When possible, use Necrotic Cysts followed by Necrotic Dominations to control potential allies and downed (but not killed) enemies.  Against this dragon, use both metamagic wands to fire a Scorching Ray if it gets too close, which will do 108+9d6 damage (two hits should kill it).  If it's out of range, web it so the zombies can come kill it.  Since White Dragons like to get up close and personal, this shouldn't be too much of an issue.  Note that there may be further minions here... animals are possible, as are dominated allies.  But I wasn't sure what to go with here.

And yes, this guy could solo the dragon, which has no attacks long range enough to effectively strafe safely.  Heck, he brings quite a party with him (dependent on what he manages to dominate).  I assume that's good enough?  And before anyone freaks out about the crafting... please see the DMG, which explicitly states in the section on starting above 1st level that you can craft gear at discounted price before the game starts.[/spoiler]

JaronK

For the Imp's alternate form there is actually a restrictive list: "Alternate Form (Su)
An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar." (http://www.d20srd.org/srd/monsters/devil.htm)

Besides that, all the minions and items seem fine, I have no problem with crafting (How the hell do you expect the Artificer to be worth anything otherwise?) Let's assume for the sake of argument that you only have the Zombies (accessable easily by class spells) and not the myriad groups of warbeasts, not because I think they are unlikely, but to show a worst-case scenario for Giacomo.

Ok, so a Mature Adult White (CR 12) will have DR 10/ Magic and cast as a 3rd level sorcerer (Who the hell designed this progression? Wouldn't it make more sense to go 2 +2N with sorcerer casting?) which basically just means first level spells. He has SR 20, which could be increased with feats but you have a CL of 13, so it would be a waste to try to pump it overmuch. Your Hydras are not going to be much help unbuffed as they don't bypass his DR and 1d10+6 averages out to 1.5 damage a round per bite that hits. He could probably tank them if not for the Scorching Ray death. A chained Greater Magic Fang or Magic Fang would counter this.

It's only shot at countering you I could see would involve Blindsense, Fog Cloud or equivalent, and/or strafing with Entangling Exhalation breath weapon. Damage over time would be middling to useless, but a slow effect could slowly wear down your zombies if it had any way to counter the Scorching Ray death that you bring. It has a Touch AC of 8 and not even enough caster levels for a Mirror Image. Of course, if it could have it's loot as magic items that would change things as well. But your build seems to me to be capable of taking down the White Dragon handily even if I built it specifically to counter you, given the constraints. If it had some way to mitigate or counter the Fire damage or the touch attack of the ray, it would likely be able to win, however. Hmm, Charm Person to get a few low-will save allies is the only thing I can think of he could exploit, but most classes that would fail a will that low (It has 12 CHA, DC 12.) would be either useless or pushing the bounds of credibility.

Wait... Nerveskitter, if he wins Initiative he can Grapple you at +37 and likely tank the Hydras and others long enough to kill you the round after. Even if he loses initiative, he might take just enough from the Scorching Ray to still allow him to tank the Hydras long enough to Grapple you. At that point it's basically over.


So, which monk are you against?
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 17, 2011, 09:15:08 PM
JaronK, if you wanted to add both metamagic rod abilities onto a single rod, you could use both on a single spell if you wanted to. After all, it's two feats, but still only one rod, which segues neatly with the rod's rules text.

It just costs a small amount more.

Nah, honestly it was such a quick and dirty build that I threw together a few things that seemed useful.  If I was really going to get into it, I'd have gotten more useful gear.

@Shiz: It's in the page before this one, I think.  CR 12 Adept with an Imp familiar.  Designed to craft items for a party, have his familiar handle most social stuff, build things, and be a minion master.  Here, I'll put him up there again (note that he shouldn't be combining the rod effects into a single casting):

[spoiler]Herbert the Somewhat Special (25 Point Buy)
Lawful Neutral Human Adept 12 (68hp)
BAB 6, Fort +6, Ref +6, Will +14
Str 9, Dex 14, Con 14, Int 10, Wis 23, Cha 8
Feats:  Alertness, Corpse Crafter, Craft Wondrous Items, Improved Familiar, Mother Cyst,  Nimble Bones
Skills:  Craft Armorsmithing +10, Concentration +15, Handle Animal +10, Knowledge (The Religion) +10

Minions:

Familiar:  Imp
Tiny Outsider, 12 HD, 34hp, Init +3, Spd 20 Fly 50 (perfect), AC 26 (Touch 15, Flat Foot 23), BAB +6, Grapple -5, Attack +11 Melee (1d4 + Poison, Sting), Darkvision 60, Deliver Touch Speels, DR 5/good or silver, Fast Healing 2, Immunity to Poison, Improved Evasion, Resistance to Fire 5, Speak with Master, For +4, Ref +7, Will +7, Str 10, Dex 17, Con 10, Int 11, Wis 12, Cha 14, Diplomacy +8, Hide +17, Knowledge The Planes +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1, Dodge, Weapon Finesse, Poison (DC 16, 1d4 Dex, 2d4 Dex), At Will Detect Good Detect Magic Invisibility (Self Only), 1/day Suggestion CL 6.  Commune 1/week 6 questions.  Alternate form into one or two forms (technically this could be anything up to Medium size, including Dwarf Ancestors and other such nonsense.  But I'll assume from the examples they meant any animal, so how about a Legendary Ape or Legendary Eagle?).  SR 17, Empathic Link

2 Nine Headed Zombie Hydras wearing crafted Mithral Chain Shirt Barding (900gp, 2400gp for crafted mithral armor)
2 Necrosis Carnexes wearing crafted Mithral Chain Shirts (400g in Cold Iron Bands, 800gp for crafted Mithral armor)
A few assorted big warbeast animals as appropriate to the campaign (dinosaurs, dire animals, or whatever other big war creatures are available, preferably Magebreed).

Items:  Lesser Metamagic Wand of Empower (9kgp), Lesser Metamagic Wand of Maximize (14kgp), Heward's Handy Haversack (2kgp), Orange Ioun Stone (15kgp), 2 4th level Pearls of Power (16kgp), 2 Second Level Pearls of Power (4kgp), Periapt of Wisdom +4 (16kgp), Mithral Chain Shirt (400gp), Deadwalker's Ring (2kgp), Novice Ring of the Diamond Mind (3kgp, get one of the save maneuvers)
Wealth 2.1kgp left over for whatever

Basic tactics:  walk around with the Hydras flanking him (with standing orders as before to attack anyone who attacks his party or anyone who his party attacks), Carnexes ordered to heal his minions and otherwise stay out of the line of fire, any animals trained to attack (and to not freak out around the undead).  When possible, use Necrotic Cysts followed by Necrotic Dominations to control potential allies and downed (but not killed) enemies.  Against this dragon, use both metamagic wands to fire a Scorching Ray if it gets too close, which will do 108+9d6 damage (two hits should kill it).  If it's out of range, web it so the zombies can come kill it.  Since White Dragons like to get up close and personal, this shouldn't be too much of an issue.  Note that there may be further minions here... animals are possible, as are dominated allies.  But I wasn't sure what to go with here.

And yes, this guy could solo the dragon, which has no attacks long range enough to effectively strafe safely.  Heck, he brings quite a party with him (dependent on what he manages to dominate).  I assume that's good enough?  And before anyone freaks out about the crafting... please see the DMG, which explicitly states in the section on starting above 1st level that you can craft gear at discounted price before the game starts.[/spoiler]

JaronK

For the Imp's alternate form there is actually a restrictive list: "Alternate Form (Su)
An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar." (http://www.d20srd.org/srd/monsters/devil.htm)

Besides that, all the minions and items seem fine, I have no problem with crafting (How the hell do you expect the Artificer to be worth anything otherwise?) Let's assume for the sake of argument that you only have the Zombies (accessable easily by class spells) and not the myriad groups of warbeasts, not because I think they are unlikely, but to show a worst-case scenario for Giacomo.

Ok, so a Mature Adult White (CR 12) will have DR 10/ Magic and cast as a 3rd level sorcerer (Who the hell designed this progression? Wouldn't it make more sense to go 2 +2N with sorcerer casting?) which basically just means first level spells. He has SR 20, which could be increased with feats but you have a CL of 13, so it would be a waste to try to pump it overmuch. Your Hydras are not going to be much help unbuffed as they don't bypass his DR and 1d10+6 averages out to 1.5 damage a round per bite that hits. He could probably tank them if not for the Scorching Ray death. A chained Greater Magic Fang or Magic Fang would counter this.

It's only shot at countering you I could see would involve Blindsense, Fog Cloud or equivalent, and/or strafing with Entangling Exhalation breath weapon. Damage over time would be middling to useless, but a slow effect could slowly wear down your zombies if it had any way to counter the Scorching Ray death that you bring. It has a Touch AC of 8 and not even enough caster levels for a Mirror Image. Of course, if it could have it's loot as magic items that would change things as well. But your build seems to me to be capable of taking down the White Dragon handily even if I built it specifically to counter you, given the constraints. If it had some way to mitigate or counter the Fire damage or the touch attack of the ray, it would likely be able to win, however. Hmm, Charm Person to get a few low-will save allies is the only thing I can think of he could exploit, but most classes that would fail a will that low (It has 12 CHA, DC 12.) would be either useless or pushing the bounds of credibility.

Wait... Nerveskitter, if he wins Initiative he can Grapple you at +37 and likely tank the Hydras and others long enough to kill you the round after. Even if he loses initiative, he might take just enough from the Scorching Ray to still allow him to tank the Hydras long enough to Grapple you. At that point it's basically over.


So, which monk are you against?

Jaronk has money left over and should have bought Anklets of Translocation.  Problem resolved?
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 17, 2011, 09:24:33 PM
  • Your zombie zoo is as unstealthy as the other adept’s skeletons (you even wish to add bought wearbeast animals to it, see below for more on this). They are also slower (even with nimble bones) due to single action (=move) only per round. I simply cannot fathom how you can believe to get an edge with this against a flying, burrowing, smart, stealthy creature like the mature adult white dragon – IN ITS LAIR EVEN! You basically guarantee to a CR 12 monster a surprise round. Great. That particular monster has a surprise round charge range (with reach) of 110ish ft. It charges and snatches/kills your adept as soon as it notices it is the head of the troupe (which is obvious due to your spoken commands, yes – that is another drawback of the animate dead spell). End of story. The only chance I see is get more protection up via spells or items (like invisibility or a ring of invisbility). But even then: see blindsight/blind-fight. For a combat drawn out longer, all the dragon’s better tactical options like more movement modes, faster movement, things like snatch, great stealth with skills, and even some spells and fog cloud spamming will mean the adept has a problem at his hands.

The Imp is the one that's there for stealth (staying outside of the range of Blindsense like any decent scout would).  He's the one who makes sure they don't get surprised (if he can).  But note that at no point does the adept give any spoken commands in the lair.  He gave two standing order commands long ago (likely days ago): attack anything that attacks the party or that the party attacks, and when not doing that stay within 30' of me.  That's it.  Plus, remember that the Adept can use Necrotic Cysts to command various other folks, so there's actually quite a number of dominated individuals walking around with him that work for him and yet look like they're operating normally.  Also note that the adept is wearing the exact same sort of armor as the minions... if anything, he looks like a random minion, while whatever people he's dominated are likely to look like the primary targets.  One of them might get taken down in the surprise round (but with only one attack, I doubt that).  

If the dragon does what you said, then it charges in and attacks one person, then all the minions attack at once while it gets webbed.  Game over.

  • The empower/maximize doubling rod has already been pointed out. Still, your scorching ray will also have to handle the SR 20 as the other build – even further reducing its effectiveness here since you only have the rod of maximize (lesser). So, only 60ish damage per scorching ray. By himself, the adept will have to have 4 rounds or more of scorching rays even unimpeded to down this dragon. But I guess your adept will not have this time.

Scorching Ray does more than 60ish damage when maximized.  But again, the dragon charged and attack who it thought was the leader, and the adept doesn't look like a leader.  So then it got jumped and killed.  Also, note that with a caster level of 13, that SR 20 only helps about 1/3 of the time.

  • At this point please do me favour: do not maintain that I have a dragon tactics that says “dragon breathes every 1d4 round at zombies and does nothing else”. Or I say that your adept just stands there, does a web and a scorching ray and nothing else in combat (no new commands to the undead, no movement, no other spells, no nothing). Please. This is not worthy of this discussion I daresay.

Why do I have to give commands other than standing orders to the zombies?  They're only there to attack things I attack or that attack me.  So why give any other order?  Any dominated minions I may have found are going to be free willed (relatively) so I don't have to give them orders other than "treat me as you would a party mate while we go adventuring."

  • You maintain that even if the dragon makes the save vs the web spell (which is quite likely) he is still slowed. He is not slowed, but entangled (which is a huge difference). He can still move through the web (at half speed, aha, take the flying 200ft move and divide it by two – in the web area only). Really – being entangled for this dragon for 10ft movement duration is a non-issue for this dragon.

Web stays a while, and I can cast more of them.  It's going to add up.  Not that it matters, because you just said he'd charge in and attack, so he gets swarm killed.

  • Then… massive wbl transgression. I do not know how Shinzen would view this, but this should usually not be allowed. Yes, the DMG says you can craft (and thus confers the advantage to get more powerful items than obtainable from the settlements in the area), but…it also says to strictly adhere to wbl or imbalance ensues.
It says you can craft stuff at half price before the game starts.  I'm not sure what's so hard for you to understand about this... it's explicit.  But you're right, it's unbalancingly powerful to do this... and the Adept can do it (as can almost all casters).  Surprise surprise, more powerful classes are more powerful.

All classes can spend XP to get cheaper items (see item familiar feat), and all classes have ways to make extra money.

Ah, but the DMG doesn't have a specific "also, it's cool to make extra money."  It does have "it's cool to make magic items at discounted cost."  So, let's just go by what the rules say, okay?  As for Item Familiar, that's just one item... and I didn't use it because I was trying to make a very average optimization adept.

We should not include this here. Or, due to XP cost lower your level and I use my item familiar monk version. And…the wbl limit should also apply to mithral armour. And the hydra armour price looks too low….they are huge size and I think this should be reflected in the cost of the armour. [/li][/list]

I did reflect the cost in the armour, the hydra armor costs 4X as much.  If I made a mistake there, it might be a touch more, but I have a good bit left over so who cares?  But yes, you can craft items and it makes stuff cheaper.  You make a good point though... to catch up with perfectly intended use of Adept abilities, a Monk would have to optimize more by taking power feats like Item Familiar.  That's because a Monk is a less powerful and versatile class.

  • Also, the DMG version of the improved familiar feat (not the CW one that iirc does not give access to imp) is entirely in the DM’s hands. It is similar to leadership this way (in this case even called a “variant” feat). An imp is a powerful minion. Do you intend to see my monk using cohorts of any kind?
Familiars are a class feature of adepts.  Leadership is not a class feature of Monks, nor is it even related to one.  Leadership, again, is a super powered feat, while Improved Familiar is rarely taken because it's not a huge deal.  Again, for a Monk to catch up, you must optimize far more heavily.  You're proving the point over and over.  And Improved Familiar is perfectly allowed in CW... all the various possible Improved Familiars (found in a number of books, actually) are available.

(funnily, by RAW, you need arcane caster levels for the better DMG familiars – and the adept is a divine caster –and even though the adept is also in the DMG no exception is mentioned here). Ah, and the imp assume shape list means exactly what is written there: no legendary apes or mineral dwarves. Just the monsters mentioned.

Improved Familiar does not require Arcane Caster Level in the requirements.  And the Imp doesn't have a shape list in the DMG... it says two forms up to medium size, then gives a few examples.  That's not an exhaustive list.  By RAW, anything up to medium size would work (like Dwarf Ancestors) but I bet they meant just animals.  But it doesn't really matter, as I haven't been using the shapes at all.  If I have to, I'm fine with sticking with Spider and Raven.

  • As far as I know, the necrotic cysts are touch range only and allow fort saves. No big help vs the dragon (or does your adept intend to charge it and eat combat reflexes and potential bite/snatch attack doing so?).

I said I'd use it to get minions.  In other words, if we defeat an enemy at some point in the past without killing him, I'll give him a tumor (if possible) and then dominate him.  I'm not using it on the dragon unless we luck out and happen to drop him to negative HP without killing him (in which case I might give it a shot).

  • The carnexes…I had a look at that creature. First of all, it will succumb likely immediately to a breath weapon attack.
I said standing order to heal only if it was safe to do so, otherwise stay hidden and out of sight.  So no, it's not running out there while the dragon is breathing (but it might run out there after the dragon does so, since it's got 1d4 rounds of safety, or when the dragon is being gang jumped by minions).

Meaning no more healing afterwards. Then, in a 1d4 breath weapon/heal showdown, the two carnexes each do 2d6+2 healing to one target each per round, while all zombies (including the carnexes) take 7d6ish damage every 1+1d4 rounds.

Oh, I forgot to do the Black Sand bit.  One casting of this second level spell gives all my undead permanent 1d6 Fast Healing.  Either way, the Dragon can't do enough damage with those 7d6 shots to even threaten the zombies, so who cares?

Truth to tell, the cold-exploding carnexes would in a last burst heal the other zombies, but…;) Most horribly, the carnexes in a 30ft radius will give -2 to saves and attack to all living creatures (including the adept). The warbeast animals will not be amused about this, likely meaning the adept will have to push them to remain near (a full-round action for one animal each, so while one is pushed, the others run away or do what animals do when confronted with something harmful –also the push DC is 25, not quite sure the adept makes it with his +9 bonus).

Now you're just being dense.  The Carnexes only run out when it's good to do so... not when it's not.  If the dragon gets grappled, great, they can run around healing.  They're not running into the thick of combat.  Note also they get the usual +4 Dex and Str, and +4 HP/HD, like all of my undead.  So, they're more survivable than you might think.  And no, there's no rule saying you have to push the animals to keep them near.  You just train the stupid things (at most it takes a trick).

  • Most importantly, though – since it was brought up – the group compatibility/helpfulness is also used when assessing the adept’s abilities. And here, I must say, the group will likely have major issues. It is not only the permanent -2 to saves and to hit (that or remain at quite a distance to this zombie troupe). It is also means that the party can never surprise someone (or they have to leave this adept’s main usefulness- his zombie and animal army-  behind).  Overland and in a dungeon they are moving as if slowed (since the zombies only take a single move each round). In total, JaronK’S adept appears to be one of the biggest party permanent debuffs that I have ever seen in a build (and this does not include that in many scenarios - tight humanoid- sized dungeons for the huge hydras, city adventures, diplomatic adventures at the royal court etc. – the zombies will have to be parked somewhere, with uncertainty as to their fate and their danger to innocents/non-party-foes in between).

See, this is why people wonder if you're trolling.  You assume the Carnexes would be around debuffing the living guys instead of being kept clear of them for some reason.  I can't imagine what that reason is... they stay with the zombies, the living guys who are dominated just don't get that close to them.  And they don't move that slow, because the Zombies are all moving with a 40' move speed tirelessly.  If anything, they move FASTER than the living because they just don't stop and continue at a fast walking pace.

  • Yes, the adept may offer with 32,000 gp two pearls of power 3 polymorph buffs/day, also occasional stat boosts and minor healing to those characters at 12th level that do not already have it via permanent items and class abilities. But seriously…that will not outweigh the damage done all the time to the group performance.

He's also making them magic items when needed, providing divination support for that party, scouting, buffing, and absolutely rocking out... and he doesn't penalize the party at all, because he's not stupid enough to position the Carnexes wrong.  God, this is like me criticizing you on the grounds that Flurry of Blows sucks because you're going to attack your own party with it.  Of course you won't, so why assume I'd do that to mine?

So, let's see your Monk, which I assume you're incapable of making at this point.  Remember, you have to keep up with your boasts.  Let's see what that's going to require:

1)  He must be more survivable than the zombies, because you said the zombies would die all the time due to being too fragile, and obviously that means a Monk who's not more survivable is going to die all the time.

2)  He must be more productive to the party than this Adept, because you think this Adept damages group performance.  That means he'll need to provide long term benefits (equivalent to or better than providing Wonderous Items for the party in addition to armor crafting), healing support (cures for living people, Carnex healing for undead), diplomatic abilities (the Imp), scouting abilities (the Imp), or similar stuff, only better, because we wouldn't want the Monk to be a drain on the party.

3)  He's got to contribute effectively for a party against a Mature Adult White Dragon

4)  And see if you can do it without pumping optimization well beyond what these Adepts have been doing.  Though you've already admitted you'd need stuff like Cohorts (I assume from Leadership?) and Item Familiar just to keep up, so you clearly know you're going to optimize like crazy to accomplish any of this.

Good luck!

@Shinzen: That seems like a fair analysis.  The Adept would be in real trouble if grappled instantly... he very intentionally looks much like just another minion to avoid getting instant jumped like that.  I should probably give him a pair of daggers, just so he looks like a kinda crappy Rogue and thus isn't targetted as quickly.  And yeah, I think the Hydras would just be a distraction from the main danger of Scorching Ray death, though I could order them to grapple if suddenly the opportunity arose (of course, I'm not giving that order unless they can successfully do so... no sense showing I'm the minion master early!).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 09:27:46 PM
Jaronk has money left over and should have bought Anklets of Translocation.  Problem resolved?

Assuming he affords them and they don't require a somatic component, yup that'd do it.

Freedom of Movement from a Heart of Water buff would have been my choice of counter though. I love all the Heart spells so much.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 17, 2011, 09:29:24 PM
Jaronk has money left over and should have bought Anklets of Translocation.  Problem resolved?

Assuming he affords them and they don't require a somatic component, yup that'd do it.

Freedom of Movement from a Heart of Water buff would have been my choice of counter though. I love all the Heart spells so much.
So you <3 the <3?
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 17, 2011, 09:30:43 PM
This is starting to get really odd.
OK, Shinzen, you are new to this thread – but do not get deceived by the thread regulars like Lycanthromancer here. They all know that EVEN IN THIS THREAD (http://brilliantgameologists.com/boards/index.php?topic=12198.msg417670#msg417670) I have already linked a 12th level monk (and discussed it with some of them, including Lycanthromancer in another thread (http://brilliantgameologists.com/boards/index.php?topic=11801.msg408314#msg408314)) that imo should be easily rated better than these anti-group necromancer adepts.

@the others: please, at least a minimum of fairness here – if you pretend to ignore my arguments and do not react to them, just at least do not do it so obviously. Thank you.

Shinzen, please have a look at my monk build (it is toned down to 25pt buy  from the original version, but also exceeds wbl  like the adept, here with an  item familiar)
Herv, the somewhat-more-special-than-Herbert, 12th level human monk
[spoiler]
BASIC SETUP
Substitution levels:
1 Decisive Strike
2 Invisible Fist
3 Wall Walker
4 Holy Strike
5 Planar Monk (fire resistance 5)
9 Invisible Fist

STATS
STR 20 (15 start, 3 stat gains, +2 enhance)
DEX 10 (8 start, +2 enhance)
CON 15 (13 start, +2 enhance)
INT 14
WIS 16 (14 start, +2 enhance)
CHR 8

FEATS
1 Improved Unarmed Strike, Stunning Fist (Monk Bonus)
1 Improved Initiative (Human Bonus)
1 Setting Sun Stance: Step of the Wind
Note: at level 1, weapon focus-unarmed strike is taken and later retrained to the setting sun stance when the item of mighty throw and necessary initiator level is obtained
(note: when using flaws, take shaky for the maneuver; and vulnerable for the feats ability focus /stunning fist  and pharao’s fist)
2 Combat Reflexes (Monk Bonus)
3 Knowledge Devotion (add knowledge - local)
6 Improved Trip (Monk Bonus)
6 Item Familiar (and Alertness via familiar)
9 Snap Kick
12 Rapid Stunning

SKILLS (105 total; Knowledge- Local and Knowledge-Planes added to class skills)
Spot (15 ranks), Listen (15 ranks), Move Silently (10 ranks), Hide (10 ranks), Diplomacy (15 ranks), Sense Motive (5 ranks), Knowledge-local (5 ranks), Knowledge-religion (5 ranks), Knowledge-planes (5 ranks), Knowledge-arcana (5 ranks), Tumble (9 ranks)
Skill Tricks: Collector of Stories, Clarity of Vision, Nimble Stand
MW items for all trained, plus: Jump, UMD, Knowledge-Dungeoneering, Knowledge-Nature, Healing
Item Familiar for levels 7-12: 6 ranks are put into item familiar (except only 3 at lvl 9 when clarity of vision skill trick is learned). Yielding a total extra +11 bonus to spot checks (total +33 spot).

ITEMS (87,580 out of 88,000)
Head: Scout's Headband (3,400)
Face: Third Eye Improvisation (1,000)
Shoulders: Cloak of Resistance +1 (1,000)
Throat: “Ancient Master Amulet” (my own fluff name) an Item Familiar* (31,105)
Body: Ghost Shroud (5,000)
Torso: Winged Vest, +1 nat. AC (14,000)
Arms: Greatreach bracers, +2 STR (6.000)
Hands: Ki Straps, +2 DEX (9,000)
Finger 1: Fanged Ring (10,000)
Finger 2: Ring of Sustenance (2,500)
Waist: Healing Belt (750)
Feet: Novice Setting Sun Slippers of Mighty Throw (3,000)
Held in Hands: Spiked chain (held in hands) (25)
Mundane equipment on body: MW tools (16)   (800)
   
*Item Familiar (divide cost/2; XP cost: 2,488)
INT 10, WIS 12, CHR 10; lawful good. Ego Score: 4
With +1 spot/listen/sense motive/healing can help its master via aid another
GMW 1/day level 12 (12,960)
 +2 WIS (4,000)
 +2 CON (4,000)
Necklace of Nat. Attack +1, Setting Sun Discipline Weapon (12,900, x1.5 cost)
Added special ability: +1 equivalent enhancement/Warning
Torc of the Titans (4,950, x1.5 cost)
Enlarge 5/Day, lvl 1 (2,700, x1.5 cost)
Necklace of Adaptation    (13,500, x1.5 cost)
Heartseeking Amulet (4,500, x1.5 cost)
Mage Armour 5/day, lvl  1 (2,700, x1.5 cost)

KEY COMBAT STATISTICS:
ATTACK BONUS: +21/+16 (9 BAB, +5 STR, +1 enhance, +3 martial discipline weapon, +3 insight)
Can be boosted by +2 blink/invisibility, +2 in difficult terrain, +4 tripped foe, +2 charge/flanking due to superior movement skills. Deduct -2 when snap kick is used.
3/day touch attack possible via heartseeking amulet effect.
TRIP Modifier: +9 (+5 STR, +4 improved trip).
Can be boosted by +4 (in difficult terrain/step of the wind stance), +4 mighty throw maneuver, +5 enlarge, +5 torc of the titans effect, for a total of +27 (exceeding, for instance, by 5 points the trip modifiers of a storm giant or by 4 that of a CR 15 adult red dragon).
STUNNING FIST DC: 21 (6 level, 3 WIS, 2 ki straps), 23 when attacking with decisive strike.
DAMAGE/hit: 8d6+9 (STR +5, enhance +1, insight +3, 2d6 base enhanced to colossal 8d6 damage by improved natural attack/fanged ring and greater mighty wallop). When attacking with decisive strike, this amount doubles to 16d6+12.
This can be enhanced with enlarge to 12d6+10 (24d6+20 with decisive strike). And, of course, with torc of the titans effect occasionally by another +5 damage (+10 with decisive strike).
AC: 17 (+3 WIS, +2 monk, +1 deflection, +1 natural); 16 touch AC, 17 flat-footed.
Can be boosted by +4 (mage armour buff), +3 (fighting defensively) and +4 (vs tripped foe).
SAVES: +12 Fort/+9 Refl +11 will
INITIATIVE: +9 (feat, warning)
HIT POINTS: 77 (12d8, max 1st level, CON bonus)
Note that the monk can heal without AoO 24 hp/day, effectively raising the hp total tolerable over the day to 101.
MOVE: 70ft (land, up to 60ft vertically), 100ft (flying, good), 15ft (swimming as a move action)
REACH: 5ft (unarmed)/10ft (spiked chain), can be expanded to 15ft/20ft via greatreach bracers, or 10ft/20ft with enlarge, or even 20ft/30ft via enlarge AND greatreach bracers
 [/spoiler]

and then assess whether it will be able to do the following:

Now, Shinzen, have a look at my comments on the two adept builds above.
The monk imo is clearly better. Note also that it tries to focus on three classic monk fortes – damage, stun and trip. A monk focusing on less may even more deadly/powerful in those aspects.

Please let me know what you think.

- Giacomo

PS: I think the anklets are swift action only...ah and JaronK has made a comment on my post. Will read that through (But likely go to bed now...)
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 09:31:19 PM
Jaronk has money left over and should have bought Anklets of Translocation.  Problem resolved?

Assuming he affords them and they don't require a somatic component, yup that'd do it.

Freedom of Movement from a Heart of Water buff would have been my choice of counter though. I love all the Heart spells so much.
So you <3 the <3?

(http://t3.gstatic.com/images?q=tbn:ANd9GcSNeY9BbJnz39kcjJqfZMHmHT7AaRxDKXnLq91x_41wJs3cZamt&t=1)
: Re: Adept vs monk: the final nail in the coffin
: weenog July 17, 2011, 09:44:51 PM
I like how the monk only manages to pretend to matter at all by way of spells monk can never provide and could not contribute enough to earn without already having them.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 17, 2011, 10:07:46 PM
Out of curiosity, does anyone believe that Giacomo's build (complete with Item Familiars and retraining and ACFs) is "equivalent optimization" to the Adept?

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 17, 2011, 10:09:07 PM
The item familiar in that monk build is blatantly against the rules.

1) The added +1 equivalent ability (Warning) can't be added to an amulet.
: SRD, Item Familiars
Armor, Shield, or Weapon Special Ability
...
Prerequisite
The item familiar must be a type of magic armor, a magic shield, or a magic weapon.

2) It is not half cost if you can't do the crafting yourself
: SRD, Item Familiars
Improving An Item Familiar
An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.


And as an aside to all that, the adepts should remember to grab their free domain, courtesy of Eberron. For all your lightning train needs.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 17, 2011, 10:12:35 PM
Out of curiosity, does anyone believe that Giacomo's build (complete with Item Familiars and retraining and ACFs) is "equivalent optimization" to the Adept?

JaronK
Not at all.  I personally love the part where he tries to Grapple and ends up getting his arm bitten half-off since he provokes an AoO and thus wastes his entire turn.

Yeah, you know, this issue?

: SRD, Grapple
Step 1
Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.) If the attack of opportunity misses or fails to deal damage, proceed to Step 2.

And how is he planning on regularly beating a +37 grapple check again?  Best I can see, his bonus is only +24 (with all of his buffing, +9 BAB, +4 size, +6 Str (including size bonus to Str), +5 morale, although technically Grapple isn't a Str check, so this RAW is a no-go), so he's going to fail a hell of a lot.  His Trip vs. the dragon is generally going to be +23...which the dragon has +20 to resist, so while his Monk actually has the advantage here, it's nowhere near a sure thing.  If he fails with his 1/encounter manuver, then he's down to +19 and the Dragon has the advantage.

I also love how it's "more durable" than the AC 24, 156hp zombies.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 17, 2011, 10:15:03 PM
I can understand 1 or 2 ACFs for 'low optimization,' but how many is he using again?
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 10:22:47 PM
This is starting to get really odd.
OK, Shinzen, you are new to this thread – but do not get deceived by the thread regulars like Lycanthromancer here. They all know that EVEN IN THIS THREAD (http://brilliantgameologists.com/boards/index.php?topic=12198.msg417670#msg417670) I have already linked a 12th level monk (and discussed it with some of them, including Lycanthromancer in another thread (http://brilliantgameologists.com/boards/index.php?topic=11801.msg408314#msg408314)) that imo should be easily rated better than these anti-group necromancer adepts.

@the others: please, at least a minimum of fairness here – if you pretend to ignore my arguments and do not react to them, just at least do not do it so obviously. Thank you.

Shinzen, please have a look at my monk build (it is toned down to 25pt buy  from the original version, but also exceeds wbl  like the adept, here with an  item familiar)
Herv, the somewhat-more-special-than-Herbert, 12th level human monk
[spoiler]
BASIC SETUP
Substitution levels:
1 Decisive Strike
2 Invisible Fist
3 Wall Walker
4 Holy Strike
5 Planar Monk (fire resistance 5)
9 Invisible Fist

STATS
STR 20 (15 start, 3 stat gains, +2 enhance)
DEX 10 (8 start, +2 enhance)
CON 15 (13 start, +2 enhance)
INT 14
WIS 16 (14 start, +2 enhance)
CHR 8

FEATS
1 Improved Unarmed Strike, Stunning Fist (Monk Bonus)
1 Improved Initiative (Human Bonus)
1 Setting Sun Stance: Step of the Wind
Note: at level 1, weapon focus-unarmed strike is taken and later retrained to the setting sun stance when the item of mighty throw and necessary initiator level is obtained
(note: when using flaws, take shaky for the maneuver; and vulnerable for the feats ability focus /stunning fist  and pharao’s fist)
2 Combat Reflexes (Monk Bonus)
3 Knowledge Devotion (add knowledge - local)
6 Improved Trip (Monk Bonus)
6 Item Familiar (and Alertness via familiar)
9 Snap Kick
12 Rapid Stunning

SKILLS (105 total; Knowledge- Local and Knowledge-Planes added to class skills)
Spot (15 ranks), Listen (15 ranks), Move Silently (10 ranks), Hide (10 ranks), Diplomacy (15 ranks), Sense Motive (5 ranks), Knowledge-local (5 ranks), Knowledge-religion (5 ranks), Knowledge-planes (5 ranks), Knowledge-arcana (5 ranks), Tumble (9 ranks)
Skill Tricks: Collector of Stories, Clarity of Vision, Nimble Stand
MW items for all trained, plus: Jump, UMD, Knowledge-Dungeoneering, Knowledge-Nature, Healing
Item Familiar for levels 7-12: 6 ranks are put into item familiar (except only 3 at lvl 9 when clarity of vision skill trick is learned). Yielding a total extra +11 bonus to spot checks (total +33 spot).

ITEMS (87,580 out of 88,000)
Head: Scout's Headband (3,400)
Face: Third Eye Improvisation (1,000)
Shoulders: Cloak of Resistance +1 (1,000)
Throat: “Ancient Master Amulet” (my own fluff name) an Item Familiar* (31,105)
Body: Ghost Shroud (5,000)
Torso: Winged Vest, +1 nat. AC (14,000)
Arms: Greatreach bracers, +2 STR (6.000)
Hands: Ki Straps, +2 DEX (9,000)
Finger 1: Fanged Ring (10,000)
Finger 2: Ring of Sustenance (2,500)
Waist: Healing Belt (750)
Feet: Novice Setting Sun Slippers of Mighty Throw (3,000)
Held in Hands: Spiked chain (held in hands) (25)
Mundane equipment on body: MW tools (16)   (800)
  
*Item Familiar (divide cost/2; XP cost: 2,488)
INT 10, WIS 12, CHR 10; lawful good. Ego Score: 4
With +1 spot/listen/sense motive/healing can help its master via aid another
GMW 1/day level 12 (12,960)
 +2 WIS (4,000)
 +2 CON (4,000)
Necklace of Nat. Attack +1, Setting Sun Discipline Weapon (12,900, x1.5 cost)
Added special ability: +1 equivalent enhancement/Warning
Torc of the Titans (4,950, x1.5 cost)
Enlarge 5/Day, lvl 1 (2,700, x1.5 cost)
Necklace of Adaptation    (13,500, x1.5 cost)
Heartseeking Amulet (4,500, x1.5 cost)
Mage Armour 5/day, lvl  1 (2,700, x1.5 cost)

KEY COMBAT STATISTICS:
ATTACK BONUS: +21/+16 (9 BAB, +5 STR, +1 enhance, +3 martial discipline weapon, +3 insight)
Can be boosted by +2 blink/invisibility, +2 in difficult terrain, +4 tripped foe, +2 charge/flanking due to superior movement skills. Deduct -2 when snap kick is used.
3/day touch attack possible via heartseeking amulet effect.
TRIP Modifier: +9 (+5 STR, +4 improved trip).
Can be boosted by +4 (in difficult terrain/step of the wind stance), +4 mighty throw maneuver, +5 enlarge, +5 torc of the titans effect, for a total of +27 (exceeding, for instance, by 5 points the trip modifiers of a storm giant or by 4 that of a CR 15 adult red dragon).
STUNNING FIST DC: 21 (6 level, 3 WIS, 2 ki straps), 23 when attacking with decisive strike.
DAMAGE/hit: 8d6+9 (STR +5, enhance +1, insight +3, 2d6 base enhanced to colossal 8d6 damage by improved natural attack/fanged ring and greater mighty wallop). When attacking with decisive strike, this amount doubles to 16d6+12.
This can be enhanced with enlarge to 12d6+10 (24d6+20 with decisive strike). And, of course, with torc of the titans effect occasionally by another +5 damage (+10 with decisive strike).
AC: 17 (+3 WIS, +2 monk, +1 deflection, +1 natural); 16 touch AC, 17 flat-footed.
Can be boosted by +4 (mage armour buff), +3 (fighting defensively) and +4 (vs tripped foe).
SAVES: +12 Fort/+9 Refl +11 will
INITIATIVE: +9 (feat, warning)
HIT POINTS: 77 (12d8, max 1st level, CON bonus)
Note that the monk can heal without AoO 24 hp/day, effectively raising the hp total tolerable over the day to 101.
MOVE: 70ft (land, up to 60ft vertically), 100ft (flying, good), 15ft (swimming as a move action)
REACH: 5ft (unarmed)/10ft (spiked chain), can be expanded to 15ft/20ft via greatreach bracers, or 10ft/20ft with enlarge, or even 20ft/30ft via enlarge AND greatreach bracers
 [/spoiler]

and then assess whether it will be able to do the following:
  • This monk, contrary to the zombie/skeletal armies actually has a chance to surprise the dragon and not the other way round. Also, knowledge arcane can provide some info on this creature to plan ahead. The dragon’s spot/listen of +24 will beat the monk’s hide/move silently of +12 each at a distance of 120 ft. However, the monk can use invisibility for a round to get closer. It’s a close call. Definitely the monk’s +33 spot will help him see the dragon hiding at +16 before the other way round, though.
  • What a surprise round in the monk’s favour can mean might be explained by the following sequence: Monk notices dragon hiding from about 120ft away. Activates flying item with swift action, partial charges vs dragon (drawing likely no AoO with tumble +11, or use invisibility ACF in case dragon can be reached on the ground) and with the help of snap kick will do two attacks at +21 each, also each with a stun. Let us assume one attack misses (in case his touch attacks for the day are used up already). The damage will be 8d6+9=37. The stun DC is 21, so 15% only risk for the dragon to fail – so, let us assume he makes the stun save.
  • Initiative is rolled. Advantage monk here. If he loses initiative (unlikely), an immediate action blink ACF comes up, halving the effectiveness of all dragon close range attacks (and frustrating efforts to keep grappled the monk somehow). Monk will likely survive this onslaught, even with his too low AC in this case. Then proceed to the same scenario that happens in case he wins the initiative (with immediate action blink if necessary): again two +21 attacks with snap kick, decisive strike ACF and blink. This time it should be assumed both hit for each 16d6+18 damage each, plus stuns at DC 23 each on top. This means 148 damage (total now 185) plus two more DC 15 fortitude saves for massive damage. Even at +17 fortitude save bonus, the probability to avoid failing all four of these saves is around 50%. If the dragon lost initiative, it can try its first full attack (with around 37ish damage vs the blinking monk on average), or if it won initiative try its luck (possibly killing the monk) or burrow away (possibly drawing an AoO that could be its end).
  • It is worse for the dragon, though, when the monk plays it smart and uses the surprise round to enlarge himself and activates torc of the titans, revealing himself to the dragon. If the dragon wins initiative (again, unlikely) it might use its breath weapon (blink as an immediate action to halve damage) or charge. Charge can be met spiked chain AoO (trip +19 vs dragon’s +20). Dragon likely gets through (monk could drop chain in reverse trip attempt) and takes a bite. After that, monk uses mighty throw maneuver and gets +23 trip vs the dragon’s +20. Likely win. Dragon tripped, monk gets +25 for attack, decisive strikes will now do 24d6+28 with torc active. Two such hits for a total of 224 damage nearly end the dragon. Again, stuns are delivered with the massive damage rolls. And the dragon needs to get up first to escape. I do not see the dragon winning from here. If it avoids close combat, the monk can charge up to 200ft with his flying item. Probably enough in the cave.
  • Now…while this shows that the monk can take on this dragon by himself, what about his usefulness to the group? Well, the ability to almost one-shot this dragon (most other CR 12 creatures he CAN one-shot) is certainly useful to a party. Furthermore, he makes a decent scout, despite his average DEX. Also, when tripping and stunning a foe, combined with good movement for flanking he can provide a total of +8 to attack for his fellow party members – exceeding everything the adept can offer (barring maybe polymorph –and it can be used as often as it is successful per day, with stuns 12/day). This does not include the great boons for a party his stuns and trips mean (basically, stun result in a whole round of added actions for everyone while the foe cannot do anything/drops his held items, while trip robs opponents of full attack options). He can dimension door himself and up to two more fragile/troubled party members to safety. He can offer advice on combating creatures (due to his knowledge skills), and act as a fairly sociable person (diplomacy 15 ranks), certainly help the party face (if he is not the party face himself) with aid another. He needs no food and no air. Heck, he is immune to poison and could – even as a good character – add some cheap paralyzing poison on his fists and, with a snap kick attack, do non-lethal damage, 2 stuns and 2 poison attacks to capture a foe alive.

Now, Shinzen, have a look at my comments on the two adept builds above.
The monk imo is clearly better. Note also that it tries to focus on three classic monk fortes – damage, stun and trip. A monk focusing on less may even more deadly/powerful in those aspects.

Please let me know what you think.

- Giacomo

PS: I think the anklets are swift action only...ah and JaronK has made a comment on my post. Will read that through (But likely go to bed now...)

Alright. Lets's take a look here:

On Sneaking and Surprise: You do not have the Darkstalker feat. The dragon has Blindsense. (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) You cannot sneak up on it under any circumstances once you enter the radius of it's Blindsense, so you have no chance of surprising it. You do still get the 50% miss chance if you are invisible. I do agree the dragon cannot and would not bother to hide from you.

On Initiative: As I mentioned in the previous post, the dragon has Nerveskitter, this is a first level spell which grants +5 to Initiative. As it has 7 or 8 feats which can't really help it much (Beyond the obvious Multiattack, Flyby Attack, Power Attack, Recover Breath and Entangling Exhalation or other metabreath) it could take improved init as well to make it's modifier +9.

On Tactics: Your Reflex save starts off at +11. The basic DC for the Dragon's breath weapon is 25, giving you a 13/20 or 65% chance to fail. Because you gave up your Evasion, you are always going to take some damage, so even if you pass you take half damage and are Entangled  (http://www.d20srd.org/srd/conditionSummary.htm#entangled) from it's Entangling Exhalation feat for the next 1d4 rounds, and it recharges it's breath in 1d4-1 rounds. With the -4 Dex from entangled, your Reflex and AC both drop by 2, as do your attack rolls, and your movement speed is cut in half. At this point the Dragon can merely keep flying 250 feet up, fly down within 50 feet of the ground, breathe, and fly back up every time it can breathe until you die. You don't seem to have any ranged or flying options that can reach it at 250ft. Alternatively, he can Grapple you at +39 to which your bonus while enlarged is, assuming use of the Torc, +24. Also for his trip, He has a +8 from Str, +12 from size, +8 from size and +4 from having more than 2 legs (as described in Trip (http://www.d20srd.org/srd/combat/specialAttacks.htm#trip) so 20 yes, but why in the hell would he ever be walking? He's a dragon in an open cave, you can't trip something that is flying, and with Flyby Attack he never needs to touch the ground. He can hover 15 feet up and still hit you with every attack.

In one full round attack, either of you is going to be doing an enormous amount of damage to the other. Your damage is superior, but he has significantly more attacks, is much more resilient, and finds it much easier to hit you. A Huge dragon's attack action with multiattack is: Bite/2 Claws/2 Wings/Tailslap, +27/+25/+25/+25/+25/+25. Let's Power Attack for 9, hitting you on everything but a 1 for a total of 2d8+17, 2(2d6+13), 2(1d8+13), 2d6+21. 4d8+4d6+90, which almost double (avg. 124) kills you in one full attack action, so you likely die even with your 50% miss chance. There is a reason people don't like going toe to toe with dragons.

On Party Assistance: Everything you mentioned: Stunning Opponents, teleporting allies, sneaking, battlefield control, and Diplomacy can be done equally or better by the Adept using his skills or the proper spells which exist on his spell list. His stuns and possible use of poison is a good idea, but can only target one saving throw (Fortitude) which is the strongest save on all monsters on average after CR 8. The Adept can target Reflex (Web for example) Fort and Will, thereby selecting the opponent's weakest save to strike, giving him more tactical options. You have very little to counter a flying opponent with ranged attacks.

It is entirely possible that you could kill this dragon in single combat. However, not nearly as easily as JaronK's adept can (2 touch attacks against AC 8), and it would require much more on you getting lucky with a few significantly important dice rolls / being in an area tailored to support you and not the dragon.
: Re: Adept vs monk: the final nail in the coffin
: BeholderSlayer July 17, 2011, 10:30:40 PM
This thread lowers your IQ by 1 point for every page that you read.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 17, 2011, 10:31:53 PM
I'm just waiting in anticipation for when SG claims that Shinzen's post means that he wins.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 17, 2011, 10:34:58 PM
*psst, Shinzen, Huge size only grants +8 on those checks, not +12*
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 10:37:53 PM
*psst, Shinzen, Huge size only grants +8 on those checks, not +12*

Whoops, my bad. Fixing.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 17, 2011, 10:41:31 PM
Urrghh.. arrggh.. JaronK….

The Imp is the one that's there for stealth (staying outside of the range of Blindsense like any decent scout would).  He's the one who makes sure they don't get surprised (if he can).

Yes, and like any decent scout this imp needs to have the ability to see something is there. Look at the spot and listen checks of the imp (+7 each; also it has move silently +9 only) and come back again to tell me how exactly the imp avoids the hiding dragon from blind sensing it and then attack/killing it before it can go back to report what it has (not) seen? This is getting desperate…but the best is still to come…

But note that at no point does the adept give any spoken commands in the lair.


No, of course not ??

He gave two standing order commands long ago (likely days ago): attack anything that attacks the party or that the party attacks, and when not doing that stay within 30' of me.  That's it.

Quote from the SRD on the animate dead spell outlining how you command them: “This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place.”
See – they can follow you OR can remain in an area and attack…these are the only kind of “standing orders” that these creatures can understand. They have no minds – so how can they perceive attacks against the group as attacks at all (say, a charm monster spell)? How can they define “the party”?
No. Your adept has to tell them every single thing they need to do. “Go move up there on that boulder”. “ARrrgh dragon, attack that!” (points at dragon). Or am I the only one with this interpretation here? Why would the spell description even give an explanation of the limits to things they can do when they will not follow your direct orders?

Plus, remember that the Adept can use Necrotic Cysts to command various other folks, so there's actually quite a number of dominated individuals walking around with him that work for him and yet look like they're operating normally.  Also note that the adept is wearing the exact same sort of armor as the minions... if anything, he looks like a random minion, while whatever people he's dominated are likely to look like the primary targets.  One of them might get taken down in the surprise round (but with only one attack, I doubt that). 

…Other folks? So your army that a dragon can detect from far away is even getting bigger? That is your answer to my justified issue with stealth in your build? Get more minions? Oh my…

If the dragon does what you said, then it charges in and attacks one person, then all the minions attack at once while it gets webbed.  Game over.

Yup, one person. The one that gives orders. It can hear/spot the zombie group from far away. It can shadow them to find more about them. Then it strikes.
Also, you do not really think that the dragon will not survive after it took out the wrong guy, do you? It can have flyby attack (another favourite dragon feat), might use fog cloud before on the guy (thus providing it with total concealment attacking him) etc.

Scorching Ray does more than 60ish damage when maximized.  But again, the dragon charged and attack who it thought was the leader, and the adept doesn't look like a leader.  So then it got jumped and killed.  Also, note that with a caster level of 13, that SR 20 only helps about 1/3 of the time.

Yes, SR lowers damage by 1/3 as I said. Then please also use the appropriate adjustment to your expected damage output.
Also, who looks more a leader: the strange carnexes and hydras that never say or do anything? Or the guy walking around and looking like the humanoids the dragon may have already seen in his life?

Why do I have to give commands other than standing orders to the zombies?  They're only there to attack things I attack or that attack me.  So why give any other order?  Any dominated minions I may have found are going to be free willed (relatively) so I don't have to give them orders other than "treat me as you would a party mate while we go adventuring."

Yep, the more intelligent ones will be capable of doing that. And this whole cyst thing – I will need to have a closer look at the libris mortis to see what they really do. I have a hunch that our opinions on what they can do will differ widely again.

Web stays a while, and I can cast more of them.  It's going to add up.  Not that it matters, because you just said he'd charge in and attack, so he gets swarm killed.

With your pearls you can cast 6 2nd level spells per day. There are the scorching rays…and the cysts…and now plenty of webs. Hmmm. And note that this is just ONE encounter. The monk I showed can do what he does in other encounters as well. And how again will this dragon get “swarm killed”? It has DR 10, possibly buffed AC 32, maybe prepared the area with fog clouds for total concealment (while it has blindsense and blind fight). The zombies have to charge it – which they cannot do in the fog. So they are left with just their 15ft reach from where they are. Yeah…

It says you can craft stuff at half price before the game starts.  I'm not sure what's so hard for you to understand about this... it's explicit.  But you're right, it's unbalancingly powerful to do this... and the Adept can do it (as can almost all casters).  Surprise surprise, more powerful classes are more powerful.

And I am not sure what is so hard for you to understand about wbl limits. Again (surprise!): ALL classes can do this trick. ALL classes can use skills and feats (not even item creation feats) to gain more money than from their usual adventuring. The fighter crafts, the rogue steals, the monk tumble-performs, all can get ancestral weapons or item familiars. The wbl limit should, however, be used in build comparisons.

Ah, but the DMG doesn't have a specific "also, it's cool to make extra money."  It does have "it's cool to make magic items at discounted cost."  So, let's just go by what the rules say, okay?  As for Item Familiar, that's just one item... and I didn't use it because I was trying to make a very average optimization adept.

Just look up the rules – not only where you wish to look – …you will find it (the PHB alone offers plenty, and the rest are in splatbooks, DMG, … they are everywhere). And you did not use item familiar, because otherwise the XP cost would skyrocket for you.
Please…in the legendary fighter thread this discussion was already done. Wbl should be used. Otherwise everyone can get a million gold in in additional items. Discounted cost can be useful, but in no way does it undermine wbl. No exception mentioned there in the DMG. Sorry.

I did reflect the cost in the armour, the hydra armor costs 4X as much.  If I made a mistake there, it might be a touch more, but I have a good bit left over so who cares?

The huge armour costs for non-humanoid creatures has a factor of x8 (SRD). But for someone playing without wbl limit this certainly does not matter, you are right here.

But yes, you can craft items and it makes stuff cheaper.  You make a good point though... to catch up with perfectly intended use of Adept abilities, a Monk would have to optimize more by taking power feats like Item Familiar.  That's because a Monk is a less powerful and versatile class.

Nonono, you got that again completely upside down. EVERYONE can create items. And spellcasters can also get a feat for the ability to create specific items. Yeah, that’s clearly a sign of class power ;) (but see below my comment on the use for the group). I mean, what is more versatile than a feat that allows you to create ANY item, and then get it to be intelligent!

Familiars are a class feature of adepts.  Leadership is not a class feature of Monks, nor is it even related to one.  Leadership, again, is a super powered feat, while Improved Familiar is rarely taken because it's not a huge deal.  Again, for a Monk to catch up, you must optimize far more heavily.  You're proving the point over and over.  And Improved Familiar is perfectly allowed in CW... all the various possible Improved Familiars (found in a number of books, actually) are available.

OK, I’ll try to explain to you where I think you are fundamentally wrong.
Again, EVERY CLASS can grab items, feats and skills that provide it with a huge army of minions/followers/what have you. This does not mean that it should be done to show the strength of the class. In fact, as I have shown in your animate-dead-adept case, there are considerable drawbacks to consider.

Improved Familiar does not require Arcane Caster Level in the requirements.  And the Imp doesn't have a shape list in the DMG... it says two forms up to medium size, then gives a few examples.  That's not an exhaustive list.  By RAW, anything up to medium size would work (like Dwarf Ancestors) but I bet they meant just animals.  But it doesn't really matter, as I haven't been using the shapes at all.  If I have to, I'm fine with sticking with Spider and Raven.

Please. Shenzen also already corrected you in this alternate form thing. Also, I would not use the RAW for the arcane caster requirement as a DM, but it is unfortunately there for the imp form (see the table).

I said I'd use it to get minions.  In other words, if we defeat an enemy at some point in the past without killing him, I'll give him a tumor (if possible) and then dominate him.  I'm not using it on the dragon unless we luck out and happen to drop him to negative HP without killing him (in which case I might give it a shot).

See above what I had to see about characters amassing minions. It does not show anything for a particular class. Also, as I said, it does nothing in the dragon fight – and that is what counts. When you wish to say “but my character in earlier leverls has controlled/cysted/charmed 100 minions” I’ll tell you that my monk has diplomacised in favourable circusmtances the favour of a king, granting him an additional 500,000 gp to spend. Are we done with this additional minion thing now?

I said standing order to heal only if it was safe to do so, otherwise stay hidden and out of sight.  So no, it's not running out there while the dragon is breathing (but it might run out there after the dragon does so, since it's got 1d4 rounds of safety, or when the dragon is being gang jumped by minions).

Er…the carnexes, like their zombie friends, have no stealth to speak of. They just run around…or try to keep back. All of this is not that big a deal for the 50ft cone of the dragon able to make 200ft moves. They get hit by the breath weapon. The second one (if it comes fast enough before they heal themselves) likely kills them. Or the dragon snatches them up one by one.

Oh, I forgot to do the Black Sand bit.  One casting of this second level spell gives all my undead permanent 1d6 Fast Healing.  Either way, the Dragon can't do enough damage with those 7d6 shots to even threaten the zombies, so who cares?

Oh, the black sand. Another of the prescious 2nd level spell slots…maybe you wish to tell more about how you got that spell and what it does exactly? It is not on the adept list. Or will you use –gasp – cross-class UMD? :) Maybe also with all these 2nd level spells spammed –could you provide a list of the spells the adept has usually prepared? In your place I’d rather learn invisibility, mirror image and see invisibility by default.

Now you're just being dense.  The Carnexes only run out when it's good to do so... not when it's not.  If the dragon gets grappled, great, they can run around healing.  They're not running into the thick of combat.  Note also they get the usual +4 Dex and Str, and +4 HP/HD, like all of my undead.  So, they're more survivable than you might think.  And no, there's no rule saying you have to push the animals to keep them near.  You just train the stupid things (at most it takes a trick).

Again: the 40ft ground speed of these things is not bad – but no good vs the dragon. They will not survive for long. And what trick in the PHB says “will stay calm near undead that make them feel bad (-2 to attack and saves)”? Strange. I could not find it (and all non-PHB tricks are subject to DM approval, they are basically homebrew territory).

See, this is why people wonder if you're trolling.  You assume the Carnexes would be around debuffing the living guys instead of being kept clear of them for some reason.  I can't imagine what that reason is... they stay with the zombies, the living guys who are dominated just don't get that close to them.  And they don't move that slow, because the Zombies are all moving with a 40' move speed tirelessly.  If anything, they move FASTER than the living because they just don't stop and continue at a fast walking pace.

And this is why I start to take you less and less seriously. What is so damned difficult about saying – hey Giacomo, tell you what, you are correct about your comment that my undead army is not exactly stealthy and may pose some disadvantages to the group? No. Instead you try to tell me that single-action zombies will all of a sudden move 40ft. They move 30ft (with nimble bones). Everybody else and their moms in the group can do double movement speed and move 60ft per round, even the haflfling rogue outpaces them at 40ft. Yeah…eventually the zombies will catch up, but in the meantime the group is separated from this (unsupervised) army. And that was exactly my point.
When the group is attacked by someone, these zombies close into combat, and the carnexes come with them – and immediately debuff the party.
Pointing this simple fact out- what the heck is the trolling part here? Incredible.

He's also making them magic items when needed, providing divination support for that party, scouting, buffing, and absolutely rocking out... and he doesn't penalize the party at all, because he's not stupid enough to position the Carnexes wrong.  God, this is like me criticizing you on the grounds that Flurry of Blows sucks because you're going to attack your own party with it.  Of course you won't, so why assume I'd do that to mine?

Hey, yes. Creating items for the party IS helpful, I admit that. Note, though, the XP they pay for that, and also the time needed (may not always be available). Scouting, as shown, is a non-issue, and the buffing outside polymorph…also quite meh for 12th level characters.
And again: it is not about positioning these carnexes – in combat you can be near certain that the two EACH with their 30ft radius will eventually debuff the party (you need to shout explicit orders – those are no standing orders, remember? ;) ). The flurry of the monk, though, NEVER poses a risk to the party.

So, let's see your Monk, which I assume you're incapable of making at this point.  Remember, you have to keep up with your boasts.  Let's see what that's going to require:

1)  He must be more survivable than the zombies, because you said the zombies would die all the time due to being too fragile, and obviously that means a Monk who's not more survivable is going to die all the time.

2)  He must be more productive to the party than this Adept, because you think this Adept damages group performance.  That means he'll need to provide long term benefits (equivalent to or better than providing Wonderous Items for the party in addition to armor crafting), healing support (cures for living people, Carnex healing for undead), diplomatic abilities (the Imp), scouting abilities (the Imp), or similar stuff, only better, because we wouldn't want the Monk to be a drain on the party.

3)  He's got to contribute effectively for a party against a Mature Adult White Dragon

4)  And see if you can do it without pumping optimization well beyond what these Adepts have been doing.  Though you've already admitted you'd need stuff like Cohorts (I assume from Leadership?) and Item Familiar just to keep up, so you clearly know you're going to optimize like crazy to accomplish any of this.

Good luck!

Mission accomplished (see my build above).

@Shinzen: That seems like a fair analysis.  The Adept would be in real trouble if grappled instantly... he very intentionally looks much like just another minion to avoid getting instant jumped like that.  I should probably give him a pair of daggers, just so he looks like a kinda crappy Rogue and thus isn't targetted as quickly.  And yeah, I think the Hydras would just be a distraction from the main danger of Scorching Ray death, though I could order them to grapple if suddenly the opportunity arose (of course, I'm not giving that order unless they can successfully do so... no sense showing I'm the minion master early!).

JaronK

Nice of you JaronK, that you immediately accept this grapple/snatch criticism from Shinzen, but not from me. Ah well.

- Giacomo

PS: Ah, I see even more posts came up – will answer to Shinzen separately.
But apart from that…
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 17, 2011, 10:52:57 PM
Sir Giacomo, Dungeon Master's Guide, page 199, 'Creating PCs Above 1st Level: Character Created Magic Items:' states: 'A PC spellcaster created at a level higher than 1st can use any of the XP and gp you have awarded to make magic items, provided that she has the proper item creation feats and prerequisites'.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 17, 2011, 10:57:43 PM
But apart from that…
  • The item familiar can be any item. Check out the SRD.
  • There is no way to weasel your way out of this saying “but the monk is more heavily optimized”. This is patently ridiculous. The amount of optimizing in the animated undead (which still suck kinda) is of similar extent as my use of monk ACFs (of levels 1-9 only even!). Please.
  • Also, see above what I have to see on item familiar and item creation comparison. They have the same effect, they should be treated the same.
  • And if you still have no clue what the monk makes so much more durable and better than a non-intelligent automaton with single actions and no miss chances nor special maneuvers nor anything to survive at high levels, I cannot help you.


1) It can be any item, but some of the abilities you can add to it have prerequisites. You seemingly just tried to ignore that
2) They're not saying that the monk is winning because it is heavily optimized. They are arguing that the monk is losing, in spite of being more optimized.
3) They do not have the same effect. See the quote I provided earlier, where it says that you still have to pay for it.
4) The zombies have higher AC and hit points. They also have damage reduction. These zombies would lose alone against the dragon, but the point is not if the animate dead spell can defeat it, but if the adept, including said castings of animate dead can. Given that the zombies have a fair impact on the tactics of the dragon (it probably the loses the option of going within reach of the adept and full-attacking him), it might happen.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 17, 2011, 11:12:57 PM
But apart from that…
  • The item familiar can be any item. Check out the SRD.
  • There is no way to weasel your way out of this saying “but the monk is more heavily optimized”. This is patently ridiculous. The amount of optimizing in the animated undead (which still suck kinda) is of similar extent as my use of monk ACFs (of levels 1-9 only even!). Please.
  • Also, see above what I have to see on item familiar and item creation comparison. They have the same effect, they should be treated the same.
  • And if you still have no clue what the monk makes so much more durable and better than a non-intelligent automaton with single actions and no miss chances nor special maneuvers nor anything to survive at high levels, I cannot help you.


1) It can be any item, but some of the abilities you can add to it have prerequisites. You seemingly just tried to ignore that
2) They're not saying that the monk is winning because it is heavily optimized. They are arguing that the monk is losing, in spite of being more optimized.
3) They do not have the same effect. See the quote I provided earlier, where it says that you still have to pay for it.
4) The zombies have higher AC and hit points. They also have damage reduction. These zombies would lose alone against the dragon, but the point is not if the animate dead spell can defeat it, but if the adept, including said castings of animate dead can. Given that the zombies have a fair impact on the tactics of the dragon (it probably the loses the option of going within reach of the adept and full-attacking him), it might happen.

Actually, as I mentioned in this case, because the Hydras do their damage through multiple attacks and not one big one, they are actually worse than a single large attack from, for example, a Storm Giant skeleton because of the Damage Reduction of the dragon. They still do add a bit to the DPS however, and it's a race vs who can kill who first. If the dragon makes it to and begins his turn in meele reach of either character, they are dead. It's hard to ignore an average of 124 damage a round at level 12.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 17, 2011, 11:16:05 PM
OK, one more post before sleeping…
Thanks Shinzen for taking your time to look at my build. Here are my explanations for your questions/comments.

Alright. Lets's take a look here:

On Sneaking and Surprise: You do not have the Darkstalker feat. The dragon has Blindsense. (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) You cannot sneak up on it under any circumstances once you enter the radius of it's Blindsense, so you have no chance of surprising it. You do still get the 50% miss chance if you are invisible. I do agree the dragon cannot and would not bother to hide from you.

The dragon has blindsense 60ft. When the monk is stealthy outside this range he can then – due to his high movement –partial charge from outside this blindsense range. Thus he can surprise the dragon.

On Initiative: As I mentioned in the previous post, the dragon has Nerveskitter, this is a first level spell which grants +5 to Initiative. As it has 7 or 8 feats which can't really help it much (Beyond the obvious Multiattack, Flyby Attack, Power Attack, Recover Breath and Entangling Exhalation or other metabreath) it could take improved init as well to make it's modifier +9.

Yes, in that particular case, with improved initiative and that spell up, the dragon is on par with the monk in initiative. Still, as I outlined, the monk will be able to perform quite well EVEN IF he loses initative.

On Tactics: Your Reflex save starts off at +11. The basic DC for the Dragon's breath weapon is 25, giving you a 13/20 or 65% chance to fail. Because you gave up your Evasion, you are always going to take some damage, so even if you pass you take half damage and are Entangled  (http://www.d20srd.org/srd/conditionSummary.htm#entangled) from it's Entangling Exhalation feat for the next 1d4 rounds, and it recharges it's breath in 1d4-1 rounds. With the -4 Dex from entangled, your Reflex and AC both drop by 2, as do your attack rolls, and your movement speed is cut in half.

You overlooked that I took the invisible fist ACF for evasion. Blink will mean half damage from area effects like the breath weapon. On a save that means 25% of the 7d6 breath weapon damage. Then it would be again the monk’s turn.

At this point the Dragon can merely keep flying 250 feet up, fly down within 50 feet of the ground, breathe, and fly back up every time it can breathe until you die.

Even without blink, the monk could dimension door out of the web, and then at a 200ft charge rain do his snap kick/double stun shtick. Or he readies a partial charge when the dragon gets near to breath, exchange double snap kick attack for one breath weapon. Dragon does not win this exchange.

You don't seem to have any ranged or flying options that can reach it at 250ft.


You may have overlooked the winged vest. Also, so far, JaronK had chosen the “dragon in his lair” scenario to even have a chance to compete here – since he has no way to fly, neither does his army.

Alternatively, he can Grapple you at +39 to which your bonus while enlarged is, assuming use of the Torc, +24.

Largely a non-issue due to blink.

Also for his trip, He has a +8 from Str, +12 from size, +8 from size and +4 from having more than 2 legs (as described in Trip (http://www.d20srd.org/srd/combat/specialAttacks.htm#trip) so 20 yes, but why in the hell would he ever be walking? He's a dragon in an open cave, you can't trip something that is flying, and with Flyby Attack he never needs to touch the ground. He can hover 15 feet up and still hit you with every attack.

Tripping can be done to winged creatures. It’s in the 3.5 FAQ somewhere. And flying may be awkward in the cave for the dragon with its poor maneuverability.

In one full round attack, either of you is going to be doing an enormous amount of damage to the other. Your damage is superior, but he has significantly more attacks, is much more resilient, and finds it much easier to hit you. A Huge dragon's attack action with multiattack is: Bite/2 Claws/2 Wings/Tailslap, +27/+25/+25/+25/+25/+25. Let's Power Attack for 9, hitting you on everything but a 1 for a total of 2d8+17, 2(2d6+13), 2(1d8+13), 2d6+21. 4d8+4d6+90, which almost double (avg. 124) kills you in one full attack action, so you likely die even with your 50% miss chance. There is a reason people don't like going toe to toe with dragons.

Well, in this case the monk will survive one full attack of the dragon (due to blink) and has meanwhile surprise double attack, and maybe up to four more decisive strike attacks. All served with stuns and/or trips on top. I say the advantage here is on the monk side. Also, for the dragon to do power attacking right from the start it would need meta-game info on the monk’s AC. As a DM, I’d only let the dragon strike with power attack after it gets a “feel” of the vulnerability of the opponent, say after the first round of attacks. I mean…it is confronted out of the blue with a clearly magic-enhanced, fast, blinking humanoid that nearly stuns it (in case it made the saves) and did 100ish damage to it with a standard action. It certainly will not be power attacking like crazy on the first attack.

On Party Assistance: Everything you mentioned: Stunning Opponents, teleporting allies, sneaking, battlefield control, and Diplomacy can be done equally or better by the Adept using his skills or the proper spells which exist on his spell list.

How did you get this impression? The adept has no teleporting on his spell list, is the worst sneaker trying to be sneaky that I ever saw, and his zombies control nothing in the dragon`s case, they cannot even trip. Also, where is the stunning ability of JaronK`s adept? And what DC would that have?

His stuns and possible use of poison is a good idea, but can only target one saving throw (Fortitude) which is the strongest save on all monsters on average after CR 8. The Adept can target Reflex (Web for example) Fort and Will, thereby selecting the opponent's weakest save to strike, giving him more tactical options. You have very little to counter a flying opponent with ranged attacks.

The only creatures that the adept will have a chance to know weak saves of are undead. He has no other knowledge skills in JaronK`s build. So choosing spells with the knowledge of weak saves of monsters would be mere metagaming imo. Also do not underestimate it when an opponent has to not just roll one fortitude save, but several in a row. It adds up after a while … as I outlined.

It is entirely possible that you could kill this dragon in single combat. However, not nearly as easily as JaronK's adept can (2 touch attacks against AC 8), and it would require much more on you getting lucky with a few significantly important dice rolls / being in an area tailored to support you and not the dragon.

JaronK`s adept scorching ray has only 55ft range, has to overcome the dragon`s spell resistance and thus is unable even maximized to down it in two rays, likely it will need more. And the dragon will not stand by idly. Meanwhile, the monk will likely kill the dragon in two rounds. He can do it within a partial charge range of 100ft, and in regular rounds with a charge from 200ft away. No special advantages needed, although advantageous terrain could provide more bonuses to the monk due to his setting sun stance.

Maybe you would like to reconsider your analysis…?

 Giacomo
: Re: Adept vs monk: the final nail in the coffin
: TenaciousJ July 17, 2011, 11:17:07 PM
  • And if you still have no clue what the monk makes so much more durable and better than a non-intelligent automaton with single actions and no miss chances nor special maneuvers nor anything to survive at high levels, I cannot help you.


One feature of the adept vs. the entire monk class.  That monk has no answer to the tactics laid out for the dragon.  The adept does.  I'll show this thread to any of my players who are inexperienced enough to want to play a monk, and tell them to have another character sheet ready.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 17, 2011, 11:23:42 PM
And if you still have no clue what the monk makes so much more durable and better than a non-intelligent automaton with single actions and no miss chances nor special maneuvers nor anything to survive at high levels, I cannot help you.

One feature of the adept vs. the entire monk class.  That monk has no answer to the tactics laid out for the dragon.  The adept does.  I'll show this thread to any of my players who are inexperienced enough to want to play a monk, and tell them to have another character sheet ready.
And it's one feature that costs very little. Use the spell one day (with a few hundred gp in gems) and keep the benefits until they are killed.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 17, 2011, 11:36:29 PM
I'm lost on why SG's monk moves 100ft a round, level 12 monks only get +40, which is only 70.  Perhaps an item I overlooked, or possibly some exaggeration on his part.

Also, JaronK assumes going to the monster's lair, because that's what you do in Dungeons and Dragons.   You enter Dungeons, and fight Dragons.  It's not called "Ambush by Dragons While Wandering Around"
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 17, 2011, 11:39:01 PM
1) It can be any item, but some of the abilities you can add to it have prerequisites. You seemingly just tried to ignore that
2) They're not saying that the monk is winning because it is heavily optimized. They are arguing that the monk is losing, in spite of being more optimized.
3) They do not have the same effect. See the quote I provided earlier, where it says that you still have to pay for it.
4) The zombies have higher AC and hit points. They also have damage reduction. These zombies would lose alone against the dragon, but the point is not if the animate dead spell can defeat it, but if the adept, including said castings of animate dead can. Given that the zombies have a fair impact on the tactics of the dragon (it probably the loses the option of going within reach of the adept and full-attacking him), it might happen.

1)   Ah, misread your criticism in the flurry of the posts. But the necklace of natural attacks can be enchanted with weapon enhancements like a weapon so it qualifies. Or get a scorpion kama.
2)   Yeah…great.
3)   OK, they both increase your wbl. That is what I meant with same effect.
4)   My point is that lumbering heaps of hp running next to you are worth not that much for the adept , and even less for the group. I have described the many problems (stealth, gradually mounted costs for replacing losses, and even those you simply replace to get better ones,  limit to single actions etc.  even suggested rather using skeletons since they at least do not have the single action problem) all to no avail.

Also, TenaciousJ, before showing this thread to players to show them how much alledgedly monks suck, read my posts REALLY through, and do not just look for confirming your prejudices. The adept`s animate dead is such a big deal here NOT because it is just one tiny bit of the huge adept`s arsenal, but because apart from the once per day polymorph (ex items) and scorching ray, it appears to be the only major attacking tool at the disposal of the adept. Hence the massive effort of otpimisation poured into it (which still imo is not enough).

Good night to all now.

- Giacomo

PS for Sobolev: the monk has 100ft flying move due to his winged vest on which the monk speed bonus is added as well...
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 17, 2011, 11:40:16 PM
This thread lowers your IQ by 1 point for every page that you read.
You should remember that the next time I make an ass of my self. :)

I heard mention of JaronK's Adapt and Gia's Monk battling a CR 12 dragon. Did it happen yet? No? Can it be a CR 12 Steel Dragon using just as many rule abuses as them? I'm bound to have a gish build somewhere...
: Re: Adept vs monk: the final nail in the coffin
: TenaciousJ July 17, 2011, 11:43:07 PM
I wonder what kind of dragon lives to that age and hasn't spent any of its accumulated wealth (that's what dragons do, right?) on at least stealth-proofing its lair to the point that mundane sneaking doesn't work so easily.  Is this monk disabling traps and preventing magical detection too to retain the element of surprise?

EDIT: I'm not even going to tell them "Monks suck."  I'm going to ask them to read with a critical eye because any half-intelligent person is going to see that "the best monk player ever" cannot convince anyone the class is worthwhile as written.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 18, 2011, 12:02:26 AM
Even without blink, the monk could dimension door out of the web, and then at a 200ft charge rain do his snap kick/double stun shtick. Or he readies a partial charge when the dragon gets near to breath, exchange double snap kick attack for one breath weapon. Dragon does not win this exchange.

Blink reduces the damage, but Entangling Exhalation is not about damage. Lets put the math in here, 7d6/2 = 31.5/2= 16 damage. Plus another 1d6 per round for the next (average 2) rounds. It's not a Web. The Entangling Exhalation feat entangles you for 1d4 rounds, not an area, you the target. You cannot blink to escape it, and it lowers your movement speed preventing your Winged Vest from reaching the height the dragon can spring attack from. So once you have taken any damage from the breath weapon, you can be kited to death. But you don't even need to be, the above damage reduces your HP below the threshold of being killed by 50% of the damage from a single full attack action.

Also, when you attack, your two attacks have a 30% (21) and 55% (16) chance of missing the dragon, even if he is flat footed. You likely miss at least one of your attacks per round, giving the dragon the same 50% damage reduction you have. Decisive Strike gives you a single attack as a full round action, doing 24d6+20 averages out at 104. 70% of which is 72. It takes you on average 3.5 rounds to kill this dragon. It kills you in 1-2. You can't win a straight up punching match without some luck.

You can in fact Blink out of the Grapple, which does make that part obsolete. However, if you lose initiative you do not have Uncanny Dodge. As such, on your first round of combat, you are flat footed, meaning you cannot take an Immediate Action to activate your Blink ability in response to the Dragon's attack, and therefore explode. (http://www.d20srd.org/srd/combat/actionsInCombat.htm)

I would not (and it would be in my opinion a dick move) to make targeting opponents' saves require a knowledge check. It is fairly common sense in a world such as this that the guy in armor probably can't dodge well, the guy dodging around a lot and sneaking probably isn't tough, and the raging barbarian probably doesn't have a lot of self-control.

You keep mentioning "I would do X" or "If I was DMing I would do Y" but that doesn't matter. What you would do does not have an effect on how powerful the monk is in a neutral setting. I am ruling based on pure numbers, I don't care about metagaming at this point, we are running numbers. You can make a house rule that you can't go to the bathroom without a Knowledge: Bowels check, but it doesn't effect class balance on a global scale.

JaronK's ray has only a 55ft range, yes. But the dragon has to be within 50 feet to effect him with anything. A readied action from JaronK can put a beam in the dragon's face if he was to try. Regardless of being Entangled. He also still has over 2000 gp left which is plenty for a couple of scrolls or items which can use "Assay Spell Resistance" to make both rays unstoppable.

In your case, if you are Entangled, you have no way of reaching the dragon. And if you use your surprise round to charge, you did not Enlarge, and cannot trip the dragon at all even if we assumed you could trip a flying opponent (which is kind of silly, and I've never read anything which said you could. I'd like a link.) Also if you did not Enlarge, you do about 33% less damage, making killing the thing a 5-7 round affair.

Also, where are you getting a +9 Initiative? You have 4 from Improved and no Dex.

@ Tenacious: I tend to agree, hell he's got no Hide in Plain Sight ability, and the chamber the dragon is in might not have any cover, I'm not seeing how he's always getting the drop on it.

: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 18, 2011, 12:09:25 AM
Also, where are you getting a +9 Initiative? You have 4 from Improved and no Dex.
The Warning enhancement. Unfortunately, since the item familiar in question isn't a weapon, it can't have that enhancement applied to it. It can't have any enhancement attached to it, in fact, since it's an amulet and not a weapon, piece of armor, or shield. So the monk's initiative bonus is only +4.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 18, 2011, 12:13:53 AM
Also, where are you getting a +9 Initiative? You have 4 from Improved and no Dex.
The Warning enhancement. Unfortunately, since the item familiar in question isn't a weapon, it can't have that enhancement applied to it. It can't have any enhancement attached to it, in fact, since it's an amulet and not a weapon, piece of armor, or shield. So the monk's initiative bonus is only +4.

Ah, I see. Warning is specifically weapon only, as are most of the weapon enhancements for a flat money cost (I would not allow Everbright on that thing to give you acid immunity for that little) but an Amulet of Natural Attacks can be given enhancement bonuses to attack and weapon special abilities that replace +1's.
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 18, 2011, 12:26:14 AM
Ah, I see. Warning is specifically weapon only, as are most of the weapon enhancements for a flat money cost (I would not allow Everbright on that thing to give you acid immunity for that little) but an Amulet of Natural Attacks can be given enhancement bonuses to attack and weapon special abilities that replace +1's.
Hmm. True. I'd still argue that you can't apply the Warning enhancement from the item familiar ability, though, since the necklace is a wondrous item.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 18, 2011, 12:32:48 AM
Ah, I see. Warning is specifically weapon only, as are most of the weapon enhancements for a flat money cost (I would not allow Everbright on that thing to give you acid immunity for that little) but an Amulet of Natural Attacks can be given enhancement bonuses to attack and weapon special abilities that replace +1's.
Hmm. True. I'd still argue that you can't apply the Warning enhancement from the item familiar ability, though, since the necklace is a wondrous item.

I thought the only DM judgment calls that matter here are SG's.  They're all he has to cling to after cheating his ass off and still losing.

If this guy had a boner for fighters instead of monks I'd swear he was Aelryinth.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 18, 2011, 12:37:42 AM
Final assessment: The Adept can potentially solo the dragon, nevermind contributing to a group, and the monk needs the rest of his party to buy him enough time to self-buff for 2-3 rounds before he's got a 70% chance to skillsteal the dragon, or a 30% chance to cost the party 5k worth of diamonds... again.

It's kind of hard to believe that there's only a single tier of difference between the two.  You'd think it would be a 3 and a 5 or a 4 and a 6 competing here.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 18, 2011, 12:41:53 AM
Well the monk supporter is so blind to the monk's faults, and the monk build is trying soooo hard to be something it's not, that he's probably losing an effective tier just for being set up poorly.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 18, 2011, 12:44:42 AM
Well the monk supporter is so blind to the monk's faults, and the monk build is trying soooo hard to be something it's not, that he's probably losing an effective tier just for being set up poorly.
This is about it. If you optimize hard enough, you can pull a class one or two tiers higher.

If you're horrible at optimizing, you can drag a class down to two tiers lower.
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 18, 2011, 12:55:51 AM
Well the monk supporter is so blind to the monk's faults, and the monk build is trying soooo hard to be something it's not, that he's probably losing an effective tier just for being set up poorly.
This is about it. If you optimize hard enough, you can pull a class one or two tiers higher.

If you're horrible at optimizing, you can drag a class down to two tiers lower.

Quick, go find someone who can drag a Commoner down two tiers!
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 18, 2011, 01:01:46 AM
Well the monk supporter is so blind to the monk's faults, and the monk build is trying soooo hard to be something it's not, that he's probably losing an effective tier just for being set up poorly.
This is about it. If you optimize hard enough, you can pull a class one or two tiers higher.

If you're horrible at optimizing, you can drag a class down to two tiers lower.

Quick, go find someone who can drag a Commoner down two tiers!
8 Con and the Toughness anti-feat.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 18, 2011, 01:03:37 AM
Well the monk supporter is so blind to the monk's faults, and the monk build is trying soooo hard to be something it's not, that he's probably losing an effective tier just for being set up poorly.
This is about it. If you optimize hard enough, you can pull a class one or two tiers higher.

If you're horrible at optimizing, you can drag a class down to two tiers lower.

Quick, go find someone who can drag a Commoner down two tiers!
8 Con and the Toughness anti-feat.
There's also the flaw and the trait which reduce your hp by one such that you can get 0 hp at every level, which means if you perform ANY action that requires effort you fall unconscious and begin dying.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 18, 2011, 02:18:43 AM
Warning
At no point in this thread am I commenting in regard to Gia's builds. Telling me I'm wrong because Gia is an idiot is fruitless.

Well the monk supporter is so blind to the monk's faults, and the monk build is trying soooo hard to be something it's not, that he's probably losing an effective tier just for being set up poorly.
This is about it. If you optimize hard enough, you can pull a class one or two tiers higher.

If you're horrible at optimizing, you can drag a class down to two tiers lower.
Best comment in this thread so far.

Why?

Ok, CR 12 White Dragon right?
Stats: 241HP, AC 28 (T9, FL28), +27/+22/+22/+22 melee (2d8+8, 2d6+4, 1d8+4), 7d6 [Cold] Breath Weapon and 1st level spells.

My Monk (posted awhile back, the one with the failed idea of Waithstrike Fukimi-Bari Poisoning)
Stats: 100HP, AC -20 (or w/e, who cares. AC blows goats), +27/+27 melee (3d10+54, 2 neg levels, +1d4 force, +1d6 good, +1d4 piercing), immunity to [Cold], and has a 50% chance to ignore spells and maintains full-concealment against the dragon.

...Said Monk is ECL 9, spent less than half it's WBL, no Distance/Throwing enhancement shenanigans, can UMD/Freddy up some death and could kill the dragon in a single turn 99% of the time. Srsly, you need to make comments like super trapped lair or optimized dragon for things not to simply be a write off. idk what Gia's monk is pulling, but I'm pretty sure its getting it's ass kicked despite being three levels higher given Gia's lack of care towards using charging, ACFs in general, accounting for races, and won't even bring him self to use enhancement shenanigans even if the people he is arguing against supports it.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 18, 2011, 02:26:11 AM
That doesn't mean Giacomo is any less wrong.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 18, 2011, 02:49:13 AM
That doesn't mean Giacomo is any less wrong.
Nope, it doesn't at all.

Actually, if you think about it, I just burned the crap out of him. My first ever mid level Monk was posted a dozen pages ago and could possibly do what his can't. He is the defacto Monk supporter in these boards and had my build and several others to take ideas from. He should be kicking KKK dragon ass and thus have at least some form of point, like at least I could avoid a painful death, to argue with.

But yeah, anyway. Optimization goes a long way into making anything useful.
: Re: Adept vs monk: the final nail in the coffin
: veekie July 18, 2011, 02:59:46 AM
That doesn't mean Giacomo is any less wrong.
Nope, it doesn't at all.

Actually, if you think about it, I just burned the crap out of him. My first ever mid level Monk was posted a dozen pages ago and could possibly do what his can't. He is the defacto Monk supporter in these boards and had my build and several others to take ideas from. He should be kicking KKK dragon ass and thus have at least some form of point, like at least I could avoid a painful death, to argue with.

But yeah, anyway. Optimization goes a long way into making anything useful.
I think the problem was that hes trying to make the monk something hes not. The monk is primarily a combat class, so you optimize the combat. Optimizing skills and emulating spells doesn't do much more than make you mediocre at those areas compared to a skill focused class or a caster class, AND also makes you weak at your core strength.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 18, 2011, 05:08:47 AM
I notice his Monk is considerably less durable than the zombies (fewer HP, no regen, far fewer immunities), so by Gia's own comments the Monk is so fragile that he'll die constantly (since that's what he said about the zombies).  So that's established nicely.

And now my Adept has a nice new Zombie Dragon to fly around.  That'll be fun.

I do have to wonder why we have to fight this dragon.  Shouldn't it be a random set of CR 12 types, as opposed to an encounter specifically designed to counter the zombie hydras?

Also, I suppose the Adept should be pumped up to match the sources Gia is using.  He should probably have an Item Familiar of his own, as well as that Eberron free Domain thing (to match the ACFs).  Not sure what else at this point.  And I'm not sure what Domain he should have... what's an appropriate necromancer domain?  Maybe that one that gives you more undead when used with Animate Dead?

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Solo July 18, 2011, 05:46:58 AM
I do have to wonder why we have to fight this dragon.  Shouldn't it be a random set of CR 12 types, as opposed to an encounter specifically designed to counter the zombie hydras?
But that wouldn't be fair.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 18, 2011, 05:54:26 AM
I do have to wonder why we have to fight this dragon.  Shouldn't it be a random set of CR 12 types, as opposed to an encounter specifically designed to counter the zombie hydras?
But that wouldn't be fair.
Obviously. Anything that doesn't clearly put the adept at a disadvantage is clearly unfair.

Clearly.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 18, 2011, 05:55:30 AM
It does show one of the big advantages of Animate Dead though... if the DM throws something he thinks is a weakness of yours at you (because he's tired of your undead eating everything), you get to animate it.  Then you get that thing as a new advantage.  Hence my Adept now having this awesome dragon to play around with.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 18, 2011, 06:42:51 AM
Unless the DM has two brain cells to rub togheter and throws something you can't animate for a change. Since everybody knows vanilla dragons inside and out so they really aren't a challenge unless seriously tweaked. If the adept is geting all those splatbooks, only fair the monsters also get some optimization love.

Bone template for example can be applied to pretty much every living being, whitout any CR increase or loss of significant abilities.

Of course, people will now cry "Ack, what kind of horrible DM would throw you an ecounter you can't just curbstomp and that you can't exploit for extra profit?".
: Re: Adept vs monk: the final nail in the coffin
: veekie July 18, 2011, 07:26:20 AM
Actually, for more fun, anyone wants to try out the PF Qinggong monk in the same fight?
It'd be fun!
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 18, 2011, 07:32:30 AM
Actually, for more fun, anyone wants to try out the PF Qinggong monk in the same fight?
It'd be fun!
Give him rocket fists and we'll talk.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 18, 2011, 08:46:22 AM
Unless the DM has two brain cells to rub togheter and throws something you can't animate for a change. Since everybody knows vanilla dragons inside and out so they really aren't a challenge unless seriously tweaked. If the adept is geting all those splatbooks, only fair the monsters also get some optimization love.

Bone template for example can be applied to pretty much every living being, whitout any CR increase or loss of significant abilities.

Of course, people will now cry "Ack, what kind of horrible DM would throw you an ecounter you can't just curbstomp and that you can't exploit for extra profit?".
Ozzy, what chance does Giacomo's monk stand against your model of dragon?
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 18, 2011, 11:07:36 AM
Assuming it can survive a round (because if there's one thing dragons aren't automatic winners at, it's initiative), a Huge or larger dragon (which we're dealing with here) with even a modicum of sense will just Snatch the poor lone sap attacking it and breath on it every so often (no save) until it dies to death, assuming it can find it. The Adept doesn't have to go it alone and can take measures to reduce being grabbed, so I'm putting my money on the Adept since it at least forces the dragon to move to Plan B.

The monk is going to auto-lose the grapple, basically, because high-strength, huge enemy with obnoxious BAB. Do monks have abundant step yet? If so, the monk can escape by wasting its turn, then get Snatched again. If not, it can rely on magic items that grant short-range teleportation that the Adept already has in addition to its other tactics.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 18, 2011, 12:51:40 PM
Unless the DM has two brain cells to rub togheter and throws something you can't animate for a change. Since everybody knows vanilla dragons inside and out so they really aren't a challenge unless seriously tweaked. If the adept is geting all those splatbooks, only fair the monsters also get some optimization love.

Bone template for example can be applied to pretty much every living being, whitout any CR increase or loss of significant abilities.

Of course, people will now cry "Ack, what kind of horrible DM would throw you an ecounter you can't just curbstomp and that you can't exploit for extra profit?".

Uh, I think a Dragon with Nerveskitter, Entangling Exhalation, and a bunch of other optimized feats counts as "seriously tweaked"

Seriously, what else could I possibly have changed without magic items?

White dragons are also the weakest of them all though, so there wasn't a whole lot to work with. 7d10 damage with the breath weapon would have made a significant difference.

Like I said before though, I could toss together a set of CR 12 encounters both combat and utility if you want. You both might want to rebuild first to being generalists instead of specifically dragon hunters though, and JaronK can include his new smelly and scorched draconic friend.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 18, 2011, 01:10:45 PM
The monk is going to auto-lose the grapple, basically, because high-strength, huge enemy with obnoxious BAB. Do monks have abundant step yet? If so, the monk can escape by wasting its turn, then get Snatched again. If not, it can rely on magic items that grant short-range teleportation that the Adept already has in addition to its other tactics.
Blink lets you physically move though walls (and yes other creatures) and a FAQ ruling even gives it a 50% chance to avoid being grappled by the auto-start-a-grapple Black Tentacles. So if a certain someone was smart enough to nab the Blink ACF, Grapple shouldn't be auto win.

What is a Qinggong Monk?
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 18, 2011, 01:11:17 PM
I actually quite intentionally didn't build as a dragon hunter, so I'd be good to go anyway.  Heck, the dragon was brought up specifically to be a dangerous counter to exactly the kind of Adept I was mentioning, and I stayed with that theme.  I mean let's face it, if I had skeletons they'd all be immune to his breath weapon anyway.

Also, I notice it was mentioned that the Adept used a lot of splat books... I actually didn't.  I used Mother Cyst (Libris Mortis) and Corpse Crafter (same), along with Nimble Bones (also Libris Mortis.  Otherwise... that was just a lot of DMG, really.  I think I even stuck to DMG only magic items.

Giacomo used... well, what all books did he use anyway?  There were a ton in ACFs alone. 

JaronK
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 18, 2011, 01:15:06 PM
One of the things that makes Dragons so dangerous is not only that they're under-CRed for the basic aspects of them (high saves, AC, HD, etc.), but also that they're supposed to be statted out by the DM.

In other words, every True Dragon you fight is an optimized True Dragon.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 18, 2011, 01:20:06 PM
One of the things that makes Dragons so dangerous is not only that they're under-CRed for the basic aspects of them (high saves, AC, HD, etc.), but also that they're supposed to be statted out by the DM.

In other words, every True Dragon you fight is an optimized True Dragon.

You have no idea how fun it is making a Great Wyrm a paranoia caster.

Especially evil ones. They'd basically need to to survive that long.
: Re: Adept vs monk: the final nail in the coffin
: Infected July 18, 2011, 01:44:27 PM
Giacomo used... well, what all books did he use anyway?  There were a ton in ACFs alone. 

JaronK

If anything, then he "proved" that the core Monk skeleton is really underpowered. Else he wouldn't need to switch out 3/4 of it for something else.
Also didn't he say something about options outside of core needing DM-Approval, because they are "Home-brew-territory" ?
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 18, 2011, 01:50:21 PM
If you're arguing his monk is notably unpowerful, I'm not sure how him using a lot of ACFs proves anything about the monk's core skeleton.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 18, 2011, 01:53:41 PM
If you're arguing his monk is notably unpowerful, I'm not sure how him using a lot of ACFs proves anything about the monk's core skeleton.

It may not prove much of anything, but it implies pretty strongly that even he believes the monk's core skeleton is inadequate.  Or maybe he just thinks splatbooks = optimization and is trying to beat everyone else at their own game by reconfiguring the monk beyond recognition.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 18, 2011, 02:14:43 PM
If you're arguing his monk is notably unpowerful, I'm not sure how him using a lot of ACFs proves anything about the monk's core skeleton.
Hi Welcome.

If anything, then he "proved" that the core Monk skeleton is really underpowered.
More fail.
I used Libris Mortis
This isn't a Core-Only concept to begin with.

Jaronk's comment about using less books (guess what, it always will since items/feats are the only noncore thing an adapt can have) is being taken way out of parturition.
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 18, 2011, 02:21:12 PM
Did you just criticize both a comment and a comment criticizing the logic of that comment as contrary to a prior claim?

(I almost abandoned that post because I can't be bothered to figure out who posted what. But alas it posted without me. This post is largely pointless too.)
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 18, 2011, 02:21:19 PM
If you're arguing his monk is notably unpowerful, I'm not sure how him using a lot of ACFs proves anything about the monk's core skeleton.
Hi Welcome.

If anything, then he "proved" that the core Monk skeleton is really underpowered.
More fail.
I used Libris Mortis
This isn't a Core-Only concept to begin with.

Jaronk's comment about using less books (guess what, it always will since items/feats are the only noncore thing an adapt can have) is being taken way out of parturition.

Stop trying to contribute SorO.

Oh, right. You aren't.
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 18, 2011, 02:25:20 PM
... of course, that is a very odd thing to be taken way out of.

Though quite frankly I *would* like to keep the animated dead as far away from childbirth as possible. Even if you reign undead them to have profession (midwife), thank you.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 18, 2011, 02:29:49 PM
... of course, that is a very odd thing to be taken way out of.

Though quite frankly I *would* like to keep the animated dead as far away from childbirth as possible. Even if you reign undead them to have profession (midwife), thank you.
Or you could just turn the babies into wights and laugh maniacally as they gnaw their way out and proceed to plague the living.

MUAHAHAHAHAHA!
: Re: Adept vs monk: the final nail in the coffin
: veekie July 18, 2011, 02:56:38 PM
What is a Qinggong Monk?
The idea is you take this ACF (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/qinggong-monk) with this ACF (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/drunken-master) and this feat (http://www.d20pfsrd.com/feats/general-feats/fast-drinker) on top of this chassis. (http://www.d20pfsrd.com/classes/core-classes/monk)

Result: Beer powered monk with enlightenment lasers and rocket punches.
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 18, 2011, 03:11:13 PM
This isn't a Core-Only concept to begin with.

Jaronk's comment about using less books (guess what, it always will since items/feats are the only noncore thing an adapt can have) is being taken way out of parturition.
The debate here isn't about core versus non-core. The debate is about the degree to which each build relies on material beyond its initial printing.

Giacomo's monk uses five books for six substitution levels (Player's Handbook 2, Exemplars of Evil, Complete Champion, Dungeonscape, Planar Handbook); Tome of Battle for Martial Stance, Snap Kick, the discipline weapon property, and a maneuver-granting item; Complete Champion again for Knowledge Devotion; Complete Scoundrel for skill tricks; Unearthed Arcana for Item Familiar; Complete Warrior for Rapid Stunning; Magic Item Compendium for the Scout's Headband, Third Eye Improvisation, Ghost Shroud, Winged Vest, Greatreach Bracers, Ki Straps, Healing Belt, Torc of the Titans, and Heartseeking Amulet; Dragon Magic for the Fanged Ring; and Savage Species for the Necklace of Natural Attack. I think that's everything, which amounts to twelve sourcebooks outside of core.

JaronK's adept, on the other hand, uses Libris Mortis for Corpse Crafter, Mother Cyst, and Nimble Bones. Oh, and Tome of Battle for a maneuver-granting item. That's two additional sourcebooks. If we were to take your stance that only items and feats count in this respect because those are available to both parties, we have eight sourcebooks to two.

Granted, if we take the class and available material as a whole, the amount of sourcebooks used is meaningless. However, I'd invite everyone to consider a quote from Giacomo himself:

To illustrate how much the expert uses his class abilities you say it is way less item-dependent than the monk, but the whole point is not about magic item dependence, but how much additional stuff (mundane items, rituals, magic buffs and magic items) in total you need to perform.

In terms of "additional stuff," the monk uses quite a bit more than the adept, and there's still some debate as to whether the monk can perform as advertised.
: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan July 18, 2011, 03:15:23 PM
Granted, if we take the class and available material as a whole, the amount of sourcebooks used is meaningless. However, I'd invite everyone to consider a quote from Giacomo himself:

To illustrate how much the expert uses his class abilities you say it is way less item-dependent than the monk, but the whole point is not about magic item dependence, but how much additional stuff (mundane items, rituals, magic buffs and magic items) in total you need to perform.

In terms of "additional stuff," the monk uses quite a bit more than the adept, and there's still some debate as to whether the monk can perform as advertised.

That's actually pretty funny Boz. Good find!
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 18, 2011, 03:31:48 PM
Huh, I forgot I'd used that maneuver item.  It was a throwaway at the end.  Okay, well, that's two splats then... could easily be one, as that item is hardly critical (but it is handy).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 18, 2011, 04:12:05 PM
This isn't a Core-Only concept to begin with.

Jaronk's comment about using less books (guess what, it always will since items/feats are the only noncore thing an adapt can have) is being taken way out of parturition.
The debate here isn't about core versus non-core. The debate is about the degree to which each build relies on material beyond its initial printing.
That, and the sheer amount of effort it takes to optimize into usefulness. The adept hardly requires any (just a feat or three), whereas the monk? Yeeeah...
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 18, 2011, 04:16:48 PM
And the Adept hardly required any of it, considering none of his Libris Mortis feats were even used significantly in this fight.  I was just building the Adept I had talked about... not one designed for this fight.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 18, 2011, 06:42:57 PM
I am overwhelmed...
...will post more next weekend (no time until then  :)).

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 18, 2011, 08:19:29 PM
... of course, that is a very odd thing to be taken way out of.

Though quite frankly I *would* like to keep the animated dead as far away from childbirth as possible. Even if you reign undead them to have profession (midwife), thank you.
Or you could just turn the babies into wights and laugh maniacally as they gnaw their way out and proceed to plague the living.

MUAHAHAHAHAHA!
They already did that in Twilight.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 18, 2011, 09:45:03 PM
... of course, that is a very odd thing to be taken way out of.

Though quite frankly I *would* like to keep the animated dead as far away from childbirth as possible. Even if you reign undead them to have profession (midwife), thank you.
Or you could just turn the babies into wights and laugh maniacally as they gnaw their way out and proceed to plague the living.

MUAHAHAHAHAHA!
They already did that in Twilight.

See, the rest of us wouldn't know as we didn't read or watch it. Except maybe the first book. I try to forget but it's still in my nightmares.

For shame. :pout
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 18, 2011, 11:23:27 PM
Oh, right. You aren't.
I learned from posts like yours.

... of course, that is a very odd thing to be taken way out of.

Though quite frankly I *would* like to keep the animated dead as far away from childbirth as possible. Even if you reign undead them to have profession (midwife), thank you.
While Firefox has successfully implemented a spell checker, it has not came up with an idiot checker.

The debate here isn't about core versus non-core. The debate is about the degree to which each build relies on material beyond its initial printing.
And what value does that have? Does your entire group lack books and you're using... Well hell the SRD is six or more books. Idk, a PHB and candles? Where are you really going with this? WotC's online releases is enough to make another ten or twelve publishes books of content. Hell my phone has more jpged rules then we have collectively posted here and with them, book count has never been an issue with any DM I've ever played under. In short, book limit is nothing more than a limitation of rules the DM has access to, which you as the guy with all the rules for your character, can provide. And if your DM is blanket banning entire lists of books you wanted to use, it's called karma for your behavior here.

While you are sitting there going "Diplomacy + Greatest Core Monster You Know ? I'm useful!" and bitching about how lazy you are to come up with a detailed build under some shabby excuse and instead built entirely on someone else validating your combat capability, Gia put forth effort. Sure it may come up short, flawed, and accident prone. But at least he isn't talking about how great someone else's pokemon are and submitting his ideas rather than bashing someone's concept in every post they can.

Don't complain about how some one is more resourceful than you (http://en.wikipedia.org/wiki/The_Fox_and_the_Grapes), it's why you're here. To learn them.

: Re: Adept vs monk: the final nail in the coffin
: Sinfire Titan July 18, 2011, 11:48:53 PM
See, the rest of us wouldn't know as we didn't read or watch it.

For you, there's TvTropes.
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 18, 2011, 11:49:19 PM
And what value does that have? Does your entire group lack books and you're using... Well hell the SRD is six or more books. Idk, a PHB and candles? Where are you really going with this? WotC's online releases is enough to make another ten or twelve publishes books of content. Hell my phone has more jpged rules then we have collectively posted here and with them, book count has never been an issue with any DM I've ever played under. In short, book limit is nothing more than a limitation of rules the DM has access to, which you as the guy with all the rules for your character, can provide. And if your DM is blanket banning entire lists of books you wanted to use, it's called karma for your behavior here.
Let me put it this way. If I made a commoner build using seven different splatbooks that managed to kick the ass of a CR 12 dragon, that would not prove the supremacy of the commoner. That would prove the supremacy of the various options pulled from those books. Likewise, a monk build which relies heavily on magic items, feats, skill tricks, and the like from a wide variety of books does nothing to prove or disprove the hypothesis that the monk is worse than the adept. It only proves that this particular monk needs a wider variety of books to be effective, and the degree to which it is effective is still debated.

The most you can assume any DM or player has are the core rulebooks and the books from which the players' classes come. It doesn't matter that WotC has a wide variety of available material free for anyone with an internet connection; book limitations are frequently the result of perceived balance issues and not availability. Players frequently have little room in which to work, and while the ability of a class to work well with few other sources isn't an absolute metric for power or balance, it's certainly a major determining factor. If you can only make a class viable with a great many sources open to you, you have a class that is only viable in corner cases, regardless of how easily those sources are obtained.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 19, 2011, 12:03:22 AM
Here's the thing. Your monk exists, and whatever of its features are accessible only by monks are points in its favor. However, Tiers have to take into account real games, besides theoretical power. This is why certain options for ACFs can move a class up or down a Tier, and why such cases typically get their own separate entry.

You can present any Monk you like, but given the number of splats involved and the fact that each has a nonzero chance to be banned, vs the Adept which is playable (if not super-effective) right out of the box, and the particular optimized one discussed here which only uses (but doesn't really rely upon) Libris Mortis and the Draconomicon (for dragon zombie rules), I'd say it's fairly obvious that your Monk has a strictly lesser chance of making it into any given game. That's a point against it, and while that's not enough to come to a complete conclusion about the class' overall power (after all, have any of us really been allowed to play a RAW Spell-to-Power Erudite under a DM who actually understood the implications of it?), it is a single piece of evidence.

When combined with the base Monk's general inability to function, that does tend to weigh against it. Also, bear in mind; which of your ACFs of choice can your build do without? That's another perspective to consider. Adaptability. If your Monk works only with that specific combination of variables, then it's an outlier on the power curve. So would be an Adept necromancer if it couldn't control significant undead without access to Libris Mortis or something, but it can. If your Monk doesn't really need many and is just using them as an optimizational edge to build on one (or two, at most) ACFs, then you have a decent argument for that ACF moving the Monk up a tier.

EDIT: Corrected a stupid typo.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 19, 2011, 12:11:03 AM
... of course, that is a very odd thing to be taken way out of.

Though quite frankly I *would* like to keep the animated dead as far away from childbirth as possible. Even if you reign undead them to have profession (midwife), thank you.
Or you could just turn the babies into wights and laugh maniacally as they gnaw their way out and proceed to plague the living.

MUAHAHAHAHAHA!
They already did that in Twilight.

See, the rest of us wouldn't know as we didn't read or watch it. Except maybe the first book. I try to forget but it's still in my nightmares.

For shame. :pout
The extent of my involvement in that disaster is watching the first movie.  I heard about the undead-baby-ripping-itself-out-of-the-womb bit from a friend who read all the books.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 19, 2011, 12:31:05 AM
... of course, that is a very odd thing to be taken way out of.

Though quite frankly I *would* like to keep the animated dead as far away from childbirth as possible. Even if you reign undead them to have profession (midwife), thank you.
Or you could just turn the babies into wights and laugh maniacally as they gnaw their way out and proceed to plague the living.

MUAHAHAHAHAHA!
They already did that in Twilight.

See, the rest of us wouldn't know as we didn't read or watch it. Except maybe the first book. I try to forget but it's still in my nightmares.

For shame. :pout
The extent of my involvement in that disaster is watching the first movie.  I heard about the undead-baby-ripping-itself-out-of-the-womb bit from a friend who read all the books.

The question at that point of course is "If they didn't think that to be enough to stop reading, why are they still your friend? Do they collect skulls? Should you be sleeping with a sword?"
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 19, 2011, 12:56:11 AM
Well, she collects swords.
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 19, 2011, 08:19:12 AM
One of the things that makes Dragons so dangerous is not only that they're under-CRed for the basic aspects of them (high saves, AC, HD, etc.), but also that they're supposed to be statted out by the DM.

In other words, every True Dragon you fight is an optimized True Dragon.
Source?
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 19, 2011, 08:46:59 AM
For the record, Jaronk's adept also uses MM IV for that undead that patches up undead up for free.

One of the things that makes Dragons so dangerous is not only that they're under-CRed for the basic aspects of them (high saves, AC, HD, etc.), but also that they're supposed to be statted out by the DM.

In other words, every True Dragon you fight is an optimized True Dragon.
Source?

Actualy an interesting point I overlooked. Unlike other monsters in the MM, dragons don't have "ready to use" stat blocks. You have their base stats, but you still need to give them feats and skills, unlike other monsters that make simply horrendous feat and skill choices.

So indeed you can't throw a true dragon out of the MM at the party whitout personally selecting its feats and skill points.
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 19, 2011, 11:11:45 AM
For the record, Jaronk's adept also uses MM IV for that undead that patches up undead up for free.
True, although I was under the impression that the carnifex wasn't there by design but rather because that's one of the encounters he rolled.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 19, 2011, 11:36:25 AM
For the record, Jaronk's adept also uses MM IV for that undead that patches up undead up for free.
True, although I was under the impression that the carnifex wasn't there by design but rather because that's one of the encounters he rolled.

He made them with Animate Dead.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 19, 2011, 12:02:05 PM
For the record, Jaronk's adept also uses MM IV for that undead that patches up undead up for free.

One of the things that makes Dragons so dangerous is not only that they're under-CRed for the basic aspects of them (high saves, AC, HD, etc.), but also that they're supposed to be statted out by the DM.

In other words, every True Dragon you fight is an optimized True Dragon.
Source?

Actualy an interesting point I overlooked. Unlike other monsters in the MM, dragons don't have "ready to use" stat blocks. You have their base stats, but you still need to give them feats and skills, unlike other monsters that make simply horrendous feat and skill choices.

So indeed you can't throw a true dragon out of the MM at the party whitout personally selecting its feats and skill points.
And spells.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 19, 2011, 01:04:15 PM
True, although I was under the impression that the carnifex wasn't there by design but rather because that's one of the encounters he rolled.

No, I forgot to mention that in the source books.  Necrosis Carnexes are actually made of any humanoid corpses you like (meaning they're really easy to get), so that should count as a source book too.  In fact, that one's pretty important, because I needed either the Carnexes or a casting of Black Sand to get permanent healing (Black Sand would be in Sandstorm, so either way it would be one more book).

So that's three other books... though none needed in this fight.  A fourth when you count the fact that I'll be raising that dragon as a Zombie Dragon... again, not really relevant to this fight.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 19, 2011, 01:17:54 PM
book limitations are frequently the result of perceived balance issues and not availability.
Like Psionics is overpowered, FR hate, At-Will disgust (tob), and Steampunk dislike?

Balance isn't the reason they are banned, they just say it is. Just saying.

Here's the thing. Your Adapt exists, and whatever game breaking spell to choose are accessible to anyone with UMD are points in its favor. However, Tiers have to take into account real games, besides theoretical power. This is why certain options for ACFs can move a class up or down a Tier, and why such cases typically get their own separate entry and nothing is solely based on a single build or utter dependency on followers.

You can present any Super Spell you like, most are in core but that is no excuse to pull up some book count comments in a none-Core-only debate. The particular optimized build discussed here which uses the defacto book of undead and the defacto book on dragons to create a powerful proxy but fundamentally overlooks all inherent weaknesses of the Adapt, like the dragon have more than 4 int and just eating him, or the fact the entire undead derailment of the Adapt hinges on starting at level 8 or above. I'd say it's fairly obvious that Adapt has a strictly lesser chance of making it into any given game since a Paladin makes a better spell caster than it. That's a point against it, and while that's not enough to come to a complete conclusion about the class' overall power, it is a single piece of evidence.

When combined with the base Adapt's general inability to function, that does tend to weigh against it. Also, bear in mind; which of your pokemon of choice can your build do without? Without playing an undead loving evil character could you really make it from level 1 to level 12 to start talking about using Polymorph? There are other perspectives to consider as well. Adaptability. If your Adapt works only with that specific combination of variables, then it's an out line on the power curve. So would be an Adept evoker if it couldn't control significant undead without access to Libris Mortis or something, but it can because thats all it has. If your Adapt doesn't really need pokemon and is just using them as an optimizational edge, then you have a decent argument for saying the Adapt him self is combat ready.
Pretty sure I misquoted there...

To note, the Blink ACF is better replaced by paying a spellcaster to Planeshift you to the Ethereal Plane and simply use the Ethereal Reaver. Or given the debate level 12+, just buy something that gives Blink. The Total Concealment ACF is powerful as it saves optimizing the Hide skill, which while easy enough to increase but is yet another corner that the Monk has the direct option to snip. The ubercharger concept is simply how all none-maneuver and none-TWF-bonus-Damage melees fight and thus a much broader area of expertise then single handedly committing all ideas as if you were lv8+ and have a legendary shiny whose CR is actually several times higher than your own begging the simple question of how the hell you beat it to begin with.

I can say I'm not saying the Monk is more powerful than Polymorph or Animate Dead (really, animate dead is weak without key monsters). But what I am saying, is without those two spells the Adapt is crap, and like the Ranger his class feature Summon Familiar is more powerful than him. Bitching about two useful ACFs while hung up on Hydra & TD minions is akin to telling a kid he was bad for stealing candy from the store while you eat it. ...No wait, it's worse than that. This Animated Super Dead tangent is highlighting the fact you consider mindless meatbags better than the Adapt's ability to cast the most broken chain of things in D&D. Try telling the kid to steal some more candy for you afterwards then call the cops or something.

: Re: Adept vs monk: the final nail in the coffin
: JaronK July 19, 2011, 01:29:29 PM
If the Adept is crap without those two spells, why aren't those the spells he's using to beat this Dragon?  I went with Web and Scorching Ray... Animate Dead was mostly giving me nasty stuff to distract the dragon with (and make it harder to just run in and snatch).

I mean yeah, they're really strong spells, but Web and Scorching Ray are really solid too.  And the Imp is quite potent, with his stealth and social skills and divination abilities.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 19, 2011, 01:42:54 PM
Oh my…
Well, first of all on the most recent discussion development:
I have no clue at all why all of a sudden in a non-core rules environment, the exact nature and source and number of official 3.5 material is a criterion.
Even so, JaronK’s build did not just use (apart from core rules) “only Libris Mortis”, but:
-   Monster Manual IV for the carnexes (as Oslecamo correctly pointed out)
-   Monster Manual II (I guess) for the warbeast and magebreed templates on his animal zoo
-   Tome of Battle (ring 1)
-   Complete Mage (ring 2; the desecrating one)
In addition to his build, in his arguments he maintained his adept will take stuff from:
-   Eberron Campaign Setting (for the additional adept domain)
-   That Sands companion (for the Black sands spell)
-   Draconomicon (for the zombie dragon once it is defeated)

Huh? Looks like both adept and monk builds used plenty of different non-core material.
That settles that.

(and if you really, really want to go there – I’d not recommend it – just let us both post core build versions of adept and monk).

I’ll attempt a short summary:
Adept and monk were compared with two different things in mind:
1)   How do they fare vs a typical CR 12 encounter at level 12?
2)   What do they contribute to the group?

The adept-turned-necromancer is clearly lacking in both areas.
1.   He is unable to defeat a mature adult white dragon, since he can never ever hope to sneak up on said dragon, and a prepared dragon snatch attacks/breathes/outmaneuvers the adept with his little army without effort (to send his gimp er imp ahead with just +7 listen/spot to check out the lair is just inviting disaster).
2.   What is worse, the adept necromancer imposes a heavy burden on his group. The group is slowed down (due to the zombies single action constraint), debuffed at least occasionally by the carnexes malign aura, and will alert all monsters within 200ft to their presence. Technically, a large group of minions with one character risks getting boring in combat for other characters – while for instance the hydra zombies can’t do much, the adept player will roll for all of his minions, choose actions etc. Quite boring.

Meanwhile, my monk build showed the ability to solo the dragon (doing aroung 250ish damage in surprise round and first two rounds). He has good chances to stun and trip the dragon. Also, a party can make great use of the monk’s debuffs vs opponents, of his scouting skills and his diplomacy skill.

I kindly ask you again to think on all this, please.

Will post again next weekend.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit July 19, 2011, 01:48:59 PM
An adept can survive levels 1-7 with handle animal optimization, poison optimization, his decent selection of 1st and 2nd level spells, and his familiar.
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 19, 2011, 02:17:26 PM
In regard to the number of sourcebooks used: From a quantitative perspective, the monk still uses twelve sourcebooks to the adept's eight, making him viable in fewer games. It is by no means a solid rubric for determining power; it merely provides an indicator as to how much of a unique case the build in question is.

book limitations are frequently the result of perceived balance issues and not availability.
Like Psionics is overpowered, FR hate, At-Will disgust (tob), and Steampunk dislike?

Balance isn't the reason they are banned, they just say it is. Just saying.
Personal preference is another reason, yes, but their actual balance rarely has anything to do with their bans. How the DM believes they are balanced is the determining factor there. That's why they're called perceived balance issues.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 19, 2011, 02:19:13 PM
It's worth pointing out that the animals and domain are completely unecessary to Jaron's Adept in the Dragon scenario (only need one casting of Black Sand to get as much as you want, and even then it isn't that big of a deal since it would provide a maximum of 18 hp more over the entire fight (it's over in 3 rounds, really).  He can have that much in temporary hp from the Carnexes and ignore the Black Sand altogether.

Now, ignoring the Undead:

The Dragon's maximum effective range is shorter than the Adept's range, so strafing attacks just mean the adept readies actions (and wipes off a third of the dragon's hp each hit while the dragon is using its least optimal attack strategy).  Sneaking up on the dragon is more or less unecessary, he just has to confirm the dragon's whereabouts with the Imp.  Resist Energy (conviniently, on the Adept spell list) would be taking off most (30 points) of the 7d6 damage from the breath weapon to render it more ineffective (actually negating everything that's average damage and a bit higher), even before the save.  

If an Adept knew he was going after a White Dragon (presumably both characters did, since they found the lair), he would have at least cast that beforehand and filled his 3rd level slots with actual combat spells.

The dragon's best strategy against the Monk is strafing.  The best strategy against the Adept is melee.  Only difference is, the strafing dragon vs. Monk results in the dragon taking no damage and the melee vs. Adept taking some (possibly significant) damage.  Not to mention that the Adept can walk back and Web (since the dragon is almost assuredly in a place where he can be nabbed by it if he's in melee range).
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 19, 2011, 02:32:00 PM
Why is the poor dragon forced to fight featless, spellless, equipmentless and skilless against the pimped up adept again?
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 19, 2011, 02:39:33 PM
Why is the poor dragon forced to fight featless, spellless, equipmentless and skilless against the pimped up adept again?
I think one of the assumptions we were operating under was that the dragon had Nerveskitter. That's about the only thing I've seen, and that was in regard to the monk's initiative (can't remember or easily check what the adept did about it, if anything). That said, it does seem unfair that the third party in this competition is unstatted. 
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 19, 2011, 03:21:40 PM
Why is the poor dragon forced to fight featless, spellless, equipmentless and skilless against the pimped up adept again?

Actually, I believe the guy who was playing DM for this gave him Entangling Exhalation and Nerveskitter... not sure what else.  So... no, he wasn't fighting spell less or featless.  It's just that he's going to have a tough time because the Adept can out shoot him in a ranged fight (Maximized or Empowered Scorching Ray vs his vulnerability, against a breath weapon that Resist Energy stops cold) but the zombies become a threat at close range (especially if they start grappling and holding him).

By comparison, all he has to do is out maneuver and breathe on the Monk, staying out of attack range, and then maybe use his Crush attack to screw the Monk entirely.   And neither the Adept nor Monk is likely to sneak up on the Dragon... they tend to have traps and such to protect them, and while the Monk can't avoid those the Adept can't unless he happens to dominate a Rogue (which could happen, but who can say?) and even then the Zombies are hardly stealthy.  So they're both going to be fighting an alerted Dragon... the Adept just has enough force to win in that situation, while the Monk does not.

I'm not sure why Giacomo thinks the Monk's just going to sneak up on the dragon... a smart dragon would just have his lair set up such that his Blindsense reaches to the edge of whatever area he's in.  Why be in a long cave that leaves you somewhat blind to the end of it, when just being around a corner protects you?  Really, nobody sneaks up on a dragon without Darkstalker.  And neither the Monk nor Adept have that.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Solo July 19, 2011, 03:32:45 PM
Why is the poor dragon forced to fight featless, spellless, equipmentless and skilless against the pimped up adept again?
Why do people not bother putting points into literacy?

God knows.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 19, 2011, 03:43:17 PM
Why is the poor dragon forced to fight featless, spellless, equipmentless and skilless against the pimped up adept again?

Actually, I believe the guy who was playing DM for this gave him Entangling Exhalation and Nerveskitter... not sure what else.  So... no, he wasn't fighting spell less or featless.  It's just that he's going to have a tough time because the Adept can out shoot him in a ranged fight (Maximized or Empowered Scorching Ray vs his vulnerability, against a breath weapon that Resist Energy stops cold) but the zombies become a threat at close range (especially if they start grappling and holding him).
Just figured I would point out that 9 headed Hydra zombies are rather unlikely to grapple this dragon.  They have a +25 Grapple modifier (including Cropsecrafter bonus) and the Dragon has +37 modifier.  They're more likely to succeed than the Giaccomonk, but still rather unlikely.  (Who ever thought that Aid Another shouldn't apply to Grapple?  I want to shoot them)
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 19, 2011, 03:47:07 PM
Why is the poor dragon forced to fight featless, spellless, equipmentless and skilless against the pimped up adept again?
Why do people not bother putting points into literacy?

God knows.

For once I'm going to agree with you. I know I posted a few blocks of text, but I assumed by now people would have at least skimmed them.

I was literally building the dragon to the best of my ability specifically to be able to counter PCs. Entangling Exhalation and Fly-By attack prevent any ground based opponent from doing much, Power Attack combined with a 21 BAB can account for a hell of a lot of damage, and Nerveskitter and Silent Image are really the only decent first level spells worth taking. Actually, JaronK, does your build have any flight? Because the Dragon could take Enlarge Breath or Shape Breath and get a 70 foot line that would outrange your ray.

There isn't much else to do, I can't use magic items, change HD or Classes. Feats and spells are it. And even in the Best-Case-Scenario for the dragon, both classes have a decent chance of killing it. Giacomo's Monk has between a 30-60% chance depending on initiative and miss chance, and JaronK's adept depends on being able to avoid being Grappled. If he can, he has basically a 98% chance of victory (He would need to roll 2 1s on his touch attacks) if he cannot, he still has about a 50% chance because of his zombies. This is assuming neither will be able to get the jump on the dragon (Seriously Giacomo, you are assuming you run into in in the best-case-scenario for you. What kind of DM are you playing with? You can kill anything if you catch it sleeping next to a stack of dynamite.)

If I had money to spend on magic items for the dragon, both would lose easily. Ghost Touch natural attacks and Fire resistance. But, alas, that would be cheating.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 19, 2011, 03:59:08 PM
Why is the poor dragon forced to fight featless, spellless, equipmentless and skilless against the pimped up adept again?

Actually, I believe the guy who was playing DM for this gave him Entangling Exhalation and Nerveskitter... not sure what else.  So... no, he wasn't fighting spell less or featless.  It's just that he's going to have a tough time because the Adept can out shoot him in a ranged fight (Maximized or Empowered Scorching Ray vs his vulnerability, against a breath weapon that Resist Energy stops cold) but the zombies become a threat at close range (especially if they start grappling and holding him).

Sorceror spellcasting unlocks the use of arcane wands, and one spell every dragon wants is Blinding Scales, precisely to compensate for its awful touch AC.  The dragon has triple standard treasure and all dragon splatbooks suport that dragons invest in magic items. And it plays to the dragon's strenght of puting their massive natural armor to good use.

Speaking of defences, how are you countering the dragon's SR again? I remember the question rised somewhere, but didn't catch the solution to that.

And as just said the dragon easily outgrapples even your top zombies.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 19, 2011, 04:04:26 PM
Why is the poor dragon forced to fight featless, spellless, equipmentless and skilless against the pimped up adept again?

Actually, I believe the guy who was playing DM for this gave him Entangling Exhalation and Nerveskitter... not sure what else.  So... no, he wasn't fighting spell less or featless.  It's just that he's going to have a tough time because the Adept can out shoot him in a ranged fight (Maximized or Empowered Scorching Ray vs his vulnerability, against a breath weapon that Resist Energy stops cold) but the zombies become a threat at close range (especially if they start grappling and holding him).
Sorceror spellcasting unlocks the use of wands, and one spell every dragon wants is Blinding Scales, precisely to compensate for its awful touch AC.  The dragon has quadruple standard treasure and all dragon splatbooks suport that dragons invest in magic items. And it plays to the dragon's strenght of puting their massive natural armor to good use.

Speaking of defences, how are you countering the dragon's SR again? I remember the question rised somewhere, but didn't catch the solution to that.

And as just said the dragon easily outgrapples even your top zombies.


Ok, so wait, I can invest in magic then?

Somebody get a consensus going here, cause I can build and stat out this dragon with magic items if you want, but in my opinion one of these things with 4x standard treasure for CR 12 (about 40,000 GP) is going to end up being a mite higher than ECL 12.

There is a thing in the MM somewhere that states that monsters are balanced around stats and abilities and not items when determining CR, but humanoids should be expected to have class levels and magic items with them to be balanced.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 19, 2011, 04:07:48 PM
For once I'm going to agree with you. I know I posted a few blocks of text, but I assumed by now people would have at least skimmed them.

I was literally building the dragon to the best of my ability specifically to be able to counter PCs. Entangling Exhalation and Fly-By attack prevent any ground based opponent from doing much, Power Attack combined with a 21 BAB can account for a hell of a lot of damage, and Nerveskitter and Silent Image are really the only decent first level spells worth taking. Actually, JaronK, does your build have any flight? Because the Dragon could take Enlarge Breath or Shape Breath and get a 70 foot line that would outrange your ray.

No listed flight, but I imagined the misc animals might include a few fliers.  I just hadn't been sure what I'd be allowed so that was up in the air.  I was more counting on moving into positions where there was cover so it would have to get closer, and using Web to pull it out of the air (if it was near the cavern ceiling or something.

If I had money to spend on magic items for the dragon, both would lose easily. Ghost Touch natural attacks and Fire resistance. But, alas, that would be cheating.

Indeed, treasure on NPCs is generally supposed to be mostly random.  If this Dragon is running around with Candles of Invocation that would be a bit much.  Both characters would go down HARD if the dragon has decent magic item selection.  I'd recommend starting with a Hat of Disguise so we think it's a Red Dragon. 

And honestly, it sounds like this dragon was more optimized for the encounter than the Adept was, so I think the Adept's clearly putting up a good effort.

I hadn't noticed the dragon could beat the zombies in grappling.  I guess they just attack a lot then (bouncing a good bit off DR unless someone GMWs them, which the Adept isn't doing on his own without domains).  As for SR... I just have enough caster level to get through 2/3 of the time.  Like I said, this encounter was designed specifically to counter the Adept, not the other way around.  In a series of random fights, the Adept would do incredibly well.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: veekie July 19, 2011, 04:22:41 PM
I have to say a properly equipped dragon, compared to one using the treasure as a nice comfy bed, is likely at least several CR higher than their already understated CR, and would kick the ass of any party that's not largely optimized T1-T2.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 19, 2011, 04:28:28 PM
I have to say a properly equipped dragon, compared to one using the treasure as a nice comfy bed, is likely at least several CR higher than their already understated CR, and would kick the ass of any party that's not largely optimized T1-T2.

Eh, likely going down fast and hard against a level 12 Factotum.  Darkstalker and Int to stealth skills on an Int and Dex class means he'll never see the guy coming, and being able to land Shivering Touch while ignoring SR and adding Int to the Dex damage means the dragon just falls over paralyzed before he knows what's happening.  In that situation, pre buffing won't help because the Factotum can completely surprise the dragon whenever he wants and thus control the fight.  Plus, he can use Cunning Surge to cast Spectral Hand + Shivering Touch in one round, thus allowing him to surprise attack from longer range (important with stealth).  Of course, this doesn't work on White Dragons, but it works on most of the rest of them.

But that's just because Factotums are nicely set up against Dragons. 

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 19, 2011, 04:44:58 PM
I have to say a properly equipped dragon, compared to one using the treasure as a nice comfy bed, is likely at least several CR higher than their already understated CR, and would kick the ass of any party that's not largely optimized T1-T2.

Eh, likely going down fast and hard against a level 12 Factotum.  Darkstalker and Int to stealth skills on an Int and Dex class means he'll never see the guy coming, and being able to land Shivering Touch while ignoring SR and adding Int to the Dex damage means the dragon just falls over paralyzed before he knows what's happening.  In that situation, pre buffing won't help because the Factotum can completely surprise the dragon whenever he wants and thus control the fight.  Plus, he can use Cunning Surge to cast Spectral Hand + Shivering Touch in one round, thus allowing him to surprise attack from longer range (important with stealth).  Of course, this doesn't work on White Dragons, but it works on most of the rest of them.

But that's just because Factotums are nicely set up against Dragons. 

JaronK

It's funny, Silver Dragons were always my favorite even before I knew enough about Dragonslaying to know that Shivering Touch immunity alone makes them stronger than Golds.

Any Gold or Red Dragon with 7th level spells who doesn't have Energy Immunity: Cold on all the time however deserves what he gets.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 19, 2011, 04:47:56 PM
Will wonders never cease? I got a mobile internet connection... :)
Opportunity to help clarify some misperceptions.

People wondered (even though I think I already explained it several times) how my monk build can sneak up on the dragon.
Again: the monk can charge in the surprise round (partial charge) due to his high movement from outside the dragon's 60ft blindsense range. Beyond that range, the monk has either invisibility up or fairly good hide skill. His +33 spot skill makes him spotting even the hidden dragon quite likely.

And even in the case of JaronK's dragon designer cave (a good idea, without irony  :D) the monk can buff before entering the cave (blink, invisibility, enlarge), enter it and due to combat reflexes can try to trip the dragon attacking him (spiked chain has 20ft reach) even when being flat-footed. Meanwhile, blink halves any breath weapon attack. In case of entangle breath attack, just dimension door out, try again (if it really hampers performance that much...after all in the now smaller cave even the monk's halved movement and some STR penalties would not matter that much.

Bye for now.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 19, 2011, 04:51:44 PM
I support no wealth. Not because it's the most representative of a Dragon's actual circumstances, but because I don't think you need it and because someone will always complain about it being the item's power rather than the Dragon's.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 19, 2011, 05:05:42 PM
And even in the case of JaronK's dragon designer cave (a good idea, without irony  :D)

I can't imagine why the dragon wouldn't do that.  I mean, it's his house.  He built it.  And White Dragons like that sort of thing... their caverns are supposed to be covered in slippery ice and designed for climbing around in.

the monk can buff before entering the cave (blink, invisibility, enlarge), enter it and due to combat reflexes can try to trip the dragon attacking him (spiked chain has 20ft reach) even when being flat-footed.

And how, precisely, does he know which cavern the dragon is in?  He can't see him, after all, and you've already established this is a stealthy dragon (which does fit for a White Dragon).  So I really don't see how he's buffing before entering the room, at least with buffs that cost money (as opposed to ones he can keep using over and over).

If you look at White Dragon tactics, they like to ambush enemies and hit them hard and fast.  So I'd expect the dragon to be alerted to the presence of intruders by traps (neither of us can bypass them well, unless the Adept managed to dominate a Rogue type, but we can't guarantee that).  As such, he'd be waiting in a random part of the cavern that he knows about and has designed for this purpose.  Probably hanging on the icy wall above the entrance to a room that's fully covered by blindsense, ready to pounce on whoever comes in and likely full attack it.  Since the Monk was relying on pre buffing, he's hosed... the Dragon will likely just use his Crush attack to instant pin him, ending the fight before it starts.  He'll never even know to buff.

In the case of the Adept, it's just a question of what minion walks in first... if it's a small one, the Dragon might wait to see what else comes in.  If it's a big one, he might attack it immediately (White Dragons like to kill the biggest threat first).  I imagine he's going to hit hard, but it's not obvious that the Adept is the primary threat, so there's a very good chance that he's not the one hit first and thus can open fire.  After all, his zombies can take a HUGE amount of damage before going down, so it's fine if they get hit in the surprise round.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 19, 2011, 05:06:52 PM
Will wonders never cease? I got a mobile internet connection... :)
Opportunity to help clarify some misperceptions.

People wondered (even though I think I already explained it several times) how my monk build can sneak up on the dragon.
Again: the monk can charge in the surprise round (partial charge) due to his high movement from outside the dragon's 60ft blindsense range. Beyond that range, the monk has either invisibility up or fairly good hide skill. His +33 spot skill makes him spotting even the hidden dragon quite likely.

And even in the case of JaronK's dragon designer cave (a good idea, without irony  :D) the monk can buff before entering the cave (blink, invisibility, enlarge), enter it and due to combat reflexes can try to trip the dragon attacking him (spiked chain has 20ft reach) even when being flat-footed. Meanwhile, blink halves any breath weapon attack. In case of entangle breath attack, just dimension door out, try again (if it really hampers performance that much...after all in the now smaller cave even the monk's halved movement and some STR penalties would not matter that much.

Bye for now.

- Giacomo

A: You cannot trip a flying opponent.

B: You seem to be assuming you automatically know exactly where the dragon is before entering the cave and not vica versa. I didn't read X-ray specs or scrying on your sheet. As you don't have Detect Magic, and he likely has, y'know, a basic "don't get your throat cut in your sleep" (http://www.d20srd.org/srd/spells/alarm.htm) ward up at the only entrance to his cave at the very least, I'm not seeing where you're getting any of this. You are still assuming a best-case-scenario for you against an opponent who, if he was this dumb, would not have made it to this age category.

C: You don't have hide in plain sight. Even assuming the basic dragon is chilling in a huge, well lit cave without any pillars, you have nothing to hide behind. More likely, he has made use of the terrain, staying within 60 feet of a corner, providing instant detection as soon as you poke your head out. Alternatively he could just be sleeping on the ceiling. (http://www.d20srd.org/srd/spells/spiderClimb.htm)

D: Ok, you Dimension Door out... giving the dragon plenty of time to move, heal, reset traps or leave.

Plus you get one "Get out of Jail Free" card, and then he just Entangles you again. His breath will have recharged by then.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 19, 2011, 05:08:28 PM
Shinzen, why does your dragon not have Mage Armor?
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 19, 2011, 05:14:03 PM
You can trip a flying opponent, so long as he has less than perfect maneuverability and is using wings to fly. 
: Re: Adept vs monk: the final nail in the coffin
: PhaedrusXY July 19, 2011, 05:17:40 PM

E: You should really read the rules before trying to abuse them.

: SRD
Flat-Footed
At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues have the uncanny dodge extraordinary ability, which allows them to avoid losing their Dexterity bonus to AC due to being flat-footed.

A flat-footed character can’t make attacks of opportunity.
You should read the rules before chastising people to read the rules. :D

Combat Reflexes [General]
Benefit

You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

With this feat, you may also make attacks of opportunity while flat-footed.
Normal

A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special

The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

A fighter may select Combat Reflexes as one of his fighter bonus feats.

A monk may select Combat Reflexes as a bonus feat at 2nd level.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 19, 2011, 05:39:27 PM

E: You should really read the rules before trying to abuse them.

: SRD
Flat-Footed
At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues have the uncanny dodge extraordinary ability, which allows them to avoid losing their Dexterity bonus to AC due to being flat-footed.

A flat-footed character can’t make attacks of opportunity.
You should read the rules before chastising people to read the rules. :D

Combat Reflexes [General]
Benefit

You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

With this feat, you may also make attacks of opportunity while flat-footed.
Normal

A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special

The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

A fighter may select Combat Reflexes as one of his fighter bonus feats.

A monk may select Combat Reflexes as a bonus feat at 2nd level.

My bad. :blush

Shinzen, why does your dragon not have Mage Armor?

In this case, there would be better choices. He could take it though. He has only used 1 first level spell.

You can trip a flying opponent, so long as he has less than perfect maneuverability and is using wings to fly. 

What if it's a Dragon with the Hover feat? Then it doesn't need forward movement.
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 19, 2011, 06:05:47 PM
I don't think it's a function of forward movement. It's clarified in a Rules of the Game article somewhere, and probably the Rules Compendium.
: Re: Adept vs monk: the final nail in the coffin
: Shinzen July 19, 2011, 06:11:18 PM
I don't think it's a function of forward movement. It's clarified in a Rules of the Game article somewhere, and probably the Rules Compendium.

Yeah, I read the rules of the game argument, and it said that it causes the flying creature to "stall", which is what happens when you do not move forward with a fly speed < perfect maneuverability. I'm not sure how that interacts with the Hover feat.

: Re: Adept vs monk: the final nail in the coffin
: lans July 19, 2011, 06:45:24 PM
If the dragon has 2 feats availble Martial Study(burning blade) and Martial Stance(Flame's Blessing) would be good choices
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 19, 2011, 10:26:00 PM
I don't think it's a function of forward movement. It's clarified in a Rules of the Game article somewhere, and probably the Rules Compendium.

Yeah, I read the rules of the game argument, and it said that it causes the flying creature to "stall", which is what happens when you do not move forward with a fly speed < perfect maneuverability. I'm not sure how that interacts with the Hover feat.



Stalling in flight is the technical term for falling in flight.

What monk build is Giacomo using again? The one with +3 touch attacks and only like +16 on his trip attempts against the dragon that has, what? +25 or something to it's trip attacks? If so, why are we even discussing trip as anything near viable?

If this is a fight of Monk vs. Mature adult White Dragon or Adept vs. Mature adult white Dragon. My money is on the dragon in both cases, if only for the fact that it has a ridiculous amount of HP, casts like a level 5 (7 with optimization) sorcerer and can generally use a variety of tactics.

Against the monk, it can pretty much just land on him, and then eat him. Against the adept, well it could cast Command Undead on the first Hydra to enter the room, and have it start eating stuff. Then continue by moving back a bit, as the adept scrambles to re-order his zombies to attack eachother before the hydra eats him (a hydra that is quite hard to kill, especially if filled with black sand), attack again under the guise of an invisibility spell and freeze the adept who seem to be shouting the commands.

My usual way of using white dragons is to have them have caves in glacier walls/caverns. This is a remarkably hard place to do battle, as the dragon can run and fly all over the place. While adventurers usually find it too slippery to do much.

Against regular CR 12 opponents, my money is probably on the adept, but dragons are pretty powerful if played right.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 19, 2011, 10:44:07 PM
Mature Adult Whites only cast as a 3rd level Sorcerer, so they're stuck with 1st level spells.  No Command Undead or Invisibility for the dragon.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 19, 2011, 10:51:40 PM
Mature Adult Whites only cast as a 3rd level Sorcerer, so they're stuck with 1st level spells.  No Command Undead or Invisibility for the dragon.

Oh, yeah you are right. He needs loredrake for that.

Well. If both of them succeed or fail against the white dragon. I'm up for DM'ing a fight against a brass dragon. Adult, since it is CR 12. Which is IMO the strongest CR 12 Dragon in the core book.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 19, 2011, 11:59:41 PM
As for the magic items issue, I say they should get standard wealth invested into usable equipment for a 12th-level NPC.  A Dragon's Hoard is predominantly coinage, but includes the odd suit of armor, sword, wand, spellbook, etc.  Anything of value can potentially be found in a Dragon's Hoard, and while a Dragon will never willingly part with their hoard, they'll still use anything found within that hoard to defend themselves from interlopers.  Afterall, foolish adventurers are bound to contribute greatly to the Hoard after being slain by the Dragon, and anything that's been displaced can be recollected by the Dragon's pet kobolds after the fight.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 20, 2011, 12:01:30 AM
If the Adept is crap without those two spells, why aren't those the spells he's using to beat this Dragon?  I went with Web and Scorching Ray... Animate Dead was mostly giving me nasty stuff to distract the dragon with (and make it harder to just run in and snatch).

I mean yeah, they're really strong spells, but Web and Scorching Ray are really solid too.  And the Imp is quite potent, with his stealth and social skills and divination abilities.
Your saying Web + Scorching Ray because you think that does something, and as you pointed out you're dependent on Animate Dead to distract him and which in every post you remark as towards controlling a Hydra level of creature.

A. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
B. The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

You're 7 damage on your second turn and around 63ish the next puts you three turns in and it at 75% HP. Poking it with a stick is more effective than your plan outside of pokemon.

An adept can survive levels 1-7 with handle animal optimization, poison optimization, his decent selection of 1st and 2nd level spells, and his familiar.
Sorry, I haven't played pokemon since Gold/Silver. I do think you're point of Pet/Item abuse to prove your Adapt isn't proving anything other than how useful those things that everyone (including the dragon) can and probably should have.

The Dragon's maximum effective range is shorter than the Adept's range
How did the Adapt get over 200ft flight in speed?

Only difference is, the strafing dragon vs. Monk results in the dragon taking no damage and the melee vs. Adept taking some (possibly significant) damage.  Not to mention that the Adept can walk back and Web (since the dragon is almost assuredly in a place where he can be nabbed by it if he's in melee range).
See Web comments (helps to know the spell) and (again not talking of Gia's build) the Monk can charge after DDooring as a move action via Battle Jump, possible killing it outright right then and there. Barring Battle Jump abuse, the Necropoliton/Soul Drinker combo means being ate is a great thing since you can deal two (or four with snap kick) negative levels per round. Branching from items & races, the Monk sports Evasion or Blink and probably Total Concealment meaning Breath is the only thing that can really bother the Monk, coupled with superior damage (no 50% miss chance) in combat the so call Monk sports three alternatives to fight a dragon without cowering in the corner and relying on Handle Animal (which he can use, just as he can UMD Animate Dead). The Adapt has what again? Wasted actions by the current plan of action. But I blame player skill there.

We're not talking about a Wizard, or hell even a Sorcerer. The Adapt's spell list sucks and is fixed. He has 4th level spells not 6th. The Adapt's most offensive option really is pets and he doesn't really have Crowd Control either. Diplomacy is the greatest proxy ability in D&D, not Animate Dead or even Dominate Monster.

Why is the poor dragon forced to fight featless, spellless, equipmentless and skilless against the pimped up adept again?
Not me. I voted for a Steel Dragon Gish. You know, a JPM/AC mix. :D

I'm not sure why Giacomo thinks the Monk's just going to sneak up on the dragon.
Did he take Darkstalker?

Ok, so wait, I can invest in magic then?
Yes :p
But Dragon's to love their gold piles, Whites them selves have a fondness for Diamonds and coat their piles of coins with ice (per MMI), so they won't actually be wearing all of it. A single set of WBL and the rest for the lair is a very modest amount. Mindful, the White is Evil and may not have any qualms of creating his own undead legion, and said minions may still be wearing their scarred armor...

Any Gold or Red Dragon with 7th level spells who doesn't have Energy Immunity: Cold on all the time however deserves what he gets.
Mantle Of The Icy Soul (10,450gp to pay someone else to cast it, Frostburn) gives you the [Cold] subtype making you immune to Shivering Touch while ditching that weakness.

I support no wealth. Not because it's the most representative of a Dragon's actual circumstances, but because I don't think you need it and because someone will always complain about it being the item's power rather than the Dragon's.
To note, I'm only on board with the pokemon bashing as a counter to bitching about an ACF being too powerful and it's not the Monk (a big wtf there since it's the Monk's ACF).

Ok, I always pokemon bash. But hey, I didn't start up until then :p

A: You cannot trip a flying opponent.
A. You can, it stalls them in midair (see FAQ) which can in fact make them fall (which in turn sets up moar Battle Jump abuse). Srsly, I've had Battle Jump banned from most games after I use it (not the entire book its in, the feat, see also intelligent DM) :)

Anyway,

: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 20, 2011, 12:46:02 AM
The Dragon's maximum effective range is shorter than the Adept's range
How did the Adapt get over 200ft flight in speed?
How did the Dragon get any form of attack that had more range than the Adept's spells?  The Adept can't catch up with the dragon, but the dragon can't harm the adept without putting itself within the Adept's range (and the Adept deals much more damage in a firefight between the two).  Dragon's breath weapon has a 50 ft range, but a level 12 Adept has 55ft range on Short range spells.  If the dragon can attack, so can the Adept.

Only difference is, the strafing dragon vs. Monk results in the dragon taking no damage and the melee vs. Adept taking some (possibly significant) damage.  Not to mention that the Adept can walk back and Web (since the dragon is almost assuredly in a place where he can be nabbed by it if he's in melee range).
See Web comments (helps to know the spell) and (again not talking of Gia's build) the Monk can charge after DDooring as a move action via Battle Jump,
Dimension Door ends your turn (helps to know the spell) and Web still holds the dragon down long enough for the Adept to easily leave melee range and fire off a Scorching Ray (which, conviniently, is not an area attack and is not targetted at the web, so the web doesn't start burning.  Helps to know the spell).
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 20, 2011, 02:32:51 AM
Only difference is, the strafing dragon vs. Monk results in the dragon taking no damage and the melee vs. Adept taking some (possibly significant) damage.  Not to mention that the Adept can walk back and Web (since the dragon is almost assuredly in a place where he can be nabbed by it if he's in melee range).
See Web comments (helps to know the spell) and (again not talking of Gia's build) the Monk can charge after DDooring as a move action via Battle Jump,
Dimension Door ends your turn (helps to know the spell) and Web still holds the dragon down long enough for the Adept to easily leave melee range and fire off a Scorching Ray (which, conviniently, is not an area attack and is not targetted at the web, so the web doesn't start burning.  Helps to know the spell).
He's talking about the absurd reading of Battle Jump where you get a free, non-action Charge attack if you drop 10' into an enemy's space, regardless of whether it's your turn or not.  I'm sure there's some kind of TO pogo stick build around somewhere that goes into more detail about that reading of the feat.  A more sensible (and common) reading is that if your action is to drop down from above and attack, then your attack is treated as a charge.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 20, 2011, 04:23:35 AM
How did the Dragon get any form of attack that had more range than the Adept's spells?
I think you are way off what I meant.

All this bashing about the Monk having 1/day Door is overlooking the fact the Adapt doesn't have DDoor, or Heart of Water, or Freedom of Movement, or hell even Grease, or anything other than items he stocks up on to escape Grapple. And so if the dragon lands his Bite attack, Snatch kicks in (Jaron and Gia both were talking about it a page or two ago) and the dragon has a virtually unbeatable Grapple check. So what prime offense does the Adapt have? He shoots a ray attack from 85ft out and presumably moves away. Unless he has a Speed of 115ft+, the dragon fracking eats him. Do not pass go, do not collect $200. After chewing for a bit (auto hit bite attack) on the now grappled-thus-no-somatic-spells, the dragon spits the Adapt's corpse into one of those traps that you guys were going on about the Monk being killed by.

Web still holds the dragon down long enough for the Adept to easily leave melee range and fire off a Scorching Ray (which, conveniently, is not an area attack and is not targeted at the web, so the web doesn't start burning.  Helps to know the spell).
Helps to know the spell, helps to know the spell. If you followed my advice, you wouldn't have just embarrassed your self further.

A. DDoor doesn't end your turn and X-Codes already answered this for me. Even if you used X-Code's interpretation, Flashing Sun (or w/e)'s free attack can still be considered a charge if you do it right. Have you even clicked on The Hood link Endaire posts daily?
B. Web isn't super awesome. The dragon has a 12+Items vs DC 11 + the Adapt's WisMod (yeah, it probably needs a 2 to beat it), upon making the save the dragon can move 10ft though the Web with yet another 2 on it's check arguably freeing it. Should it fail, the lame AC bonus aside (your talking 6+dex vs 14+items and hitting 3 attacks per round), Web notes it's self as instantly burned away upon fire passing though it (like a burning ray of [Fire] damage) so your own spell frees it. Further, Web is only a 20x20 area and must be anchored by two opposing points and I'm not talking two points on the ground creates a 20ft tall area. Unless the dragon backs into a corner it can never really be hit by the Web while in flight. All these hindrances aside, the dragon may very well use Web on the Adapt while walking out of the first Web just to make the Adapt waste time (and unlike the dragon, won't be making a useful str check). In short, the sheer execution of a Standard Action for this spell is worse than anything other than pouring Salt & Pepper on you.
C. Scorching Ray doesn't have enough of a range to bring up silly points like the Adapt stays out of melee range while the Monk can't. They both remain in chew toy range. But, at least the Monk gets a 1/day get out of jail free card, which also can give him free attacks...
D. Also, spell checker. Because this post needs more puns.

Next time you want to come off with a whiny repeating return, at least follow the original advice. As I mentioned, the only real offense the Adapt has is his pokemon and if you read in between the glowing lines of pet hate and Diplomacy is better, I already mentioned shinies can be better (combat wise) than a Monk. ...Of course, tiers aren't really be based on what your pets can do, or how being super optimized such my generalist Monk at level 9 can take the dragon means a lot, even if picking the weakest dragon whose energy type is worthless against Undead is still fully capable of butt-raping the Adapt with pets. One fight isn't enough to reach any conclusion so you're doing great so far.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 20, 2011, 07:52:21 AM
A. DDoor doesn't end your turn

: SRD
Dimension Door
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn.

Any other action would even mean free actions, in fact.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 20, 2011, 08:21:56 AM
How did the Dragon get any form of attack that had more range than the Adept's spells?
I think you are way off what I meant.

All this bashing about the Monk having 1/day Door is overlooking the fact the Adapt doesn't have DDoor, or Heart of Water, or Freedom of Movement, or hell even Grease, or anything other than items he stocks up on to escape Grapple. And so if the dragon lands his Bite attack, Snatch kicks in (Jaron and Gia both were talking about it a page or two ago) and the dragon has a virtually unbeatable Grapple check. So what prime offense does the Adapt have? He shoots a ray attack from 85ft out and presumably moves away. Unless he has a Speed of 115ft+, the dragon fracking eats him. Do not pass go, do not collect $200. After chewing for a bit (auto hit bite attack) on the now grappled-thus-no-somatic-spells, the dragon spits the Adapt's corpse into one of those traps that you guys were going on about the Monk being killed by.
I believe the presented Adept had ~2kgp left.

Anklet of Translocation.

Web still holds the dragon down long enough for the Adept to easily leave melee range and fire off a Scorching Ray (which, conveniently, is not an area attack and is not targeted at the web, so the web doesn't start burning.  Helps to know the spell).
Helps to know the spell, helps to know the spell. If you followed my advice, you wouldn't have just embarrassed your self further.

A. DDoor doesn't end your turn and X-Codes already answered this for me. Even if you used X-Code's interpretation, Flashing Sun (or w/e)'s free attack can still be considered a charge if you do it right. Have you even clicked on The Hood link Endaire posts daily?
B. Web isn't super awesome. The dragon has a 12+Items vs DC 11 + the Adapt's WisMod (yeah, it probably needs a 2 to beat it), upon making the save the dragon can move 10ft though the Web with yet another 2 on it's check arguably freeing it. Should it fail, the lame AC bonus aside (your talking 6+dex vs 14+items and hitting 3 attacks per round), Web notes it's self as instantly burned away upon fire passing though it (like a burning ray of [Fire] damage) so your own spell frees it. Further, Web is only a 20x20 area and must be anchored by two opposing points and I'm not talking two points on the ground creates a 20ft tall area. Unless the dragon backs into a corner it can never really be hit by the Web while in flight. All these hindrances aside, the dragon may very well use Web on the Adapt while walking out of the first Web just to make the Adapt waste time (and unlike the dragon, won't be making a useful str check). In short, the sheer execution of a Standard Action for this spell is worse than anything other than pouring Salt & Pepper on you.
C. Scorching Ray doesn't have enough of a range to bring up silly points like the Adapt stays out of melee range while the Monk can't. They both remain in chew toy range. But, at least the Monk gets a 1/day get out of jail free card, which also can give him free attacks...
D. Also, spell checker. Because this post needs more puns.

Next time you want to come off with a whiny repeating return, at least follow the original advice. As I mentioned, the only real offense the Adapt has is his pokemon and if you read in between the glowing lines of pet hate and Diplomacy is better, I already mentioned shinies can be better (combat wise) than a Monk. ...Of course, tiers aren't really be based on what your pets can do, or how being super optimized such my generalist Monk at level 9 can take the dragon means a lot, even if picking the weakest dragon whose energy type is worthless against Undead is still fully capable of butt-raping the Adapt with pets. One fight isn't enough to reach any conclusion so you're doing great so far.
You are really bad at this.  A and B are both 90% wrong (you even got my name wrong).  C is out of context, Scorching Ray doesn't invalidate the Dragon's ability to melee (and absolutely nobody is suggesting it does), but rather it invalidates his ranged options.  What's more, you're also wrong in thinking that anyone is really saying the Adept will win a 1v1 fight.  The Adept has potential to win, and since he has potential to win, he will definitely contribute to the concerted efforts of a group to kill this dragon.  The Monk, on the other hand, is pretty much just a melee-range beatstick, and it's not that great of one vs. the Dragon.  Even a properly-built Monk likely won't hit the Dragon more than once or twice a round, and is almost guaranteed to get eviscerated by the Dragon with a single full attack.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 20, 2011, 08:29:33 AM
How did the Dragon get any form of attack that had more range than the Adept's spells?
I think you are way off what I meant.

All this bashing about the Monk having 1/day Door is overlooking the fact the Adapt doesn't have DDoor, or Heart of Water, or Freedom of Movement, or hell even Grease, or anything other than items he stocks up on to escape Grapple. And so if the dragon lands his Bite attack, Snatch kicks in (Jaron and Gia both were talking about it a page or two ago) and the dragon has a virtually unbeatable Grapple check. So what prime offense does the Adapt have? He shoots a ray attack from 85ft out and presumably moves away. Unless he has a Speed of 115ft+, the dragon fracking eats him. Do not pass go, do not collect $200. After chewing for a bit (auto hit bite attack) on the now grappled-thus-no-somatic-spells, the dragon spits the Adapt's corpse into one of those traps that you guys were going on about the Monk being killed by.
I believe the presented Adept had ~2kgp left.

Anklet of Translocation.

The dragon's bite has 15 feet reach. Anklet of translocation teleports you 10 feet. You're not geting away from its teeths.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 20, 2011, 08:36:17 AM
The dragon's bite has 15 feet reach. Anklet of translocation teleports you 10 feet. You're not geting away from its teeths.
It is if you're teleporting behind a Zombie.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 20, 2011, 08:46:26 AM
You aren't. With snatch and flyby attack, the dragon can pick the adept up and lift him in the air before he can activate the anklet. So you teleport in mid-air whitout any zombie to hide behind.

Not to mention you can't teleport into the space of other creatures, and it seems awfully convenient to me you surrounded yourself with-medium sized zombies and then left empty spaces all around. Actualy the last build had huge-sized hydra zombies, aka you can't anklet behind them at all (they fill 15 feet sided boxes).
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 20, 2011, 09:19:41 AM
You aren't. With snatch and flyby attack, the dragon can pick the adept up and lift him in the air before he can activate the anklet. So you teleport in mid-air whitout any zombie to hide behind.

Not to mention you can't teleport into the space of other creatures, and it seems awfully convenient to me you surrounded yourself with-medium sized zombies and then left empty spaces all around. Actualy the last build had huge-sized hydra zombies, aka you can't anklet behind them at all (they fill 15 feet sided boxes).


You could anklet 10 ft up and activate combat jump with your scorching ray. Then the dragon dies on average rolls.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 20, 2011, 09:29:32 AM
1-You can't anklet 10 feet up because the huge dragon is just above you.
2-Combat jump only works with charges. Firing a scorching ray isn't a valid charge attack.
3-Even if somehow the two points above were ignored out of pity for the Adept, he still provokes an Aoo for droping 5 feet and is grappled again.

: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 20, 2011, 12:52:40 PM
All that we've realized in the last 10 pages is that Dragons played to their full potential are borderline un-killable by normal play in a sub Tier 3 party.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 20, 2011, 02:53:57 PM
1-You can't anklet 10 feet up because the huge dragon is just above you.

Erm. How can the dragon be 10 ft above you when you are snatched between his jaws? Does a huge creature have that big an upper lip?

2-Combat jump only works with charges. Firing a scorching ray isn't a valid charge attack.
Yeah, but then with reach you could hurt him hard with some weapon. The monk is better at this though.

3-Even if somehow the two points above were ignored out of pity for the Adept, he still provokes an Aoo for dropping 5 feet and is grappled again.
Dropping provokes AoOs? Where does it say that?

You aren't. With snatch and flyby attack, the dragon can pick the adept up and lift him in the air before he can activate the anklet. So you teleport in mid-air whitout any zombie to hide behind.
Some Zombies can fly, some skeletons have perfect flight. You could just order a skeletal genie to stay 10 ft above me at all times. And anklet up to ride him away.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 20, 2011, 03:17:39 PM
1-You can't anklet 10 feet up because the huge dragon is just above you.

Erm. How can the dragon be 10 ft above you when you are snatched between his jaws? Does a huge creature have that big an upper lip?
It fills a 15 feet wide box. It has a long neck. It can fit the medium/small adept where it wants.

2-Combat jump only works with charges. Firing a scorching ray isn't a valid charge attack.
Yeah, but then with reach you could hurt him hard with some weapon. The monk is better at this though.
Oh for Bahamut's sake, you're saying the adept whitout melee buffs whatsoever stands a realistic chance of hiting the dragon's AC ?

3-Even if somehow the two points above were ignored out of pity for the Adept, he still provokes an Aoo for dropping 5 feet and is grappled again.
Dropping provokes AoOs? Where does it say that?
Teleporting whitin reach of your oponent gets you out of grapples? Where does it say that? ;)

Movement provokes Aoos unless otherwise specified. Nowhere it says it has to be voluntary movement. If you want to go uber RAW, then first find me the rule that says that the Adept teleporting whitin reach of the dragon's jaws gets him out of the grapple.

You aren't. With snatch and flyby attack, the dragon can pick the adept up and lift him in the air before he can activate the anklet. So you teleport in mid-air whitout any zombie to hide behind.
Some Zombies can fly, some skeletons have perfect flight. You could just order a skeletal genie to stay 10 ft above me at all times. And anklet up to ride him away.

It can't. The Adept's still under the dragon, so at best the mindless undead bumps against the dragon's back, unable to fulfill the condition.

Plus genie would definetely fit whitin specialized undeads that you're not very likely to find. Zombies have no hope of keeping up with the dragon's flight unless you were really lucky and got something with insane fly speed.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 20, 2011, 03:18:37 PM
Some Zombies can fly, some skeletons have perfect flight. You could just order a skeletal genie to stay 10 ft above me at all times. And anklet up to ride him away.

Note: this does not mean that pro-adept people are arguing that every adept necromancer has found and defeated a genie. This is merely an example of a concept.
: Re: Adept vs monk: the final nail in the coffin
: PhaedrusXY July 20, 2011, 03:29:11 PM
It can't. The Adept's still under the dragon, so at best the mindless undead bumps against the dragon's back, unable to fulfill the condition.
Oh for Christ's sake. Are you serious? So it doesn't know how to move around an obstacle to fulfill orders? I could understand if you said it would be too stupid to tumble/withdraw/etc to avoid attacks of opportunities, but this is just absurd. Yes, it is mindless, but it can still obey simple commands. Stay within 10 feet of me is certainly a simple command, and moving around an obvious obstacle would be well within its means of achieving that. It's not like it has to solve an algebra problem. How does that work if it is mindless? I don't know. It's magic.
: Re: Adept vs monk: the final nail in the coffin
: veekie July 20, 2011, 03:31:30 PM
All that we've realized in the last 10 pages is that Dragons played to their full potential are borderline un-killable by normal play in a sub Tier 3 party.
Well yeah, didn't a designer once mention that dragons were intentionally strong for their CR?
That was before optimization and straight out of SRD.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 20, 2011, 03:41:17 PM
All that we've realized in the last 10 pages is that Dragons played to their full potential are borderline un-killable by normal play in a sub Tier 3 party.
Well yeah, didn't a designer once mention that dragons were intentionally strong for their CR?
That was before optimization and straight out of SRD.

Yes, and they justify it by giving triple treasure.  I guess I'm saying is that even I've lost interest in the turn this thread has taken, because the whole thing is mindnumbing.  How does teleporting out of someone's mouth make you not in their mouth anymore?  I DONT KNOW IT JUST SEEMS SO LOGICAL IT CANT WORK.  How would a zombie know how to go AROUND an object?  I DONT KNOW PERHAPS WITH MAGIC BECAUSE THE BOOK SAYS THEY FOLLOW SIMPLE COMMANDS. 

Starting a petition to get Fake-Giacomo banned.  Sign below.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 20, 2011, 03:49:06 PM
It can't. The Adept's still under the dragon, so at best the mindless undead bumps against the dragon's back, unable to fulfill the condition.
Oh for Christ's sake. Are you serious? So it doesn't know how to move around an obstacle to fulfill orders? I could understand if you said it would be too stupid to tumble/withdraw/etc to avoid attacks of opportunities, but this is just absurd. Yes, it is mindless, but it can still obey simple commands. Stay within 10 feet of me is certainly a simple command, and moving around an obvious obstacle would be well within its means of achieving that. It's not like it has to solve an algebra problem. How does that work if it is mindless? I don't know. It's magic.

Because the order was for the undead to remain 10 feet ABOVE the adept, not 10 feet near the adept. And the closest spot is still bumping against the dragon's back.

Also, it's simply unfair that the adept gets to use real-world logic instead of the rules when and only when it is convenient for him. If he can escape the grapple by teleporting, he'll also be causing aoos by being moved by gravity.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 20, 2011, 03:50:26 PM
Err...Oslecamo is arguing this stuff, not Giacomo.

I know it's easy to confuse them, but that doesn't mean we can get the wrong person banned. Even if they are the same person.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 20, 2011, 03:59:50 PM
It can't. The Adept's still under the dragon, so at best the mindless undead bumps against the dragon's back, unable to fulfill the condition.
Oh for Christ's sake. Are you serious? So it doesn't know how to move around an obstacle to fulfill orders? I could understand if you said it would be too stupid to tumble/withdraw/etc to avoid attacks of opportunities, but this is just absurd. Yes, it is mindless, but it can still obey simple commands. Stay within 10 feet of me is certainly a simple command, and moving around an obvious obstacle would be well within its means of achieving that. It's not like it has to solve an algebra problem. How does that work if it is mindless? I don't know. It's magic.

Because the order was for the undead to remain 10 feet ABOVE the adept, not 10 feet near the adept. And the closest spot is still bumping against the dragon's back.

Also, it's simply unfair that the adept gets to use real-world logic instead of the rules when and only when it is convenient for him. If he can escape the grapple by teleporting, he'll also be causing aoos by being moved by gravity.

I'm reasonably sure you already provoke AoO's by gravity.  I don't argue with that point.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 20, 2011, 04:15:38 PM
I'm reasonably sure you already provoke AoO's by gravity.  I don't argue with that point.

Good to confirm that. I only brought the still grapled after teleporting out because Mixter insisted the Adept wouldn't provoke aoos whatsoever for falling because no rule specifically said so.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 20, 2011, 04:19:14 PM
Movement provokes Aoos unless otherwise specified. Nowhere it says it has to be voluntary movement. If you want to go uber RAW, then first find me the rule that says that the Adept teleporting whitin reach of the dragon's jaws gets him out of the grapple.

Fine, let's go uber RAW:
Dragon only threats squares. Dragon only fills squares with it's corpse. Therefore the dragon must be flat, since a square is 2 dimensional. You can teleport 10 ft in whatever distance the dragon is not. And to the side if you want to avoid the AoO as well. You are now out of the dragons reach (since that only target squares and you are using cubes) and out of the dragons space (for the same reasons).

If we are not arguing Uber RAW. Off course the Adept can teleport out of the mouth of the dragon. The fact that he will teleport into mid air will probably give him problems. However, why the adept was walking around waiting to get snatched and didn't have a hydra or two to AoO within reach is beyond me. Wouldn't the best tactic be to hide inside one of the hydras and cast spells through the carcass? Or strap yourself underneath it at the very least.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 20, 2011, 04:29:33 PM
If I were playing the Adept, at the very least he'd be staying in cover near walls and such (much like what his Carnexes would be doing).  Plus, he hardly looks like a primary target, and he has minions... meaning it's likely others will be attacked.  Remember, he wears the same armor as everyone else, and until he starts fighting he's just some guy.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 20, 2011, 04:42:31 PM
The dragon has tons of skill points. He's smart enough to recognize mindless undeads when he sees them, and look out for the necromancer giving them orders. And considering half the necromancers on the land are clerics,  it isn't really much of a stretch to attack the armored guy hiding in the corner instead of the mindless hydras that can't fly anyway.

When the adept starts shooting scorching rays? Then he indeed makes himself a primary target.

If we are not arguing Uber RAW. Off course the Adept can teleport out of the mouth of the dragon. The fact that he will teleport into mid air will probably give him problems. However, why the adept was walking around waiting to get snatched and didn't have a hydra or two to AoO within reach is beyond me. Wouldn't the best tactic be to hide inside one of the hydras and cast spells through the carcass? Or strap yourself underneath it at the very least.

By all means make your zombie Aoos. What's the attack bonus of a zombie hydra again, +13? Dealing 1d10+6 whitout counting as magic?The dragon can easily shrugg them off.

I guess you could hide inside the hydra, but if you have line of effect and sight to the dragon, the dragon has said line of sight and effect back at you. A rotting corpse isn't a fortification with sniping holes.

If you're claiming the adept can get total cover from straping itself to the hydra, by all means, the dragon will strap random dead bodies and other stuff around itself to get himself total cover as well. Two can play that game.

: Re: Adept vs monk: the final nail in the coffin
: JaronK July 20, 2011, 05:25:38 PM
The dragon has tons of skill points. He's smart enough to recognize mindless undeads when he sees them, and look out for the necromancer giving them orders. And considering half the necromancers on the land are clerics,  it isn't really much of a stretch to attack the armored guy hiding in the corner instead of the mindless hydras that can't fly anyway.

Okay, so he attacks a Necrosis Carnex.  Or one of the many dominated minions which probably look more like primary targets than the Adept.  Then what?

When the adept starts shooting scorching rays? Then he indeed makes himself a primary target.

At which point the dragon is at less than half HPs and has lost the element of surprise.  Also, the Adept, not being a complete fool, can fire a ray and then get behind something.  The Dragon can pursue and breath cold on him (doing nothing) but can't charge him that round, and the second shot would be a kill shot (if his other minions don't already take the dragon out after the first attack).

By all means make your zombie Aoos. What's the attack bonus of a zombie hydra again, +13? Dealing 1d10+6 whitout counting as magic?The dragon can easily shrugg them off.

+16 (Corpsecrafter bonus, zombie bonus) for 1d10+8, 9 attacks (because they attack nine times with a single attack), from both hydras, vs AC 28.  Average case 8 hits for 13.5 damage each, reduced by DR (it's DR 10 but that's more than 3 average damage, since sometimes the DR is wasted on what would have done 9 damage), so a bit under 4 damage each.  So, about 30 damage from AoOs, in addition to the Scorching Ray damage and whatever damage the dominated minions can do.  That's going to REALLY hurt quickly.  And of course, if one of those minions could cast Greater Magic Fang, then the Hydras are doing 130 damage and instant killing the dragon (and he doesn't know whether that spell is up or not, since he's not taking the time or concentration for Detect Magic).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 20, 2011, 05:34:00 PM
Okay, so he attacks a Necrosis Carnex.  Or one of the many dominated minions which probably look more like primary targets than the Adept.  Then what?
The dragon has both the knowledge and the spot skills to recognize a necrosis Carnex and count him out as a primary target.

Where are you geting dominated minions with an adept again? He doesn't have dominate person on his spell list.

When the adept starts shooting scorching rays? Then he indeed makes himself a primary target.
At which point the dragon is at less than half HPs and has lost the element of surprise.  Also, the Adept, not being a complete fool, can fire a ray and then get behind something.  The Dragon can pursue and breath cold on him (doing nothing) but can't charge him that round, and the
second shot would be a kill shot (if his other minions don't already take the dragon out after the first attack).
Who said anything about charging? With 200 fly speed, fly-by attack to stay out ground enemies reach is the way to go. Move up to 100, snatch enemy, move another 100.

Combined with shaped breath, the huge white dragon can snipe stuff while remaining 200 feet away.

By all means make your zombie Aoos. What's the attack bonus of a zombie hydra again, +13? Dealing 1d10+6 whitout counting as magic?The dragon can easily shrugg them off.

+16 (Corpsecrafter bonus, zombie bonus) for 1d10+8, 9 attacks (because they attack nine times with a single attack), from both hydras, vs AC 28.

Ahem.

Feats

A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.


The hydras needs  Combat Reflexes to use its super Aoos. Zombies lose all feats. Thus Zombie Hydras can't make super aoos.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 20, 2011, 06:06:43 PM
Pretty sure the adept was using Necrotic Domination to get dominated minions.  Mother Cyst is a swell feat if you've got a very limited spell list.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 20, 2011, 06:07:45 PM
The dragon has both the knowledge and the spot skills to recognize a necrosis Carnex and count him out as a primary target.

Interesting.  So which skills exactly are you assuming from this dragon?  Evidently Knowledge Religion.  In which case he'll recognize the Adept as an NPC class Adept, and not a primary target.  Certainly less of a target than a Carnex, which is healing the undead minions and which can give the dragon penalties to attack.

Where are you geting dominated minions with an adept again? He doesn't have dominate person on his spell list.

You know, comments like this as well as the comment about how the Dragon didn't have feats makes me think you're just jumping in to argue without having read the thread.  The Adept in question has the Mother Cyst feat.  As such, he can put Cysts in various people and then dominate them that way... he does this after any fight where the enemy isn't dead (for example, at -1 to -9 hp, or taken out via a save or suck, or when grappled and pinned by his other minions, or whatever).  This was mentioned twice now in both of the Adept postings.  Please don't jump in here and make assumptions without catching up a bit.

This means there's probably a few other minions walking around that look like much bigger threats than the Adept.  

Who said anything about charging? With 200 fly speed, fly-by attack to stay out ground enemies reach is the way to go. Move up to 100, snatch enemy, move another 100.

What if he can't see the enemy, because the enemy moved behind something?  It could be very tough to snatch someone if he's trying to find them while going full speed and dodging attacks.  Nothing stops the Adept from shooting and then moving 30' (or riding a mount much farther than that) into a safer position, because the Adept can out shoot the dragon.  Heck, if one of those animals was a burrowing creature, the Adept can fire and then, riding a burrowing saddle, be underground before the counter attack... then pop back out and kill with shot #2.

Combined with shaped breath, the huge white dragon can snipe stuff while remaining 200 feet away.

You do realize the Adept has a spell that negates his breath weapon damage, right?

The hydras needs  Combat Reflexes to use its super Aoos. Zombies lose all feats. Thus Zombie Hydras can't make super aoos.

Funny thing though: they don't.  Combat Reflexes lets you make multiple AoOs, not lots of attacks with one AoO.  Furthermore, 9 attacks is the hydra's only attack option... they don't get a single attack option.  So that statement doesn't actually make sense, because Combat Reflexes is neither relevant nor useful to a Hydra (except that living Hydras can do it more than once in a round).  Without Combat Reflexes they use standard AoO rules, which is that they get a single attack action one time against any enemy that provokes an AoO.  Since their attack action is 9 attacks, that's what they do.  There's simply no other option.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 20, 2011, 06:37:36 PM
By all means make your zombie Aoos. What's the attack bonus of a zombie hydra again, +13? Dealing 1d10+6 whitout counting as magic?The dragon can easily shrugg them off.

Allright. I can easily position myself within reach of two hydras, that's 18 attacks on the dragon. Let's say they decide to trip. 1/20 wont hit. And the dragon will have around +2 more on it's trip modifier. End result? Everything except the adept ends up on the floor. Next thing that happens? Everybody do the dinosaur!

Don't get me wrong. I'm all on the dragons side in this, but I do believe the fact that it cannot just charge head first at the adept makes the adept much better than the monk.

A white dragon attempting to win such a fight should probably do what white dragons do best. Fight in tight sprangly icy caverns, where it can make maximum usage of it's permanent spiderclimb spell on all icy floors. Since these floors are virtually impossible to climb for anyone else, it takes spells to follow it. And those using spells to follow it it can easily turn around and eat.

A loredrake white dragon could even start to take control of the minions with command undead.

But an even worse fight for the adept would be a lore drake brass dragon. It might only be Large. But instead it casts spells as a 9th level sorcerer, and fights very well, which is pretty surely better than being a 12th level adept.

Also, it seems this adept has to invest in a stunt double: Hat of disguise + Zombie Commoner (or even better something that doesn't mind being grappled, like a wight). The dragon will fly over and attempt to eat it, everybody will hit the floor. Hydras will then jump on the dragon. While the adept starts firing laser beams disguised as a zombie commoner.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 20, 2011, 06:45:44 PM
Also, it seems this adept has to invest in a stunt double: Hat of disguise + Zombie Commoner (or even better something that doesn't mind being grappled, like a wight). The dragon will fly over and attempt to eat it, everybody will hit the floor. Hydras will then jump on the dragon. While the adept starts firing laser beams disguised as a zombie commoner.

I figured the stunt double would be some dominated caster.  I mean seriously, we're talking about an Adept here... if you were a Dragon and wanted to pick the right target, do you go after the Cleric or the Adept?  And yes, you can tell who it is... one of them is probably wearing heavy armor and uses a simple weapon while prominently displaying holy symbols, the other guy is just wearing a chain shirt and has a backpack.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 20, 2011, 06:45:58 PM
The dragon has both the knowledge and the spot skills to recognize a necrosis Carnex and count him out as a primary target.

Interesting.  So which skills exactly are you assuming from this dragon?  Evidently Knowledge Religion.  In which case he'll recognize the Adept as an NPC class Adept, and not a primary target.  Certainly less of a target than a Carnex, which is healing the undead minions and which can give the dragon penalties to attack.
Carnex is a puny CR 3. The dragon can easily stay out of its aura, or just eat the -2 penalty. Adept is a spellcaster that can potentially have 5th level spells, including the dreaded Scorching Ray.

As for skills, I guess the basic set. Spot, Listen, Bluff, Diplomacy, Sense Motive, Spellcraft, Knowledge(Arcana), Knowledge(Religion), and a bunch of leftover points in some more knowledges and stuff like 5 ranks in Balance, plus 1 rank in UMD.

Where are you geting dominated minions with an adept again? He doesn't have dominate person on his spell list.

You know, comments like this as well as the comment about how the Dragon didn't have feats makes me think you're just jumping in to argue without having read the thread.  The Adept in question has the Mother Cyst feat.  As such, he can put Cysts in various people and then dominate them that way... he does this after any fight where the enemy isn't dead (for example, at -1 to -9 hp, or taken out via a save or suck, or when grappled and pinned by his other minions, or whatever).  This was mentioned twice now in both of the Adept postings.  Please don't jump in here and make assumptions without catching up a bit.
Thanks for the explanation, I seem to have missed that one.

This means there's probably a few other minions walking around that look like much bigger threats than the Adept.  
Simple Sense Motive with DC 15 tells if somebody is being dominated, because they aren't acting normally. So the dragon sees a bunch of dominated people and mindless undeads, and one non-dominated humanoid. It doesn't take a dragon's intellect to figure out who's the one pulling the strings on the group.

What if he can't see the enemy, because the enemy moved behind something?  It could be very tough to snatch someone if he's trying to find them while going full speed and dodging attacks.  Nothing stops the Adept from shooting and then moving 30' (or riding a mount much farther than that) into a safer position, because the Adept can out shoot the dragon.  Heck, if one of those animals was a burrowing creature, the Adept can fire and then, riding a burrowing saddle, be underground before the counter attack... then pop back out and kill with shot #2.
Oh so your adept has no trouble micromanaging his small army, but the dragon suddenly can't react fast enough to obstacles?

The dragon has both blindsense and burrow speed. It can literally rip a burrowing adept out of the ground.


Combined with shaped breath, the huge white dragon can snipe stuff while remaining 200 feet away.

You do realize the Adept has a spell that negates his breath weapon damage, right?
With a limited duration yes. Dragons are patient. He can easily pull back and wear down the adept's entourage from a safe distance untill the Adept's out of spells. Maximize breath can also punch trough the resistance.


Funny thing though: they don't.  Combat Reflexes lets you make multiple AoOs, not lots of attacks with one AoO.  Furthermore, 9 attacks is the hydra's only attack option... they don't get a single attack option.  So that statement doesn't actually make sense, because Combat Reflexes is neither relevant nor useful to a Hydra (except that living Hydras can do it more than once in a round).  Without Combat Reflexes they use standard AoO rules, which is that they get a single attack action one time against any enemy that provokes an AoO.  Since their attack action is 9 attacks, that's what they do.  There's simply no other option.

Hell yes there is. The text is clear as water. Combat reflexes allows a hydra to Aoo with all heads. It doesn't get more specific than that. The only logic conclusion it's that whitout combat reflexes, the hydra can't Aoo with all heads.

Again, you can't just follow the rules only when they're convenient for you.

Mixster:
Again, mindless undeads. They don't use fancy tactics out of their own.

Hat of disguise just gives a +10 bonus to disguise checks. Dragon has +25 to spot. Literally a paper-thin disguise.
: Re: Adept vs monk: the final nail in the coffin
: PhaedrusXY July 20, 2011, 07:03:40 PM
Simple Sense Motive with DC 15 tells if somebody is being dominated, because they aren't acting normally. So the dragon sees a bunch of dominated people and mindless undeads, and one non-dominated humanoid. It doesn't take a dragon's intellect to figure out who's the one pulling the strings on the group.
I can buy a lot of your arguments, but find this one very specious. White dragons aren't actually that smart. Sense Motive also takes 1 minute to use.

Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.

So if the adept has a dominated guy who looks like more of a threat than he does, the the dragon should rationally go after the bait instead of the adept.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 20, 2011, 07:09:38 PM
Wow, a clusterfuck of stupid exploded since I last posted, and it's name is oslecamo.

Teleporting into mid-air is not a problem.  Feather Fall is dirt cheap, even when activated without an action.  Also, falling doesn't provoke AoOs, so the whole point of using a zombie to cover your escape becomes moot, and the Dragon eats a Scorching Ray when you land instead of when you're outside the threatened area.  Creatures that have 3 size categories of difference can occupy the same space no problem.

If the Adept was so inclined, then he could also cast Polymorph and turn into something too big to Snatch, or get a Still Spell meta rod and blow up the Dragon from the inside.

Seriously, Grappling is the SHITTIEST mechanic in D&D.  Saying that the Dragon wins because he can Grapple is stupid.  The Dragon only becomes mildly annoying when he grapples.  He becomes lethal when he starts full-attacking.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 20, 2011, 07:16:24 PM
Carnex is a puny CR 3. The dragon can easily stay out of its aura, or just eat the -2 penalty. Adept is a spellcaster that can potentially have 5th level spells, including the dreaded Scorching Ray.

The Adept could also just be a first level Adept.

As for skills, I guess the basic set. Spot, Listen, Bluff, Diplomacy, Sense Motive, Spellcraft, Knowledge(Arcana), Knowledge(Religion), and a bunch of leftover points in some more knowledges and stuff like 5 ranks in Balance, plus 1 rank in UMD.

He gets 7 skills maxed.  You're already at 8 and you think there's leftover points for Balance, UMD, and other knowledges?  Try again.  

Simple Sense Motive with DC 15 tells if somebody is being dominated, because they aren't acting normally. So the dragon sees a bunch of dominated people and mindless undeads, and one non-dominated humanoid. It doesn't take a dragon's intellect to figure out who's the one pulling the strings on the group.

As mentioned by Phaedrus, that'll take a minute of watching without being detected.  That's dangerous as heck, and doesn't match the White Dragon's MO.  He's going to make a snap decision and hit the target he wants without sitting around that long.  So what he actually sees is a few undead critters, a bunch of dominated critters and/or PC class people, and some animals, plus at least one NPC class guy wearing the same kind of armor as the undead and the animals.   The Adept looks like a minion.

Oh so your adept has no trouble micromanaging his small army, but the dragon suddenly can't react fast enough to obstacles?

The dragon has both blindsense and burrow speed. It can literally rip a burrowing adept out of the ground.

Blindsense doesn't penetrate the ground... " must have line of effect to a creature or object to discern that creature or object."  So, no, he can't spot him that way.  You need Tremorsense for that, which the Dragon does not in fact have.  And the Adept is hardly micromanaging.  He has preset commands which I've stated before (zombies stay close, and attack anyone his party attacks or that attacks his party).  He can order them to do something else if it comes up.  

With a limited duration yes. Dragons are patient. He can easily pull back and wear down the adept's entourage from a safe distance untill the Adept's out of spells. Maximize breath can also punch trough the resistance.

I believe the dragon being suggested had neither Shape Breath nor Maximize Breath, and I notice you keep changing the Dragon's tactics.  The Dragon's tactics as listed by the Monster Manual is to try to ambush his prey, focusing on one threat he wants to take down.  Sometimes he'll strafe, but he also likes charging in and just finishing the target off.  Wearing down the enemy from a safe distance while under fire (remember, there's minions here too) and while the enemy is self healing (yay Carnexes!) is not exactly a good long term plan, nor does it fit his tactics as listed.  More likely he jumps the first big threat (some dominated thingy), then is blasted hard and possibly goes down in one round (the Adept alone does more than half his HP in damage in a single shot).

Hell yes there is. The text is clear as water. Combat reflexes allows a hydra to Aoo with all heads. It doesn't get more specific than that. The only logic conclusion it's that whitout combat reflexes, the hydra can't Aoo with all heads.

Ah, but here's the thing.  If there's no Combat Reflexes, what happens?  You default to standard rules.  Now go look at the default rules for AoOs.  What happens?  You get to make an attack action.  And notice that the special rule about Hydras not AoOing with all heads goes away when the Zombie template is applied.

You can't just ignore the rules when they don't agree with you.

Hat of disguise just gives a +10 bonus to disguise checks. Dragon has +25 to spot. Literally a paper-thin disguise.

Take 20 when making the disguise, and don't forget the -1 penalty to spot for every 10'.  How far did you say that dragon was starting from again?  And why can't any of the dominated minions have any Disguise ranks?

Of course, we keep running into the issue that we don't know what all the Adept has as far as minions, because he could have almost anything.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Solo July 20, 2011, 07:43:16 PM
You can't just ignore the rules when they don't agree with you.
Jaron, I think you mean that he shouldn't ignore the rules when they do not agree with him. He is obviously capable of doing it.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 20, 2011, 08:32:34 PM
You can't just ignore the rules when they don't agree with you.
Jaron, I think you mean that he shouldn't ignore the rules when they do not agree with him. He is obviously capable of doing it.

Touche.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 20, 2011, 10:05:40 PM


... this is just absurd ...


I'm reasonably sure you already provoke AoO's by gravity. 


I thought Gravity is an AoO ??


Oh wait, real life physics + beer isn't supposed to be D&D.
 :drunk
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 21, 2011, 02:14:13 PM
Now you guys are killing innocent dragons to prove who has a bigger e-penis? You sick and twisted monsters. (http://www.darklegacycomics.com/10.jpg)  :grave
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 21, 2011, 02:43:37 PM
Now you guys are killing innocent dragons to prove who has a bigger e-penis? You sick and twisted monsters. (http://www.darklegacycomics.com/10.jpg)  :grave

Hey, I'm on the dragons side here. But I still think it can do better than just swoop down and try to eat some random member of a group of 20 people.

Also, the monk isn't killing anyone so JaronK is the only one killing any dragons. If he is lucky.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 21, 2011, 03:08:21 PM
Also, the monk isn't killing anyone so JaronK is the only one killing any dragons. If he is lucky.

Hey, I'd be happy to just dominate the Dragon.  But he's going to have to lower his fort save or get knocked unconscious for that to be at all possible...

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 21, 2011, 03:12:16 PM
Getting a white dragon in his lair is very hard. They would probably have winding ice filled tunnels that would be impossible to follow them in without average or better flight, and the ability to suddenly turn about and attack anyone that attempts to follow it but can't stand the assault. As well as a nice deal of spells, like Silent Image & others to make it harder to follow him.

If he does fly down and try to eat a random member of the minion flock, the Dragon is kindda fucked. But why he would do that, is still beyond me.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 21, 2011, 03:27:13 PM
Mostly because the MMI says that's how White Dragons do things.

Also, because a bunch of people (osle, Giacomo, etc) keep saying he'll go after the primary threat (the Adept) and not realizing that the Adept doesn't look like the primary threat... so really, he'd go after some other better primary threat.  Heck, it seems to me I should have a dominated Commoner and give him a robe and staff so he looks like a Wizard.  That might work great.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 21, 2011, 03:38:17 PM
Mostly because the MMI says that's how White Dragons do things.

Also, because a bunch of people (osle, Giacomo, etc) keep saying he'll go after the primary threat (the Adept) and not realizing that the Adept doesn't look like the primary threat... so really, he'd go after some other better primary threat.  Heck, it seems to me I should have a dominated Commoner and give him a robe and staff so he looks like a Wizard.  That might work great.

JaronK

Remember to have him yell orders at random all the time.

A properly played white dragon would probably use hit and run tactics against groups. Hide behind a silent image, in an icy filled ceiling tunnel entrance, fire off a breath weapon. Move back and knock lose some rocks that stop pursuers. Come in through the side of another tunnel, and fly past while snatching up a straggler from the group, before moving through a tunnel in the other side.

Attacking a group sporting multiple wizard looking guys and a bunch of zombie hydras directly just seem to rash for an ambushing creature.

But I'm very much up for DM'ing a fight against a Brass Dragon, which I find even better. I will roll the treasure for it randomly, and anything in there it can use it will use, the rest will be in a pile. I'm up for both of you facing off against it.
Alternatively I can do two CR 11 dragons working in a tag team instead. Which would be a bigger problem for both of you IMO.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 21, 2011, 03:50:16 PM
Mostly because the MMI says that's how White Dragons do things.

Also, because a bunch of people (osle, Giacomo, etc) keep saying he'll go after the primary threat (the Adept) and not realizing that the Adept doesn't look like the primary threat... so really, he'd go after some other better primary threat.  Heck, it seems to me I should have a dominated Commoner and give him a robe and staff so he looks like a Wizard.  That might work great.

JaronK

Remember to have him yell orders at random all the time.

A properly played white dragon would probably use hit and run tactics against groups. Hide behind a silent image, in an icy filled ceiling tunnel entrance, fire off a breath weapon. Move back and knock lose some rocks that stop pursuers. Come in through the side of another tunnel, and fly past while snatching up a straggler from the group, before moving through a tunnel in the other side.

Attacking a group sporting multiple wizard looking guys and a bunch of zombie hydras directly just seem to rash for an ambushing creature.

But I'm very much up for DM'ing a fight against a Brass Dragon, which I find even better. I will roll the treasure for it randomly, and anything in there it can use it will use, the rest will be in a pile. I'm up for both of you facing off against it.
Alternatively I can do two CR 11 dragons working in a tag team instead. Which would be a bigger problem for both of you IMO.

2 x CR 11 = CR 13
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 21, 2011, 04:02:31 PM
JaronK, you say that Adept doesn't look like a primary target. What other "primary targets" are there? (aside from the disguised commoner; I won't say that it's metagame-y or cheating, but come on)
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 21, 2011, 04:05:22 PM
Mostly because the MMI says that's how White Dragons do things.

Also, because a bunch of people (osle, Giacomo, etc) keep saying he'll go after the primary threat (the Adept) and not realizing that the Adept doesn't look like the primary threat... so really, he'd go after some other better primary threat.  Heck, it seems to me I should have a dominated Commoner and give him a robe and staff so he looks like a Wizard.  That might work great.

JaronK

Remember to have him yell orders at random all the time.

A properly played white dragon would probably use hit and run tactics against groups. Hide behind a silent image, in an icy filled ceiling tunnel entrance, fire off a breath weapon. Move back and knock lose some rocks that stop pursuers. Come in through the side of another tunnel, and fly past while snatching up a straggler from the group, before moving through a tunnel in the other side.

Attacking a group sporting multiple wizard looking guys and a bunch of zombie hydras directly just seem to rash for an ambushing creature.

But I'm very much up for DM'ing a fight against a Brass Dragon, which I find even better. I will roll the treasure for it randomly, and anything in there it can use it will use, the rest will be in a pile. I'm up for both of you facing off against it.
Alternatively I can do two CR 11 dragons working in a tag team instead. Which would be a bigger problem for both of you IMO.

2 x CR 11 = CR 13

Right, Cr 10 it is then. A pair of Juvenile Silver Dragons?

JaronK, you say that Adept doesn't look like a primary target. What other "primary targets" are there? (aside from the disguised commoner; I won't say that it's metagame-y or cheating, but come on)

A bunch of dominated threats the adept has met earlier? Like that Mind flayer from three caves back and those two Troll archers. And the Cleric who decided he wanted to take on the horde of undead coming his way?
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 21, 2011, 05:29:46 PM
Just to bring it up, Necrotic Domination is Humanoids only.  Necrotic Tumor (which works on anything) is 7th level, so the Adept can never get it.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 21, 2011, 05:32:10 PM
Just to bring it up, Necrotic Domination is Humanoids only.  Necrotic Tumor (which works on anything) is 7th level, so the Adept can never get it.
And yet ND works on dragons if JaronK can find ways to turn the dragon humanoid. Via, say, Polymorph (which, wonder of wonders, the adept has!).
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 21, 2011, 06:23:56 PM
JaronK, you say that Adept doesn't look like a primary target. What other "primary targets" are there? (aside from the disguised commoner; I won't say that it's metagame-y or cheating, but come on)

Once again, due to having Mother Cyst he can dominate random people he's fought (anyone who was grappled and pinned by his other minions so he could land the effect, anyone knocked to between -1 and -9hps, etc).  So, likely there's a few PC classed folks wandering around with this Adept... whatever sorts of things he's been fighting.

As for the dragon, by real plan is to animate him once he's dead. 

JaronK
: Re: Adept vs monk: the final nail in the coffin
: weenog July 21, 2011, 07:01:48 PM
JaronK, you say that Adept doesn't look like a primary target. What other "primary targets" are there? (aside from the disguised commoner; I won't say that it's metagame-y or cheating, but come on)

Once again, due to having Mother Cyst he can dominate random people he's fought (anyone who was grappled and pinned by his other minions so he could land the effect, anyone knocked to between -1 and -9hps, etc).  So, likely there's a few PC classed folks wandering around with this Adept... whatever sorts of things he's been fighting.

As for the dragon, by real plan is to animate him once he's dead. 

JaronK

I'd expect a higher than average number of rogues with this guy.  Necrotic Cyst is a Fort save, Necrotic Domination is a Will save, rogues are bad at both... and they tend to fail hard when they go up against tough undead.  Disguise and Bluff as class skills and they have loads of skill points to invest, don't rely on heavy armor either, they might be able to carry off pretending to be wizards if instructed to.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 21, 2011, 10:37:36 PM
JaronK, you say that Adept doesn't look like a primary target. What other "primary targets" are there? (aside from the disguised commoner; I won't say that it's metagame-y or cheating, but come on)

Once again, due to having Mother Cyst he can dominate random people he's fought (anyone who was grappled and pinned by his other minions so he could land the effect, anyone knocked to between -1 and -9hps, etc).  So, likely there's a few PC classed folks wandering around with this Adept... whatever sorts of things he's been fighting.

As for the dragon, by real plan is to animate him once he's dead. 

JaronK

I'd expect a higher than average number of rogues with this guy.  Necrotic Cyst is a Fort save, Necrotic Domination is a Will save, rogues are bad at both... and they tend to fail hard when they go up against tough undead.  Disguise and Bluff as class skills and they have loads of skill points to invest, don't rely on heavy armor either, they might be able to carry off pretending to be wizards if instructed to.

Im sure he has the Expert from the other thread dominated :)
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 21, 2011, 10:43:06 PM
Nope, that guy was undead, and thus immune.  Maybe he got the Monk though.  That guy's will save was really low due to dumping Wis, IIRC.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 21, 2011, 11:53:45 PM
JaronK, you say that Adept doesn't look like a primary target. What other "primary targets" are there? (aside from the disguised commoner; I won't say that it's metagame-y or cheating, but come on)
I think we should bring this up again: The real test is how these guys contribute to a party.  The 1 v 1 fantasies are a tangent designed to prove that an Adept *can* contribute (he's got something like a 10% chance to kill the dragon on his own, so with a full party of ECL 12 characters he'll definitely be able to do something), and gives an indecisive result as to whether the Monk can contribute (the monk loses 100% of the time, so this test doesn't tell us how effective he might be if given the cover of a group).

Nobody is saying that it's even at all likely that an Adept can solo a dragon of equal CR, just that he makes the dragon work for his meal.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 22, 2011, 04:21:12 AM
Even if the zombies were all the adept had, and they couldn't hit anything ever, he'd still be contributing to some degree.  Lots of people like something big, tough, and expendable to hide behind, or at least to provide cover from AoOs while they approach.  The monk isn't very big without sucking up to the wizard (or burning wealth on pretending to be one), he isn't very tough ever, and being a PC he'll bitch about being reminded he's expendable.
: Re: Adept vs monk: the final nail in the coffin
: veekie July 22, 2011, 05:11:43 AM
Carve a hole in the hydras and let the party ride inside like some really gruesome mechs?
: Re: Adept vs monk: the final nail in the coffin
: Jackinthegreen July 22, 2011, 05:19:54 AM
Carve a hole in the hydras and let the party ride inside like some really gruesome mechs?
"And I thought these things smelled bad on the outside."
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 22, 2011, 10:38:17 AM
Even if the zombies were all the adept had, and they couldn't hit anything ever, he'd still be contributing to some degree.  Lots of people like something big, tough, and expendable to hide behind, or at least to provide cover from AoOs while they approach.  The monk isn't very big without sucking up to the wizard (or burning wealth on pretending to be one), he isn't very tough ever, and being a PC he'll bitch about being reminded he's expendable.
I don't deny that, but let's see what has been argued in favor the adept so far:
-Never provoke attacks of oportunity for moving ever.
-He has some homebrew domination effect that's completely undetectable and never allows new will saves (nevermind RAW dominate allowing new will saves every time you order them do something they don't like, and sense motive DC 15 pointing it out).
-Has unbeatable disguise house rules, nevermind the actual disguise rules. And that nobody else can use.
-His undeads get to keep abilities at leisure that any other undead would lose.
-Can use polymorph on unwilling targets, despite it only working on willing targets. But, hey, screw the rules, he's the adept! He gets to play with his custom edition of D&D!

So really, the adept has been allowed so much plain munchkinery that's he's plain invincible. Not even pun-pun could beat him with all the rule breaking he's allowed in this thread.


Carve a hole in the hydras and let the party ride inside like some really gruesome mechs?
So let me see if get this, you're arguing that you can tear up chunk of flesh from a zombie, that is a mountain of animated flesh, and the zombies are just as fine as before?
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 22, 2011, 11:02:39 AM
I don't deny that, but let's see what has been argued in favor the adept so far:
-Never provoke attacks of oportunity for moving ever.
-He has some homebrew domination effect that's completely undetectable and never allows new will saves (nevermind RAW dominate allowing new will saves every time you order them do something they don't like, and sense motive DC 15 pointing it out).
-Has unbeatable disguise house rules, nevermind the actual disguise rules. And that nobody else can use.
-His undeads get to keep abilities at leisure that any other undead would lose.
-Can use polymorph on unwilling targets, despite it only working on willing targets. But, hey, screw the rules, he's the adept! He gets to play with his custom edition of D&D!

-Nobody said that, only that falling didn't provoke attacks of opportunity
-It's detectable, if the dragon actually spends a full minute observing. New will saves are allowed if the dominated person is being made to do something that is against their nature, not just something they don't like.
-Not unbeatable disguise rules, but using the actual disguise rules means that at a distance, the dragon most likely can't discern that one of the dominated entities is disguised to look like a cleric controlling the zombies.
-The undeads get to keep the abilities that animating them allows them to keep
-Unconscious targets are considered willing.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 22, 2011, 11:04:08 AM
WARNING: Do not attempt to facepalm in response to oslecamo's post.  A facepalm of appropriate magnitude would crush the skull of an elephant.

I don't deny that, but let's see what has been argued in favor the adept so far:
-Never provoke attacks of oportunity for moving ever.
Between teleporting and soft cover, it's not hard to move in a way that doesn't provoke attacks of opportunity.

-He has some homebrew domination effect that's completely undetectable and never allows new will saves (nevermind RAW dominate allowing new will saves every time you order them do something they don't like, and sense motive DC 15 pointing it out).
It's not homebrew, it's in Libris Mortis.  You don't get a new will save every time you are commanded to do something you don't like, you get a new will save every time you are commanded to do something against your nature (and killing shit isn't against a Hydra's nature).  Nobody is saying that the Dragon can't make a DC 15 Sense Motive check to figure out that the creatures are dominated, they're saying that it takes an entire minute that leaves the dragon vulnerable to attack. 

-Has unbeatable disguise house rules, nevermind the actual disguise rules. And that nobody else can use.
Spotting through a well-made disguise that the user takes 20 to make is hard, RAW.

-His undeads get to keep abilities at leisure that any other undead would lose.
Actually, this specific build is using a different spell to mass up thralls.  I have no idea what you're talking about, here.

-Can use polymorph on unwilling targets, despite it only working on willing targets. But, hey, screw the rules, he's the adept! He gets to play with his custom edition of D&D!
Helpless = willing.

So really, the adept has been allowed so much plain munchkinery that's he's plain invincible. Not even pun-pun could beat him with all the rule breaking he's allowed in this thread.
Cry more.  You're acting like an idiot, and remaining willfully ignorant of the rules, even as they are explained to you.

Carve a hole in the hydras and let the party ride inside like some really gruesome mechs?
So let me see if get this, you're arguing that you can tear up chunk of flesh from a zombie, that is a mountain of animated flesh, and the zombies are just as fine as before?
Yes, they are.  HP are an abstract.  It's not like a zombie needs it's internal organs anymore, anwyay.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades July 22, 2011, 12:13:20 PM
From the SRD text of Aniamte Dead:

A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

What this means exactly is up to the DM, but I'd treat a corpse that's missing internal organs (as in has a hole inside) but is fine otherwise as ''mostly intact'.

EDIT: even by looking at the default zombie picture in the MM: the thing is missing one hand, one eye and at least part of it's lower entrails (the left side of the lower torso can be seen as empty).
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 22, 2011, 12:16:17 PM
From the SRD text of Aniamte Dead:

A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

What this means exactly is up to the DM, but I'd treat a corpse that's missing internal organs (as in has a hole inside) but is fine otherwise as ''mostly intact'.
This is how skeletons with one arm still have two claw attacks, RAW.  Or that one-legged undead creatures don't have speed penalties.  The way the real world works is infinitely more complicated than the way D&D works, and therefore you get strange things happening in D&D.
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 22, 2011, 12:20:08 PM
I let my players fly around inside a dragon once, but I think it was a skeletal dragon and they built something in its ribcage. They'd find riding around in a zombie distasteful, though.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 22, 2011, 02:22:15 PM
I let my players fly around inside a dragon once, but I think it was a skeletal dragon and they built something in its ribcage. They'd find riding around in a zombie distasteful, though.

Can skeletal dragons fly? Skeleton specifies that winged creatures can't fly if they become skeletal.
: Re: Adept vs monk: the final nail in the coffin
: PhaedrusXY July 22, 2011, 02:32:07 PM
I let my players fly around inside a dragon once, but I think it was a skeletal dragon and they built something in its ribcage. They'd find riding around in a zombie distasteful, though.

Can skeletal dragons fly? Skeleton specifies that winged creatures can't fly if they become skeletal.
The skeltal dragon template from draconomicon might let them. I forget.
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 22, 2011, 02:38:10 PM
I let my players fly around inside a dragon once, but I think it was a skeletal dragon and they built something in its ribcage. They'd find riding around in a zombie distasteful, though.

Can skeletal dragons fly? Skeleton specifies that winged creatures can't fly if they become skeletal.
The skeltal dragon template from draconomicon might let them. I forget.

I think they were bone dragons serving under undead leadership or somethin'. And might not have flown. Later they got Ashardalon, and he came with a ready-made hole in his chest where the Balor used to be.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 22, 2011, 03:47:19 PM
I don't deny that, but let's see what has been argued in favor the adept so far:
-Never provoke attacks of oportunity for moving ever.

Strawman.  Someone simply said you could teleport out of a grapple and expected that to work.  Nobody ever claimed anything like "never provoke attacks of opportunity for moving ever."  You made that up.

-He has some homebrew domination effect that's completely undetectable and never allows new will saves (nevermind RAW dominate allowing new will saves every time you order them do something they don't like, and sense motive DC 15 pointing it out).

Mother Cyst is not homebrew.  It's in Libris Mortis.  And it's not that the Dominate effect is undetectable... it's that detecting it takes a minute, and the dragon isn't sitting there for a full minute looking at everyone who comes in to see if they're dominated.  That's not how their tactics work.  But yes, Necrotic Domination has a few special rules, you should look them up.  Certainly, nobody claimed anything about never allowing saves or being completely undetectable or homebrew.  You made that up.

-Has unbeatable disguise house rules, nevermind the actual disguise rules. And that nobody else can use.

No, he doesn't, and no one's claimed that.  I claimed he looks like an Adept wearing the same armor as the undead and animals, which makes him look like a minion.  It's not a disguise... he really is just an Adept.  There's PC class people wearing whatever they had when he fought them that he's dominated, and they do look like a bigger threat.  So, nobody claimed this either, you just made that up.

The Dragon is only Int 12.  How could it know which one was the leader, or even realize this wasn't a party of PCs that happens to have an Adept carrying their stuff along with a bunch of undead and some animals?

-His undeads get to keep abilities at leisure that any other undead would lose.

No one has claimed this.  I did say that the zombie Hydra would follow the normal rules for AoOs, but that's true of all zombies.  You should read those rules, and then tell me using the actual AoO rules what happens.  Remember, any special rule about Hydras needing feats to attack normally with AoOs would be removed by the Zombie template, as it's a Special Quality.  So no, nobody claimed this either.  You made that up.

-Can use polymorph on unwilling targets, despite it only working on willing targets. But, hey, screw the rules, he's the adept! He gets to play with his custom edition of D&D!

That was claimed only in regards to talking about after the victory.  But it had nothing to do with winning the fight.

So really, the post I'm quoting was nothing but strawmen.  Do try to keep up with the actual arguments.

@Mixster:  Nope, Skeletal Dragons can't fly, that's why I wanted him as a Zombie.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 22, 2011, 04:13:37 PM
I would argue that if Adepts are able to kill adventurers of a given level, then a dragon will know that Adepts are bigger threats than adventurers of that level, regardless of whether Adept is a PC class or not.
: Re: Adept vs monk: the final nail in the coffin
: PhaedrusXY July 22, 2011, 04:24:57 PM
I would argue that if Adepts are able to kill adventurers of a given level, then a dragon will know that Adepts are bigger threats than adventurers of that level, regardless of whether Adept is a PC class or not.
This is just silly. Just because one specific individual is more powerful than average doesn't mean that everyone that uses his base class is...

And yeah, you could argue that because of that, we're not fairly evaluating the "tier" of the adept class, as this adept isn't representative of the class... which is a pretty fair argument.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 22, 2011, 04:33:50 PM
Wait a minute though, all Adepts can animate the dead, so he's pretty representative.  The dominating thing isn't as common though, obviously.

But just to get this straight... we're saying the Dragon will single out the Adept because Adepts are really powerful?  That's reasonable, I suppose.  I guess the Dragon was smart enough to read the tiers!  Seriously though, if even one of those dominated guys is a Cleric or Wizard or Dread Necromancer or Sorcerer or Favored Soul or whatever, how's the dragon going to know who's the one doing it?  I mean heck, even a Healer with Mother Cyst could dominate a necromancer type and get minions that way.  All you need is spellcasting.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 22, 2011, 05:54:20 PM
From the SRD text of Aniamte Dead:

A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

What this means exactly is up to the DM, but I'd treat a corpse that's missing internal organs (as in has a hole inside) but is fine otherwise as ''mostly intact'.

EDIT: even by looking at the default zombie picture in the MM: the thing is missing one hand, one eye and at least part of it's lower entrails (the left side of the lower torso can be seen as empty).

Yeah, this is how Michael Jackson's Thriller Zombies got made ...  :bash ... still works.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 23, 2011, 01:22:33 AM
Kind of, but more specifically, I mean that if the Adept is that powerful, he should be the primary target, and if he isn't, he shouldn't have primary spellcasting minions. You can't have it both ways, at least not plausibly (like having the perfect array of creatures to animate, though we've established that particular thing is unnecessary). You could theoretically have the Adept encounter a bunch of NPC wizards with unoptimized spell lists that the Adept bootstraps up, but I wouldn't expect that to happen more than once in any given Adept's career (especially since the Wizards this dumb will not get to the same high level as the optimized Adept can achieve, meaning it's likelier to happen at low level, with lower level Wizards and less likely to happen as Wizards get actually game-breakingly powerful).

Basically, I object to you giving the Dragon Giacomo's logic of, "Well, it's an NPC class so it can't be that much of a threat!" while establishing credibly that Adepts can actually be threats. Incidentally, is the Sense Motive to determine a creature's relative power level also 1 minute long? Or is that entire check a houserule that I've been using for so long I've assumed it's part of the real rules, like I did with crit fumbles so long ago.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 23, 2011, 01:39:03 AM
Standard action, must see opponent, must be within 30ft, opposed by Bluff.

Of course, there's a huge problem with using the "Assess Opponent" option of Sense Motive (Complete Adventurer has these rules); it compares the target's CR to your HD.

Anything that's not a CR 18 or higher will register as "a pushover" to this White Dragon, depite the fact that anything even CR 16 will likely slaughter the dragon.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 23, 2011, 01:42:59 AM
Oh dear. Forget that option then, yes. Stupid authors.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 23, 2011, 03:23:04 AM
Kind of, but more specifically, I mean that if the Adept is that powerful, he should be the primary target, and if he isn't, he shouldn't have primary spellcasting minions. You can't have it both ways, at least not plausibly (like having the perfect array of creatures to animate, though we've established that particular thing is unnecessary). You could theoretically have the Adept encounter a bunch of NPC wizards with unoptimized spell lists that the Adept bootstraps up, but I wouldn't expect that to happen more than once in any given Adept's career (especially since the Wizards this dumb will not get to the same high level as the optimized Adept can achieve, meaning it's likelier to happen at low level, with lower level Wizards and less likely to happen as Wizards get actually game-breakingly powerful).

I would assume that the Adept is part of a party throughout his adventuring career... the dominate effect is simply something you do whenever you have a helpless humanoid enemy.

But remember, even a Sorcerer is a much bigger threat than an Adept in general... how would a dragon know that the Sorcerer is just some random level 4 NPC the Adept fought 5 levels ago who is just there as a potential bit of bait?

Basically, I object to you giving the Dragon Giacomo's logic of, "Well, it's an NPC class so it can't be that much of a threat!" while establishing credibly that Adepts can actually be threats. Incidentally, is the Sense Motive to determine a creature's relative power level also 1 minute long? Or is that entire check a houserule that I've been using for so long I've assumed it's part of the real rules, like I did with crit fumbles so long ago.

The power level won't give you much other than "he's not a threat" actually, but the same would be true of everyone in the band.  I'm not saying NPCs aren't a huge threat, but rather that they're unlikely to be considered the absolute largest threat compared to everyone else.  I just don't buy that the Dragon instantly knows to attack the Adept, who's specifically looking basically like the minions he's with.  I mean seriously, if you saw a group of enemies that included an Adept, two Zombie Hydras, two healing Necrosis Carnexes, and three miscelaneous PC classes... what are the chances you'd pick the Adept as the biggest threat?  Heck, the only reason the Adept himself is the big threat (as opposed to his minions) is because this dragon is vulnerable to fire.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 23, 2011, 03:27:48 AM
The power level won't give you much other than "he's not a threat" actually, but the same would be true of everyone in the band.  I'm not saying NPCs aren't a huge threat, but rather that they're unlikely to be considered the absolute largest threat compared to everyone else.  I just don't buy that the Dragon instantly knows to attack the Adept, who's specifically looking basically like the minions he's with.  I mean seriously, if you saw a group of enemies that included an Adept, two Zombie Hydras, two healing Necrosis Carnexes, and three miscelaneous PC classes... what are the chances you'd pick the Adept as the biggest threat?  Heck, the only reason the Adept himself is the big threat (as opposed to his minions) is because this dragon is vulnerable to fire.

JaronK
This is true.  The fact that it's a White dragon helps the adept greatly, but I'd think that even if it was a Green dragon the Adept would have just a slightly lower chance of success.  Blacks and Blues, though, with their long-range lines would probably kill both the Adept and the Monk with equal ease.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 23, 2011, 05:33:45 AM
Yeah, unless he'd dominated someone specifically good against the dragons.  

Wouldn't it be more reasonable to just pop up a few randomly generated critters around CR 12 to see how these characters do?  I went to the first random encounter generator I found online (it's the same one that I used last time) and asked for encounters ranging from CR 12 to 14 (which I consider reasonable for a level 12 party to deal with).  Here's what I got:

A Large Advanced Hellhound with 12 HD, 6 4HD Hellhounds, a Wyrmling Copper Dragon Monk 5, and a Very Young Copper Dragon Druid 3 (seriously, this is such a weird one)!  Adept can trash the hounds with his hydra (he's only got one now, since he had to make his Dragon Zombie).  The dragons are bizarre... the Monk relies on full attacking, which really doesn't work well for a dragon, and the Druid doesn't have enough casting to make much difference.  These guys could be basically blown out of the air with ranged attacks and the Zombie Dragon just has so many HPs and such higher strength that he can grapple and pin either one of them... he's fast enough, though clumsy.  Should work though.

A 30HD Dire Shark and a 12HD Huge Praying Mantis.  Yeah, this generator is really random.  The zombies can fight underwater just fine (no breathing) and the Hydra can tear the Shark apart given the healing backup he's got (AC 17 just doesn't cut it).  The Mantis is a joke and easily destroyed.

A 21 HD Chimera, a 15 HD Large Air Elemental, a 20 HD Huge Air Elemental, a 6 Headed Hydra, and a 5 Headed Fiendish Hydra.  The Hydras can be easily handled by the Zombie Hydra, and the dragon can grapple kill the Chimera or the Air Elementals, but the Adept had better stay out of the line of fire.  Still, the Zombies can just handle this one.  

A Huge Megaraptor with 17 HD and a Brass Half Dragon Dire Ape with 15 HD.  Again, with healing support the Hydra can just tear these guys a new one and the dragon can use Crush on the Ape to take it out instantly.  I'd be tempted to make a Skeleton out of either of these guys, but the Hydra's still better I think but if it somehow died, either of these would be a good replacement).

A Bugbear Monk 8, a Bugbear Sorcerer 10, a Spellwarped Centaur Fighter 4, and a Centaur Bard 5.  The Zombies can crush (literally, in the case of the dragon any of these, but of course the Sorcerer would be the biggest threat).   Either of the Bugbears is valid for domination, so I'd probably just order the dragon to pin the Sorcerer with Crush immediately and deal with the other three, then go for the domination.  If they're too close together, we might as well crush multiple at once (maybe we can get the Monk too!).

Anyway, that's a REALLY random sampling.  Not sure I like this generator, as it's pretty bizarre to the point that I think most DMs wouldn't even throw this at you (who throws a good dragon with hellhounds at the players?).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 23, 2011, 08:37:06 AM
The centaur pair from the last encounter might actually give you problems. Give them a pair of composite bows and some mounted combat stuff, and they could very well outrange you and kite you around.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 23, 2011, 10:42:14 AM
No way those are EL 12 encounters.  The Monk Dragon is, at best, EL 8
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 23, 2011, 11:01:12 AM
No way those are EL 12 encounters.  The Monk Dragon is, at best, EL 8

All of those things put together are the EL 12 encounter.  Not any one by themselves.

A Large Advanced Hellhound with 12 HD, 6 4HD Hellhounds, a Wyrmling Copper Dragon Monk 5, and a Very Young Copper Dragon Druid 3

Is one encounter.


It's worth pointing out that class levels are an abstraction, and characters are unaware of them.  Therefore if the Adept is jamming in a Monk Outfit (his one free outfit on character creation) then he looks as threatening as a monk, which is to say not at all.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 23, 2011, 11:12:15 AM
Oh, I see...

Yeah, that's a fucked up encounter calculator.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 23, 2011, 11:53:14 AM
I tried using it myself, got a bunch of Dire enemies that have no "dire" version (including some vermin and a triceratops).  I know exactly which one it is because the encounters I got similarly made no sense.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 23, 2011, 01:28:28 PM
True, classes are metagame concepts, which in turn means that wearing a Monk's Outfit is not a sign of weakness because there is no "monk" to be weak. You can get armorless, not good with weapons, maybe a few more characteristics that haven't yet come to mind. A Sorc 4 or whatever isn't actually going to be useful (so it's just a meatshield) and the dragon, in all likelihood, won't be able to tell the difference between it and the adept. Saying you effectively get a miss chance is fine; saying the dragon will avoid the Adept, specifically, is not. Though in a few levels, this will become dramatically less useful a strategy once the discerning dragon (IE anything but a white) can get arcane sight permanencied on itself, and quickly notice which of the creatures invading its home is the most blinged out. That is more of a high-level thing, though.
: Re: Adept vs monk: the final nail in the coffin
: The_Laughing_Man July 23, 2011, 03:17:56 PM
The mature adult white dragon needs for the permanent arcane sight two scrolls (and luck).

1 scroll of arcane sight (http://www.d20srd.org/srd/spells/arcaneSight.htm) (11 CL) 825 gp and 1 scroll of permanency (http://www.d20srd.org/srd/spells/permanency.htm) (11 CL, up to 1500 xp) 8875 gp. The sum is 9700 gp.

The dragon has to beat two caster level checks (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#casterLevelChecks) of DC 12 in order to cast these arcane scrolls. The dragon has CL 3 from sorcerer levels so changes of success is (11/20)^2*100 = 30,25%. The changes get better with items and feats that increase its caster level.
: Re: Adept vs monk: the final nail in the coffin
: The_Laughing_Man July 23, 2011, 03:20:15 PM
One thing I noticed is that the mature adult white dragon can in fact affect the adept out of the box.

It could use its SLAs (3/day) Fog Cloud (http://www.d20srd.org/srd/spells/fogCloud.htm) (130 ft) or Gust of Wind (http://www.d20srd.org/srd/spells/gustOfWind.htm) (60 ft, DC 13 fort) vs adepts 55 ft Scorhing Ray, FWIW.

Also if the dragon just flies overhead or snarls (range 30 ft*7 age categories=210 ft) the frightful presence (ex) kicks in. Failure on a DC 21 will save causes the target to be panicked (1-4 target's HD) or shaken (5-11 target's HD) for 4d6 rounds.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 23, 2011, 03:40:58 PM
Blacks and Blues, though, with their long-range lines would probably kill both the Adept and the Monk with equal ease.

It's trivial for the white dragon to get a long range line breath weapon with a simple feat. It's actualy something expected of a dragon that still didn't get his spellcasting at full power. But of course the monster ecounters aren't allowed to use anything resembling decent tactics against the adept here. They aren't even allowed to use feats or skills.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 23, 2011, 03:46:39 PM
Blacks and Blues, though, with their long-range lines would probably kill both the Adept and the Monk with equal ease.

It's trivial for the white dragon to get a long range line breath weapon with a simple feat. It's actualy something expected of a dragon that still didn't get his spellcasting at full power. But of course the monster ecounters aren't allowed to use anything resembling decent tactics against the adept here. They aren't even allowed to use feats or skills.


I very much think they ARE allowed to use tactics against the adept and the monk. Just that the tactic of snatching up random humanoids from a group of zombies, isn't really a sound tactic.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 23, 2011, 04:18:37 PM
Blacks and Blues, though, with their long-range lines would probably kill both the Adept and the Monk with equal ease.

It's trivial for the white dragon to get a long range line breath weapon with a simple feat. It's actualy something expected of a dragon that still didn't get his spellcasting at full power. But of course the monster ecounters aren't allowed to use anything resembling decent tactics against the adept here. They aren't even allowed to use feats or skills.


We've already decided that a White Dragon played above it's Int Score would wipe the floor with both, and a whole bunch of other classes besides.  Just let it go.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 23, 2011, 04:38:49 PM
Blacks and Blues, though, with their long-range lines would probably kill both the Adept and the Monk with equal ease.

It's trivial for the white dragon to get a long range line breath weapon with a simple feat. It's actualy something expected of a dragon that still didn't get his spellcasting at full power. But of course the monster ecounters aren't allowed to use anything resembling decent tactics against the adept here. They aren't even allowed to use feats or skills.


This has been mentioned before, on page 31, reply #617, back when Shinzen was building a dragon with spells and feats (such as entangling exhalation that totally killed the monk, and nerveskitter that meant the monk did not have an initiative advantage). Nobody contested that increasing the range of the breath weapon would defeat the adept easily, if the dragon did strafing tactics with that.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 23, 2011, 04:45:18 PM
If range is an issue, the Adept could cast hammer of righteousness, that is 220 feet range, and 12d8, save for half. That should put a dent in the dragon as well.
: Re: Adept vs monk: the final nail in the coffin
: The_Laughing_Man July 23, 2011, 05:10:05 PM
If range is an issue, the Adept could cast hammer of righteousness, that is 220 feet range, and 12d8, save for half. That should put a dent in the dragon as well.

I think that spell is not adept (http://www.d20srd.org/srd/npcClasses/adept.htm)'s spell list.
: Re: Adept vs monk: the final nail in the coffin
: Shiki July 23, 2011, 05:18:50 PM
If range is an issue, the Adept could cast hammer of righteousness, that is 220 feet range, and 12d8, save for half. That should put a dent in the dragon as well.

I think that spell is not adept (http://www.d20srd.org/srd/npcClasses/adept.htm)'s spell list.

Sanctified spell. Check out BoED.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 23, 2011, 05:32:11 PM
If range is an issue, the Adept could cast hammer of righteousness, that is 220 feet range, and 12d8, save for half. That should put a dent in the dragon as well.

I think that spell is not adept (http://www.d20srd.org/srd/npcClasses/adept.htm)'s spell list.

Its on all non-evil, preparing spellcasters list. So the Adept JaronK made could cast it.. he could also cast every other level 4 and below exalted and vile spell out there.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 23, 2011, 05:35:35 PM
It's already been established a while ago that an optimized White Dragon ought to crush both players.  However, we DID have a White Dragon with feats and tactics, and the Adept had a decent shot against it while the Monk couldn't do anything.  I think the fact that we have to optimize the White Dragon a bit before it can take down the Adept easily, but we barely have to do anything more than base logic against the Monk, clearly shows which class is better in this fight.

And Oslo: find one instance of anyone saying the dragon can't use feats and tactics.  Try not to find anything by the guy who was "DMing" this encounter where he mentioned the feats and tactics he wanted to use, because that would kill your case.

@Halinn: the Centaurs aren't an issue because after the White Dragon fight the Adept got a Zombie Mature Adult White Dragon, which has enough speed to just run up and Crush any one enemy, allowing the others in the group to take that enemy out... then he can repeat.  Can't kite away from that flight speed.

@Lo77o: Clever.  Hadn't remembered that fact about Sanctified Spells.  God, that gives a lot of extra options I hadn't even considered!

JaronK
: Re: Adept vs monk: the final nail in the coffin
: The_Laughing_Man July 23, 2011, 05:46:05 PM
@Shiki, Lo77o: Ok, sanctified magic BoED p.83 kosher for adepts. Never paid attention that one before, thanks for pointing it out! :) Only limitation is to utterly devote to good. BoVD p.77 corrupt magic is for the evil ones. I suppose one must choose between sanctified and corrupt magic.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 23, 2011, 05:46:42 PM
I think the fact that we have to optimize the White Dragon a bit before it can take down the Adept easily, but we barely have to do anything more than base logic against the Monk, clearly shows which class is better in this fight.
Not necessarily. It could just mean that "Giacomo" sucks at proving his position.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 23, 2011, 05:56:10 PM
Possibly, though his last Monk was using a heck of a lot of potent ACFs.  Maybe someone else should make one?  But try to make it similar in optimization level to the Adept being compared, if possible.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 23, 2011, 06:01:20 PM
@Shiki, Lo77o: Ok, sanctified magic BoED p.83 kosher for adepts. Never paid attention that one before, thanks for pointing it out! :) Only limitation is to utterly devote to good. BoVD p.77 corrupt magic is for the evil ones. I suppose one must choose between sanctified and corrupt magic.

One require you to be non-evil, the other non-good. So any neutral char can cast both.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 23, 2011, 06:15:31 PM
Possibly, though his last Monk was using a heck of a lot of potent ACFs.  Maybe someone else should make one?  But try to make it similar in optimization level to the Adept being compared, if possible.

JaronK
Does the monk that I helped Snakeman830 make (http://brilliantgameologists.com/boards/index.php?topic=11801.msg420336#msg420336) count? I'm pretty sure it has a chance of taking out the dragon on its own.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 23, 2011, 06:20:17 PM
Sure, why not?  How would you expect the fight to go with the dragon?  I notice you have Darkstalker, so while the dragon might be alerted to the presence of a threat by traps being sprung or by the rest of a party, you actually could get a surprise round on the dragon with that guy (is the hide/move silently modifier high enough?).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 23, 2011, 06:28:04 PM
Hi again,

first of all, thanks go to oslecamo and also SorO_Lost for pointing out the many holes in the adept-gone-necromancer’s tactics vs the white dragon. Also, I think SorO_Lost hinted that there are way more powerful monks possible than my build (involving things like battle jump)  -maybe he would wish to post it here? I definitely think that my build is not the most powerful level 12 monk build possible (though in my view better than the one just linked by Lycanthromancer, even when allowing the doubtful interpretation of the sizing enhancement applying to whole-monk-is-unarmed-strike).

Sometimes it helps to take a step back and look at what we do here:
The big question is whether the adept is really more powerful than the monk, as illustrated by JaronK’s expert build (http://brilliantgameologists.com/boards/index.php?topic=12198.msg423220#msg423220) and my monk build (http://brilliantgameologists.com/boards/index.php?topic=12198.msg423454#msg423454), both humans of 12th level; 25-pt-buy. (I listed the links to the builds again, because, strangely, for some reasons my build gets misquoted so often and confounded with a 7th level skill-focused monk build of mine that I think having the original links handy can only help the discussion ;) ).

The main challenge currently is how the builds fare against a CR 12 dragon, in this case a mature adult white dragon. Also, it is being assessed as to what contribution to an adventuring party both builds would  bring. So far both sides used plenty of non-core material so they should from a technical viewpoint be about equally acceptable by DMs (core only builds might be done, though, to show the impact of non-core material on the performance).

The dragon by now has been boosted by
A. A lair well laid out and designed by the dragon to allow no area outside his blindsight, plus traps near the entrance to get alerted (interesting btw that JaronK assumed this not to be the case when his adept’s imp went scouting, but when realising the monk’s superior stealth and movement abilities, intended to make blindsense count for both to eliminate surprise rounds in favour of the monk ;) )
B. Choosing spells, feats and skills for the dragon as thought appropriate (I had suggested that quite long ago in that thread, but only using the skills and feats that the MM I itself recommends- going beyond that, even making use of items in the dragon’s hoard simply is increasing the CR as per core rules)

Let’s again take a look at how the two builds compare (I did it already way up a couple of times, but maybe I did not make myself clear – so here a bit more detailed)

1a) Adept vs dragon
[spoiler]
The adept very likely has no chance vs the dragon, even (and probably even because of!) his animal/zombie zoo.
[/spoiler]

1b) Monk vs dragon
[spoiler]
I think this is going to be a tougher fight than I initially thought – and the more the dragon gets better non-core feats and spells (i.e. stuff not listed as most favourite in the MM I entry, but more along the lines of the draconomicon), the better the chances of the dragon will be.
However, the monk still has the following advantages over the adept:
[/spoiler]

Equally important to this technical side – and so far not addressed by JaronK or others – the adept with his animate dead and bought-warbeast-tactics is going to be less of use to a group than the monk.

JaronK now suggests to use a random encounter generator to get other CR 12 challenges to compare
I’d personally just stick to the CR 12 creatures listed in the SRD for simplicity – and also still focus on what happens in combat vs a dragon, since these creatures are widely regarded as most powerful (and thus to quote the great one: “if you can make it there, you can make it anywhere” ;) ). But we can later easily go to opponents like a Leonal, a Purple Worm, a Kraken and – why not? – an 11-headed pyrohydra.

ButI do not think this will change my above analysis fundamentally – neither the technical side, nor the utility of both classes for an adventuring group.

The adept is a npc class, after all, with little beyond the core rules to boost it – while the monk received plenty of new options/ACFs. Though – you guessed it – even within the core rules only I see the monk clearly ahead.
Even comparing both classes without items would leave the adept behind whose animate dead no longer works at all (due to the gem costs), as would all his spells that require spell components.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: The_Laughing_Man July 23, 2011, 06:28:31 PM
@Shiki, Lo77o: Ok, sanctified magic BoED p.83 kosher for adepts. Never paid attention that one before, thanks for pointing it out! :) Only limitation is to utterly devote to good. BoVD p.77 corrupt magic is for the evil ones. I suppose one must choose between sanctified and corrupt magic.

One require you to be non-evil, the other non-good. So any neutral char can cast both.

Sanctified magic requires to be non-evil and utterly devote to good. Corrupt magic does not seem to have a similar clause other than using evil powers is evil act in and of itself. I think one needs to choose between them. It is a bit contradictory to utterly devote to good by committing evil acts.. ;)
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 23, 2011, 06:30:09 PM
<snip> Nevermind.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 23, 2011, 06:37:22 PM
It is a bit contradictory to utterly devote to good by committing evil acts..
Some people go both ways.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 23, 2011, 06:48:55 PM
It is a bit contradictory to utterly devote to good by committing evil acts..
Some people go both ways.
Heil Tsukiko.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 23, 2011, 07:53:21 PM
Sometimes it helps to take a step back and look at what we do here:
The big question is whether the adept is really more powerful than the monk, as illustrated by JaronK’s expert build (http://brilliantgameologists.com/boards/index.php?topic=12198.msg423220#msg423220) and my monk build (http://brilliantgameologists.com/boards/index.php?topic=12198.msg423454#msg423454), both humans of 12th level; 25-pt-buy. (I listed the links to the builds again, because, strangely, for some reasons my build gets misquoted so often and confounded with a 7th level skill-focused monk build of mine that I think having the original links handy can only help the discussion ;) ).
Firstly, the monk uses custom items that cast spells. 1st level spells at that. If this is allowed, I want a use activated sword of true-striking, and a use activated ring of divine insight.

A. A lair well laid out and designed by the dragon to allow no area outside his blindsight, plus traps near the entrance to get alerted (interesting btw that JaronK assumed this not to be the case when his adept’s imp went scouting, but when realising the monk’s superior stealth and movement abilities, intended to make blindsense count for both to eliminate surprise rounds in favour of the monk ;) )
It has been proven, multiple times. Why the dragon would fare badly against the adept without the lair. Attempting to snatch up the adept is close to impossible when he is in his army, also, the dragon would be using minutes to discern who is the threat through sense motive. The dragon probably don't have minutes unless it wants its' hoard stolen.
B. Choosing spells, feats and skills for the dragon as thought appropriate (I had suggested that quite long ago in that thread, but only using the skills and feats that the MM I itself recommends- going beyond that, even making use of items in the dragon’s hoard simply is increasing the CR as per core rules)
Well, I can use the White Dragon out of the box instead. However, the dragons that are described in MM are not complete builds. They do not have feats or spells selected for them. In which case I guess it will be allright to give them some? A mature adult white dragon should have 7 feats and 8 spells IIRC.

1a) Adept vs dragon
The adept very likely has no chance vs the dragon, even (and probably even because of!) his animal/zombie zoo.
Not backed up.
He has no way to gain the surprise round (his army is the opposite of being stealthy, and even the imp does not help much scouting ahead – at best he’ll not get killed by the dragon in the process). It is, by contrast, the dragon with his likely good stealth skills and lair defense which will get the surprise round.
Exactly, the adept wont get the surprise round, the Dragon will use it's cave to deal with him. It will probably hide in a tunnel in the ceiling, due to it's permanent spiderclimb on icy floors. It's hoard will probably be frozen inside that same ceiling, like white dragons apparently prefer to.

Additionally, the dragon is likely to win the initiative, too. The dragon now has a surprise round standard action and a first found full round action vs the adept. It all really depends on whether the adept will be discernible as the master behind the zombies and animals. I guess the dragon’s spot and sense motive will beat any disguise or bluff that the adept can muster (both disguise and bluff being cross-class skills for the adept, spot and sense motive being class skills for the dragon). Then it is just a flyby/snatch attack, breath/full attack the flat-footed adept and the combat is over (since the adept lacks any meaningful defensive spells; even his mirror image and/or invisibility does not last long enough to be up all the times – also blindsense/blind-fight counters this largely). Single AoOs from the hydras vs the DR 10 dragon will not prevent this.
Yes, the dragon now has 1.5 rounds to discern who is the threat. Something that by and large takes either 20 rounds for taking 20 on a spot check, or a minute for attempting a sense motive threat. It doesn't have the time for either, so it attacks randomly and have about 10% chance of hitting the adept.

Anklets of translocation, as outlined by Oslecamo, also do not help (I liked the feather fall trick to get away, but in the blindsense-optimised cave this does not get the adept out of the dragon’s movement range by falling). The adept will have to find some way through an item to get through this – and I am not sure how many DMs will accept cyst dominations to get even more (non-undead, non-animal) minions as decoy since even a monk with diplomacy might be doing that.
Nope, but it does get the adept the ability to hide behind his zombies, or find some cover.
Even IF the adept somehow remains hidden/escapes the notice of the dragon until the adept’s turn, his only real options are web and a scorching ray. Web needs specific area for it to be attached (=dragon close to wall) and will be hard to pass by the dragon’s high reflex save (it is DC 18ish vs the dragon’s +12 reflex save). Also, given the dragon’s SR 20, only a third of the maximized scorching rays will go through, doing vs this cold type dragon only 72 damage each turn. This means that the adept relying on the rays will have to hope the dragon is in range of the rays for four (!) rounds. Meanwhile, the dragon will do a lot of damage to his army – and lethal damage to the adept. A Mirror Image will be mostly negated by the dragon’s fog cloud/blindsense/blind-fight tactics, and the first ray shot will alert the dragon as to who is the (only) real threat here.
Even on a save the dragon is entangled by web: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.
And web works even better:
Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
The dragon will not be moving more than 5-10 ft in the web each round.
All rounds in which the adept and his friends can use to let loose an artillery barrage against the dragon. Also, Web (http://www.d20srd.org/srd/spells/web.htm) offers no spell resistance.
Another powerful offensive I see here is turning one of the undead into a more dangerous undead like a greater shadow with polymorph (still mindless, but so what). But that still supposes that 1) the adept somehow survives the dragon’s 1.5 turns against him before he can cast plus the several rounds the more powerful undead needs to be considered a serious threat and 2) the dragon does not simply avoid the threat, holes up the adept and his zoo in his lair (say with an avalanche) and comes back later when the polymorph spell is over (again with 1.5 rounds head advantage). Another improvement for the animate dead tactics- which I suggested to JaronK many posts ago and which he ignores since – is to use skeletons instead of zombies and so at least get a bit more mobility for his army (not much, but still).
Decent trick. I would probably just send in the Shadow and tell it to kill ANY dragon it finds inside instead of going in there with it. The dragon doesn't have much to deal with it except a few magic missiles, and if the polymorphed undead was a Hydra, it would have too many HP to kill with that. The adept could also have a Necropolitan under his control (who he could have commanded to become necropolitan when they had a cyst in their head). Who would be intelligent enough to search for the dragon.
And all of this assumes the adept gets the dragon in his lair somehow accessible to his zombies and animals. Likely the lair is somewhere in icy mountains/in a cliff/below an icy lake. The zombies and most animals cannot even climb to such a lair/reach it to start with. The traps all of a sudden conjured up to impair the highly mobile monk apparently so far were not considered to apply to the zombie army – a serious omission, I daresay: Simple pits will stop the hydras altogether. They drop in and will never be able to get out. Meanwhile, of course, both zombies and animals have no chance vs a flying dragon out in the open.
The adept has, among his zombies multiple modes of movement. Getting them around might prove a small hurdle, but not that much. A clever dragon would use this in the fight though.
When I advocated the joker monk to use UMD with cheap wands, the costs were certainly below losing/replacing on average20HD of zombies =1000 gp per encounter for the adept using animate dead. And this is the kind of loss rate I’d expect. It is the vulnerability of the mindless undead to even the simplest of obstacles, or ranged weapons, spells, npc  priests rebuking/turning them, npcs with command undead spells turning them against the group etc. that make 25gp for each HD over time quite expensive.
I think you misunderstand, the joker monk needs to spend those gold to keep being effective, he gets diminishing returns.
The adept, on the other hand, spends his money getting more and more zombies and followers. Increasing his power for every fight he does.
1b) Monk vs dragon
I think this is going to be a tougher fight than I initially thought – and the more the dragon gets better non-core feats and spells (i.e. stuff not listed as most favourite in the MM I entry, but more along the lines of the draconomicon), the better the chances of the dragon will be.
Even out of the box, the dragon can wreak that monk build. Even though it uses items that aren't allowed. Warning can't be put on an amulet, it is a weapon enhancement. You can't have items that can cast spells like that out of custom items. Custom items break the game in and on themselves.
He has stealth abilities. He could try an ambush somewhere outside the lair after observing the dragon for a while (the monk has ring of sustenance, he can take his time). Also, his knowledge-arcane skill may be useful. Also, his high spot and listen modifiers will help him not to be surprised by the dragon.
He can fly for a total of 25 rounds each day with his winged vest. How is going to ambush the dragon who flies faster than him at all? If the dragon met the monk outside, it could simply breathe frost at him and move to always be outside his range. If he decided to come closer, if he didn't activate his torc, the dragon could simply eat him. Or it could sunder his vest making him fall. The monk can only move 90ft in a charge while he is flying.
Even without a way to charge the dragon outside its blindsense range, the monk can just enlarge way outside the lair, enter, blinking all the time, the lair flying  and will have a good chance to notice the dragon (spot +33 vs dragon’s hide +16 and at most -6 in the smaller cave optimized for blindsense). With surprise going to neither, the monk will have about an even chance for going first(IF the dragon has nerveskitter). Even when losing the initiative, he can due to combat reflexes AoO the charging dragon from 20ft away while flat-footed AND then even use immediate actions to activate invisibility or blink (since after having attacked even with an AoO he no longer is flat-footed, even when he misses; yes combat reflexes with reach is that useful!)
So he gets to make one attack at the dragon with his AoO, then activates blink. Then he loses his next swift action, so next round he can't activate his torc, meaning he can't trip the dragon. The dragon can just keep attacking him, hitting with one attack can mean the end for the monk, because the dragon could just grapple him.
Once the dragon is close to him, he can trip/stall him as per 3.5 FAQ, and with his spiked chain reach 20ft away (he can use a move action to get to that distance) – preventing the dragon from getting within its melee range. With enlarge up the monk can activate the torc of the titans and add a mighty throw maneuver for +23 modifier vs the dragon’s +20.
Where are you getting enlarge again? Your custom item? Fine, you don't have that. Torc of the Titans is a swift action activation. You can't do that on an AoO. you are now at +13 against +20. Pretty hard to trip the dragon now, isn't it?
More simply, the monk can snap kick the dragon twice doing 24d6+10 damage, at +21 to hit plus activating his touch attack amulet plus DC 23 stuns (the dragon’s fort +17 means he has a 60% chance only to save vs two such stunning attacks). Basically then the monk can either do enough damage to kill the dragon outright over a couple of rounds, or stun him (reducing chance of survival even more), or even get a lucky punch in early on with a massive damage fortitude DC 15 save.
Well, You can't activate both the Torc and Heartseeker amulet. You don't have any source of enlarge. Fanged ring doesn't stack with INA. I'm at most getting your size to Huge here. That's not 24d6 of damage. The dragon has +17 Fort save, meaning he makes the save on a 4 or better. That is 15% chance per attack of failing. Giving the dragon around 75% chance of not being stunned. Assuming you don't fail on your own miss chance. Heartseeking amulet only works on one attack. So you only hit with one of your two attacks.
Note that things will definitely go wrong for the monk.
FTFY

His blinking means 20% of his attacks miss. Also, the dragon may certainly have other tricks (like spells) up its sleeve. However, even so, the monk – unlike the adept – will survive a full attack from the dragon who likely will not power attack fully/or with full knowledge of the monk’s AC.
Why not? He is hiding behind miss chances, he probably doesn't have a good AC.
In case both invisbility and blink are up, the dragon’s damage is even reduced to 25% (two cumulative 50% miss chances). Similarly, the adept’s bane – the flyby snatch attack with grapple – will not be effective vs the blinking monk.
It's not likely to work against the Adept either. Which has been pointed out multiple times
As soon as the dragon somehow does not manage to kill the monk before the monk gets to act twice (=four attacks for each 40ish-100ish damage, plus four DC 21-23 stuns), he has a problem. Note again how the adept needs 4 rounds (= scorching rays) to kill the dragon even in the most favourable of circumstances.
But it can quite easily kill the monk ridicolously fast. And why would it ever allow the monk to make full attacks against it?
Outside, flying, the monk may be able to charge the dragon from 200ft away (150ft if blinking). This is not enough to force the dragon to fight at all times – certainly. But again, it is more than what the adept offers.
Why wouldn't the dragon be flying? Sometimes it might be climbing on slippery ice slopes (read ceiling) instead. But you can't charge there anyway.

The adept is a npc class, after all, with little beyond the core rules to boost it – while the monk received plenty of new options/ACFs. Though – you guessed it – even within the core rules only I see the monk clearly ahead.
The adept has spells. And quite a bit of them.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 23, 2011, 08:12:01 PM
Also, I think SorO_Lost hinted that there are way more powerful monks possible than my build (involving things like battle jump)  -maybe he would wish to post it here?
You know, it turns out it is over on the Expert vs Monk thread not this troll feeding Adapt vs Monk thread.

Finally got around to finalizing my earlier Monk build today.

[spoiler]
Writhe
(http://img.aegen.nl/TSP/Nightshade%20Assassin.jpg)
Desecrated Crafted Necropoliton Fire Elf Monk 9 (undead)
HD: 9d12+36 (100 HP)
Initiative: +4 = +0 (dex) + 4 (nimble bones)
Speed: 70ft. (50ft. while Blinking) = 30 (base) + 30 (enhancement) + 10 (nimble bones)
AC: 15 (+3 wis, +2 natural) Touch: 13, Flat-Footed: 12
Base Attack/Grapple: +6/+12
Attack: +16(+21) = +6 (bab) + 6 (str) + 1 (enhancement) + 1 (marital aptitude) + +2* (flanking) + 3* (martial aptitude) + 2 (hidden). *using distracting ember.
Charge Damage: +93 = +6 (str) + 3 (thf) * 2 (power lunge) + 12 (pa) + 1 (enhancement) * 3 (valorous + battle jump)
Attack Options:
   Unarmed Strike +14 melee (1d10+6, +1d6 cold, +1d6 good/evil), Full Attack +14/+9, Flurry of Blows +14/+14/+9.
   Butterfly Sword +16 melee (1d6+7, +1d6 good/evil), Full Attack +14/+9, Flurry of Blows +16/+16/+11.
   Waithstrike Fukimi-Bari +4/+4/+4 ranged touch (1 + black lotus poison), Full Attack +4/+4/+4/-1/-1/-1 ranged touch (1 + black lotus poison).
   Heedless Charge +21 melee (3d6+93, +1d6 good/evil)
Space/Reach: 5ft./5ft.
Special Attacks: Flurry of Blows, Holy Strike, Unarmed Strike.
Special Qualities: Fast Movement, Prayerful Meditation, Wall Walker, Purity of Body, Dark Moon Disciple(shadow blend), Invisible Fist, Undead Traits, Turn Resistance +6.
Saves: Fort +6, Refl +6, Will +9.
Abilities (pb 28):
   Str: 22 (+6) = 16 (base) + 2 (level) + 4 (enhancement)
   Dex: 10 (+0) =  8 (base) + 2 (racial)
   Con: -- (+0) =  8 (base) - 2 (racial)
   Int: 16 (+3) = 14 (base) + 2 (racial)
   Wis: 16 (+3) = 14 (base) + 2 (enhancement)
   Cha: 12 (+1) = 14 (base) - 2 (racial)
Feats: Skill ProdigyF, Hidden Talent(psionic minor creation)F, Battle Jump1st, Power AttackB, Improved Bull RushB, Martial Study(distracting ember)3rd, Power Lunge6th, TrackB, Shock Trooper9th.
Skills (ranks only, 4+3*9=63): Balance 5, Diplomacy 5, Move Silently 12, Survival 7, Tumble 12, Use Magic Device* 12, Lucid Dreaming* 10.
Equipment (WBL 36,000gp, 28,651 spent): Fukimi-Bari x 50 (50gp), Wand-Waithstrike x20 (1,800gp), Marbles x 10 (1gp), Wand-Guidance of the Avatar x20 (1,800gp), +1 Valorous Desert Wind Butterfly Sword (18,300gp), Periapt of Wisdom +2 (2,000gp), Masterwork Tool x6 (300gp), Catspaws (6,200gp). Anything else needed and useful.
Languages: Common, Elven + 3 others.
Environment: Urban Areas.
Organization: Any
CR: 9
Treasure: See Equipment.
Alignment: Always lawful.
Advancement: By Class.
Level Adjustment: +0

Writhe is an assassin for hire. Typically he stalks his opponent learning his target's patterns and weaknesses before making his move. His signature is impaling the target's corpse on the ceiling after they have been killed. The method various from blunt force trauma & deep incisions to poisoning with needles. However, recently it became known that Writhe kills by ingested poison. An accurate kill count is unknown.

Tactics
Writhe's Shadow Blend ability grants him total concealment in areas without full sun light. The ability isn't invisiblity and doesn't require a hide check. Effects such as See Invisibility, True Seeing and Glitterdust cannot reveal the target as none of them negate concealment. However, effects such as Blindsight ignore this effect.

To complement that trait Writhe has the ability to cast Blink as an immediate action spell-like ability with a duration of 3 rounds. Writhe can use this once once per 3 rounds and thus by spending the immediate action every three rounds can remain in a perpetual Blinking state for stalking. While Blinking, Writhe has at least a 20% concealment against creatures with Blindsight-like effects, can fly with perfect maneuverability, and may walk though walls and such. However Writhe's speed drops to 3/4, his range of vision is 60ft and he suffers a 20% miss chance against other creatures. Normally Writhe will drop this prior to an assassination attempt.

Using his Shadow Blend & Blink Writhe can sneak into almost anywhere and by using of his Tracking abilities locate and dispatch targets as needed.

In direct combat. Writhe sticks to flanking his opponent only attacking when he has the upper hand. Frequently, if fighting in a building, using Blink or Wall Walker to fall from above he will use Battle Jump then use a free action to drop prone and though Blink continue to fall though the floor preventing retribution. If movement is prevented another well used tactic is using his Wand of Wraithstrike prior to spitting poisoned darts out of his mouth. And he is no stranger to fleeing from out right stronger opponents.

Benchmarks
[spoiler]Melee
Half-Orc Barbarbian 9
Str: 34 (+12) = 18 (base) + 2 (racial) + 2 (level) + 4 (enhancement) + 6 (greater rage)
Hit: 23 = 9 (bab) + 12 (str) + 2 (enhancement).
Damage: +112 = 12 (str) + 6 (thf) + 2 (enhancement) + 36 (pa + leap) * 2 (valorous)
Difference: -2 to attack (mindful Writhe's targets also lost Dex to AC) & -19 to damage.

Scouting
Dark Whispergnome Rogue 8
Speed: 40ft. = 30 (base) + 10 (dark)
Hide: +37 = 11 (ranks) + 4 (racial: gnome) + 8 (racial: dark) + 2 (unnamed: shadowweave) + 4 (size) + 6 (dex) + 2 (circumstantial)
Move: +32 = 11 (ranks) + 4 (racial: gnome) + 6 (racial: dark) + 2 (unnamed: shadowweave) + 6 (dex) + 2 (circumstantial)
Difference: Superior Speed, Hide uncompairable, -10 Move Silently, able to Track.
***[/spoiler]

***[/spoiler]
Hope you like it, and if not, I got some spare gold ;)

The ranged touch triple attacking poison part not working like that was already mentioned, I am just to lazy to update the build :p


CR 12 White Dragon right?
Stats: 241HP, AC 28 (T9, FL28), +27/+22/+22/+22 melee (2d8+8, 2d6+4, 1d8+4), 7d6 [Cold] Breath Weapon and 1st level spells.

My Monk
Stats: 100hP, AC who the hell cares (AC sucks), +21 melee (3d6+93, +1d6 good/evil), immunity to [Cold], and has a 50% chance to ignore spells/breath/grapple and maintains full-concealment against the dragon.

...Said Monk is ECL 9, spent less than half it's WBL, no Distance/Throwing enhancement shenanigans, can UMD/Freddy up some death and could kill the dragon 100% of the time within a single charge if I forget exact details and end up adding either Snap Kick or the Life-Drinker enhancement (mindful, if it were lv12 it would in fact have both). Plus, if it were level 12 it would have DDoor, suppose I'll just settle for making some snide and condescending remark of like OMG I HAZ ANKLET ITEMS POOR MONK UZING ABILITIES < MY ITEMS. I HAZ PROVES MY WORTH! and hope someone takes it as the smack to the face they deserve. Srsly, I brought up this monk to showcase the differences in how optimization can massively affect things.

***

Btw, I missed the whole disguise thing. Is it too late badger the concept since someone threw up Detect Magic (which auto sees magical auras, something zombies lack)? Because zombie, zombie, zombie, human, zombie hey spot the odd ball or a more detailed: no skill zombie with 1 in charisma and a -2 (or more) penalty to disguising him self as a living breathing Human Adapt (1d20-7) vs the 21 HD monster noted as always putting ranks in Spot/Listen (1d20+24) is like making an Expert vs Monk thread, it's just begging for loads and loads of condescending mockery.

***

In other news. I go both ways too. Forward and backward.  :drums
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 23, 2011, 08:22:24 PM
@Halinn: the Centaurs aren't an issue because after the White Dragon fight the Adept got a Zombie Mature Adult White Dragon, which has enough speed to just run up and Crush any one enemy, allowing the others in the group to take that enemy out... then he can repeat.  Can't kite away from that flight speed.

Oh, yes. It's not a problem if you let the dragon do that. Your previously stated tactics were to let the dragon pin the sorcerer instead of having it go after the centaurs, though.

@SorO: The zombies are not the things being disguised. That would be the dominated humanoids. And with taking 20, someone probably having a few ranks in disguise, and range penalties, you end up with the dragon likely not seeing through any disguises. Not that disguises are needed. The adept wears whatever he normally would wear, and the probably lower level humanoids wear what they would. Perhaps toss a holy symbol on a dominated fighter, give a staff and a book to a commoner and such. All in all there is a fairly good chance that the dragon will consider someone who isn't the adept to be the primary threat.
If the dragon wants to use detect magic, that's three rounds of concentration spent with at most 60 ft range.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 23, 2011, 08:30:42 PM
And with taking 20, someone probably having a few ranks in disguise, and range penalties, you end up with the dragon likely not seeing through any disguises. Not that disguises are needed. The adept wears whatever he normally would wear, and the probably lower level humanoids wear what they would. Perhaps toss a holy symbol on a dominated fighter, give a staff and a book to a commoner and such. All in all there is a fairly good chance that the dragon will consider someone who isn't the adept to be the primary threat.

Pure condescending that I would expect Giacomo to try to pull out. You cannot take 20 with disguise because the check is made in secret by the DM. You never know how good it is until is put to test by an oponent. Claiming giving books to someone will make other think they're wizards is pure idiocy because no self-respecting wizard will ever carry his books in the open.

This of course completely ignoring the fact that the dominated humanoids surely don't have in their nature to play dress up and serve as meat fodder for a necromancer, so they'll be geting new saves to break out all the time.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 23, 2011, 08:32:57 PM
Blacks and Blues, though, with their long-range lines would probably kill both the Adept and the Monk with equal ease.

It's trivial for the white dragon to get a long range line breath weapon with a simple feat. It's actualy something expected of a dragon that still didn't get his spellcasting at full power. But of course the monster ecounters aren't allowed to use anything resembling decent tactics against the adept here. They aren't even allowed to use feats or skills.

...and you are using some sort of homebrew spell that compels me to place the palm of my hand upon my face.
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 23, 2011, 08:41:10 PM
Firstly, the monk uses custom items that cast spells. 1st level spells at that. If this is allowed, I want a use activated sword of true-striking, and a use activated ring of divine insight.
Yeah, it's worth noting that the magic item pricing guidelines are exactly that: Guidelines. They can give a general idea of how much items should cost, but sometimes they fail spectacularly at it.

B. Choosing spells, feats and skills for the dragon as thought appropriate (I had suggested that quite long ago in that thread, but only using the skills and feats that the MM I itself recommends- going beyond that, even making use of items in the dragon’s hoard simply is increasing the CR as per core rules)
What logical reason is there to restrict the dragon to the core rulebooks when the monk is not similarly restrained? If additional options increase the dragon's overall power and the same holds true for the monk, then you're giving the monk an advantage in this fight (after all, the Monster Manual labels a creature's CR a subjective judgment and not an exact science), which rather defeats the purpose. Swapping feats, skills, and spells is a common practice, and what's available to the monk is available to the dragon, since the latter is run by the DM. As a side note, the sample dragons in the Draconomicon have Challenge Ratings consistent with their age categories but do have non-standard feats.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 23, 2011, 08:56:41 PM
Why doesn’t this first reaction to my post surprise me…? :(

Firstly, the monk uses custom items that cast spells. 1st level spells at that. If this is allowed, I want a use activated sword of true-striking, and a use activated ring of divine insight.

See: compare both classes without any items at all. Adept sucks massively.
When vilest acts are allowed to create armies of undead, I see no problems for a DM allowing custom items for 1st-3rd level spells.

It has been proven, multiple times. Why the dragon would fare badly against the adept without the lair. Attempting to snatch up the adept is close to impossible when he is in his army, also, the dragon would be using minutes to discern who is the threat through sense motive. The dragon probably don't have minutes unless it wants its' hoard stolen.

Proven? Funny. Since you did not provide any links, I cannot only try to make out what you mean from what you wrote. And what you wrote is that the army surrounding the adept will be able somehow to stop a dragon snatching up the adept. And sense motive is only taking a minute for information-gathering (like finding out the dominated people). But it is taking the same amount of time when the adept uses bluff to pass off as something different thatwhat he is.

Well, I can use the White Dragon out of the box instead. However, the dragons that are described in MM are not complete builds. They do not have feats or spells selected for them. In which case I guess it will be allright to give them some? A mature adult white dragon should have 7 feats and 8 spells IIRC.

No, just 7 feats, 24x7 skill points, class skills, plus 3 first level spells known (like a sorcerer of 3rd level). And nobody has denied that so far. I’d only suggest taking what the MM I suggested.

Exactly, the adept wont get the surprise round, the Dragon will use it's cave to deal with him. It will probably hide in a tunnel in the ceiling, due to it's permanent spiderclimb on icy floors. It's hoard will probably be frozen inside that same ceiling, like white dragons apparently prefer to.

Yes…just about what I said.

Yes, the dragon now has 1.5 rounds to discern who is the threat. Something that by and large takes either 20 rounds for taking 20 on a spot check, or a minute for attempting a sense motive threat. It doesn't have the time for either, so it attacks randomly and have about 10% chance of hitting the adept.

Again: dragon only needs spot and sense motive vs adept’s disguise and bluff. The first being a non-action, the second a reactive action vs the adept’s full-round action of bluffing. Please read what I wrote before making such comments.

Nope, but it does get the adept the ability to hide behind his zombies, or find some cover.

Hiding behind the zombies and finding cover gives an opportunity to hide (See adept’s hide skill: meh) and +4 to AC; not enough.

Even on a save the dragon is entangled by web: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.
And web works even better:
Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
The dragon will not be moving more than 5-10 ft in the web each round.
All rounds in which the adept and his friends can use to let loose an artillery barrage against the dragon. Also, Web (http://www.d20srd.org/srd/spells/web.htm) offers no spell resistance.

Again: you indicate only the effects that entail a successful web (unlikely given the dragon’s high reflex save). And even successful, the web might provide cover vs opponents (as oslecamo has already pointed out), and the dragon can burrow away after clearing 5ft to the next anchoring point. Note also that the web spell needs favourable conditions for it to work (no dragon in flight, for instance, again oslecamo has already pointed that out). Next.

Decent trick. I would probably just send in the Shadow and tell it to kill ANY dragon it finds inside instead of going in there with it. The dragon doesn't have much to deal with it except a few magic missiles, and if the polymorphed undead was a Hydra, it would have too many HP to kill with that.

And you see how difficult it is to be a good necromancer? Your command to “kill ANY dragon it finds” will not yield any result for that non-intelligent undead, since it cannot distinguish dragons from anything else.  Also, as I explained, this still will not get the adept much, since the time that elapses to do this spell, and for the polymorphed undead to do some decisive damage is too long for the adept to survive vs the dragon.

The adept could also have a Necropolitan under his control (who he could have commanded to become necropolitan when they had a cyst in their head). Who would be intelligent enough to search for the dragon.

Hm. Doesn’t becoming a necropolitan cost money? More costs for the necromancer adept. Then, the necropolitan has the similar problems as the imp or other minions of the adept mentioned so far to find out anything about the dragon without getting destroyed/killed.

The adept has, among his zombies multiple modes of movement. Getting them around might prove a small hurdle, but not that much. A clever dragon would use this in the fight though.

Yeah, the swimming speed of the zombie hydras is OK. But no use for the icy mountain high-up-lair-entrance. And the non-flying adept army without much brains will fail against the most simple of barriers (pits, walls, chasms etc).

I think you misunderstand, the joker monk needs to spend those gold to keep being effective, he gets diminishing returns.
The adept, on the other hand, spends his money getting more and more zombies and followers. Increasing his power for every fight he does.

No, you get this wrong again. The joker monk uses a wand of enlarge (15gp each use), providing him multiple benefits at once (more unarmed damage, more reach, better mods to trip). The adept, meanwhile, squanders way more  money on fairly useless, mindless undead that contribute little to this dragon fight – and likely perish/get lost in the fight/on the way to the flight. His army does not increase (in fact, he has a HD cap for controlling) but will over the course of his career get destroyed/replaced quite often. And every time they do so, more gems and gp are necessary.

Even out of the box, the dragon can wreak that monk build. Even though it uses items that aren't allowed. Warning can't be put on an amulet, it is a weapon enhancement. You can't have items that can cast spells like that out of custom items. Custom items break the game in and on themselves.

Yes, you can have items that cast spells out of custom items (see: DMG, core rules). Custom items break the game only when you use the most silly of modifications to them. And out of the box, the dragon does not have much against the monk, as I showed.

can fly for a total of 25 rounds each day with his winged vest. How is going to ambush the dragon who flies faster than him at all? If the dragon met the monk outside, it could simply breathe frost at him and move to always be outside his range. If he decided to come closer, if he didn't activate his torc, the dragon could simply eat him. Or it could sunder his vest making him fall. The monk can only move 90ft in a charge while he is flying.

The dragon cannot sunder the vest since he has no line of effect. The monk vs a breathing dragon can play the similar ready-attack-trick that the adept uses for his scorching rays. While flying, the monk can charge 100ft in a single action (readied action), or 200ft in a normal round (double move charge).
And, as I admitted elsewhere, the monk is at a disadvantage outside –but he has more opportunities than the adept.

So he gets to make one attack at the dragon with his AoO, then activates blink. Then he loses his next swift action, so next round he can't activate his torc, meaning he can't trip the dragon. The dragon can just keep attacking him, hitting with one attack can mean the end for the monk, because the dragon could just grapple him.

In case tripping is not an option, the monk can attack outright with quite massive damage. Blinking makes grapple a non-issue (and iirc his WIS mod of +3 means the monk can have blink up all the time).

Where are you getting enlarge again? Your custom item? Fine, you don't have that. Torc of the Titans is a swift action activation. You can't do that on an AoO. you are now at +13 against +20. Pretty hard to trip the dragon now, isn't it?

Drink a potion. Get that enlarge belt from the MiC. Really. Enlarge is not so special. It is a FIRST LEVEL spell.  But again: in case tripping is not an option due to the situation (say, the torc cannot be activated, the mighty throw maneuver cannot be used), then just attack with touch attacks for high damage.

Well, You can't activate both the Torc and Heartseeker amulet. You don't have any source of enlarge. Fanged ring doesn't stack with INA. I'm at most getting your size to Huge here. That's not 24d6 of damage. The dragon has +17 Fort save, meaning he makes the save on a 4 or better. That is 15% chance per attack of failing. Giving the dragon around 75% chance of not being stunned. Assuming you don't fail on your own miss chance. Heartseeking amulet only works on one attack. So you only hit with one of your two attacks.

It is alternative tactics. Either trip for better attack bonus, or use touch attack for hitting. Not both.
DC 23 is stunning fist attack when using decisive strike in a full-round attack.
The unarmed damage is increased to colossal with greater mighty wallop (12th level) and INA (from ring, there is no stacking with the feat since I did not choose it). Enlarge increases it to colossal+ size. Meaning 2d6 are now 12d6. Doubled by decisive strike ACF to 24d6.
And the attack bonus of +21 means that you hit with the touch attack, and 50%  of the times vs a mage armour dragon with the regularattack.

Why not? He is hiding behind miss chances, he probably doesn't have a good AC.

But the dragon has no way of knowing that. When he reduces his attack bonus too much vs an obviously magic-enhanced foe, he risks missing with a lot of his attacks. And even IF he gets to use power attack optimally, the monk likely survives due to his miss chances.

It's not likely to work against the Adept either. Which has been pointed out multiple times

Snatch attacks with flyby etc. work just fine vs the adept. So far I have seen no valid argument against this. Meanwhile, the monk escapes all grapples with his blink ability.

But it can quite easily kill the monk ridicolously fast. And why would it ever allow the monk to make full attacks against it?

Because…the dragon’s main ability vs the monk is to use full attacks. It cannot do much with flyby attacks – since a monk readying attacks vs it will be able to do snap kicks (trading two higher damage attacks vs the dragon’s one lower damage attack).
And, as shown, the monk can survive the dragon’s onslaught longer than the adept. That is all that counts.

Why wouldn't the dragon be flying? Sometimes it might be climbing on slippery ice slopes (read ceiling) instead. But you can't charge there anyway.

Inside his JaronK-blindsense-optimsed lair it certainly will fly and iceclimb. But the monk – unlike the adept and his army – will be able to reach him everywhere.

The adept has spells. And quite a bit of them.

Yes. Quite a bit. But not enough. Look at the list again. Please. Is that list without the spells with components really worth the monk’s ability to blink, dimension door, go (greater) invisible, move faster, have better AC, better hp, better skills, better saves?

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 23, 2011, 09:06:58 PM
See: compare both classes without any items at all. Adept sucks massively.
When vilest acts are allowed to create armies of undead, I see no problems for a DM allowing custom items for 1st-3rd level spells.
Challenge Accepted.

Don't worry, I'm not going to put up some lame meme poster.

Seriously, though.  Let's compare an ungeared Adept to an ungeared Monk.  PLEASE!
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 23, 2011, 09:36:49 PM
Ok, it seems like our good Sir Giacomo his some issues with a player character running around with a small army, especially one comprised primarily of undead. Now i don't fully agree with him, but for completeness sake i will include a "sneaky" Adept that would work in a party.

-------------------------------------------------------------------------------

Amrabhep the Emir of Night, Azurin Adept 12
25 Point Buy
Medium Humanoid (Human, Incarnum)
Hit Dice: 12d6+24 (69 hp)
Initiative:+4
Speed: 30 ft.
Armor Class:17, touch 17, flat-footed 15 (+5 Deflection, +2 Dex)
Base Attack/Grapple: +6/+6
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Spells
Saves: Fort +6, Ref +6, Will +12
Abilities: Str 10 (+1 from level up), Dex 14, Con 14, Int 14, Wis 18 (+2 from level up, +2 from necklace), Cha 8
Skills: Concentration +17, Hide +23, Knowledge Arcana +17, Knowledge Religion +17
Feats: Initiate of Shar, Darkstalker, Shape Soulmeld (Strongheart Vest), Bonus Essentia, Night Haunt, Arcane Mastery
Treasure: Periapt of Wisdom +2 (4.000 gp), Cloak of Elven Kind (2.500 gp), Belt of Battle (12.000 gp), Boots of Swift Passage (5.000 gp), Ring of the Darkhidden (2.000 gp), Ring of Vanishing (30.000 gp), Scouts Headband (3.400 gp), Pearl of Power (Second Level Spells) x 7 (28.000 gp), Mundane Equipment (1.100 gp)
Alignment: Lawful Evil

Spells: Amrabhep the Emir of Night can cast divine spells as a 12th-level adept. The save DCs are Wisdom-based.
Adept Spells Prepared (3/4/4/3/1; DC 14 + spell level):

0—Ghost Sound x 2, Detect Magic
1st— Obscuring Mist, Disguise Self, Protection From Evil, Comprehend Languages
2nd—Lahms Finger Darts x 2, Web x 1, Scorching Ray x 1
3rd—Lightning Bolt x 3
4th— Armor of Darkness

Spell-Like Abilities: 1/day – Dancing Lights, Prestidigitation, Unseen Servant

Assumptions: Amrabhep is a part of a group, and the group knows where the White Dragon's lair is. But Amrabhep is evil and wants all the treasure for him self, so he will go to the lair him self at night.

Tactics: Well before getting to the lair Amrabhep will cast Armor of Darkness. It will last for 2 hours, so I will assume it is up for the fight.

Once Amrabhep gets to the lair, he will sneak in. Using Detect Magic to see if there is any magical traps, and using Unseen Servant to walk in front to activate any mundane traps.
Once the entrance is cleared he will use Ghost Sound/Dancing Lights to try and lure the Dragon out.
If the dragon ignores the bait, Amrabhep will search the cave for the dragon.
Amrabhep will stay out of any light sources if there is any, but it would be a surprise to find any since the dragon has both excellent low light vision and darkvision.
While searching Amrabhep will make one move action and then a ready action to use Boots of Swift Passage if any dragon is charging.
Once in battle Amrabhep will be invisible to the Dragons Darkvision, and With Darkstalker the dragon will still have to make spot checks to detect what square Amrabhep is in. Add in penalties from distance and Amrabhep stands a decent chance to remain hidden.
Once Amrabhep gets to make actions in combat he will do the following.
Cast Lahm’s Finger Darts, No save, auto hit and SR is breached with Arcane Mastery. 4d4 dex damage (10 average), then activate belt of Battle to cast one more for another 10 dex damage.
Range on Lahm’s Finger Darts. Is 220 feet, so he would be able to use it outside against a flying dragon as well, so he would be useful to the party there.

As for defensive counters he can use to stay safe from the dragon, he is invisible to darkvision, he has Darkstalker feat, he can become invisible while being undetectable by hearing, scent, blindsense, blindsight and tremorsense for 6 rounds per day, he can teleport 20 feet as a move action 5 times per day, and he can gain true seeing if needed.

This Sneaky Adept should have no problem with a dragon.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 23, 2011, 10:08:48 PM
That would be the dominated humanoids. And with taking 20.
If the dragon wants to use detect magic, that's three rounds of concentration spent with at most 60 ft range.
A. No Dominate on the Adapt's spell list, using Mother Cyst? Blah Monk uses Diplomacy this proxy talk is getting old. I'm best friends with Pelor, look at how great I, not them, me, memememememe, and ONLY me, am! Whoop whoop!
B. Can't do that.
C. Arcane Sight, my bad. Auto sees magical auras without any action spent. Spellcasters them selves produce a magical aura where as nonspellcasters don't. So what, going to claim you dominated Bards and Wizards? Pics or it didn't happen.

If I spent half as much effort claiming to have an army I'm way to lazy to look up and detail as you people, my 1/4 HD Chicken build would be kicking dragon ass.

***

Lahms Finger Darts? I forgot and therefor had to google thus, after getting several dozen hits for posts about how over powered it is, are it dawned on me you can put it in Wand form and UMD it. Guess who has a new thing to remember jpg file ^_^

Serious. I can respect it. It isn't by proxy, it doesn't forget half the rules in D&D, it doesn't assume the White Dragon is a moron, and given my low level Monk relies on Battle Jump, relying on Finger Darts isn't something I could argue against. Best Adapt build so far.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 23, 2011, 10:11:01 PM
That would be the dominated humanoids. And with taking 20.
If the dragon wants to use detect magic, that's three rounds of concentration spent with at most 60 ft range.
A. No Dominate on the Adapt's spell list, using Mother Cyst? Blah Monk uses Diplomacy this proxy talk is getting old. I'm best friends with Pelor, look at how great I, not them, me, memememememe, and ONLY me, am! Whoop whoop!
B. Can't do that.
C. Arcane Sight, my bad. Auto sees magical auras without any action spent. Spellcasters them selves produce a magical aura where as nonspellcasters don't. So what, going to claim you dominated Bards and Wizards? Pics or it didn't happen.

If I spent half as much effort claiming to have an army I'm way to lazy to look up and detail as you people, my 1/4 HD Chicken build would be kicking dragon ass.

***

Lahms Finger Darts? I forgot and therefor had to google thus, after getting several dozen hits for posts about how over powered it is, are it dawned on me you can put it in Wand form and UMD it. Guess who has a new thing to remember jpg file ^_^

Serious. I can respect it. It isn't by proxy, it doesn't forget half the rules in D&D, it doesn't assume the White Dragon is a moron, and given my low level Monk relies on Battle Jump, relying on Finger Darts isn't something I could argue against. Best Adapt build so far.

Would advise against using a wand of it.... You loose a finger for every 1d4 damage you do. Unless you have a way to regrow or prevent it, you will quickly loose the use of your hands.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 23, 2011, 10:58:59 PM
C. Arcane Sight, my bad. Auto sees magical auras without any action spent. Spellcasters them selves produce a magical aura where as nonspellcasters don't. So what, going to claim you dominated Bards and Wizards? Pics or it didn't happen.
Seriously? That's a new one. Quotes and pages, please?
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 23, 2011, 11:14:02 PM
C. Arcane Sight, my bad. Auto sees magical auras without any action spent. Spellcasters them selves produce a magical aura where as nonspellcasters don't. So what, going to claim you dominated Bards and Wizards? Pics or it didn't happen.
Seriously? That's a new one. Quotes and pages, please?
Agreed.  I have never heard of this either.  Sure, it usually will pick them up because they have some sort of buff/magic item on them, but I've never heard of it picking them up by default.

Quotes or admit that you're making stuff up again.

EDIT: Arcane Sight DOES allow one to determine some things about a creature; if they have spells/spell-likes, wether those spells are arcane or divine (spell-likes always show up as arcane here), and the highest level one has currently available to use.  Of course, this does require a standard action, so once again, Soro is making stuff up.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 24, 2011, 12:16:14 AM
I don't know if this was addressed, but I'm pretty sure you need better than Polymorph to make something incorporeal, so I don't think you can actually do the transform a hydra into a shadow thing. This actually hurts the adept, but whatever, we want to be fair about this right? I am still pretty sure the monk is gonna end up getting curbstomped, especially if you want to try naked builds.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 24, 2011, 12:22:45 AM
C. Arcane Sight, my bad. Auto sees magical auras without any action spent. Spellcasters them selves produce a magical aura where as nonspellcasters don't. So what, going to claim you dominated Bards and Wizards? Pics or it didn't happen.
Seriously? That's a new one. Quotes and pages, please?
Ever read the SRD?

C. Arcane Sight, my bad. Auto sees magical auras without any action spent. Spellcasters them selves produce a magical aura where as nonspellcasters don't. So what, going to claim you dominated Bards and Wizards? Pics or it didn't happen.
Seriously? That's a new one. Quotes and pages, please?
Agreed.  I have never heard of this either.  Sure, it usually will pick them up because they have some sort of buff/magic item on them, but I've never heard of it picking them up by default.

Quotes or admit that you're making stuff up again.

EDIT: Arcane Sight DOES allow one to determine some things about a creature; if they have spells/spell-likes, wether those spells are arcane or divine (spell-likes always show up as arcane here), and the highest level one has currently available to use.  Of course, this does require a standard action, so once again, Soro is making stuff up.
Guess not, but at least you googled after you posted. Also it's a standard action to cast and can be made permanent (http://www.d20srd.org/srd/spells/permanency.htm) for 7,950gp (and most of that is xp to gp costs).

: http://www.d20srd.org/srd/spells/arcaneSight.htm
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)

The spell you both never read (you should play D&D some time) already validated everything I meant by the fact all builds in this thread are carrying a magical item. And apparently, thanks to Spellcraft, the dragon can even readily ID which creatures are under the effects of an enchantment spell (such as domination-effects), Necromancy (such as the nectoic spell in question) or Transmutation (like Polymorph) which makes things even better on my end.

Now, as for spellcasters have a magical aura. Well that one I got mixed up on, guess it's a Standard Action to ID spellcasting, but it's a Free Action to ID the type of magic, I recalled it backwards. Most stuff I post by memory, bitch about it it's inaccuracies all you want, because in the long run it doesn't matter if I look it up or not. Take this for example, despite being SRD material and listed under Permanency, two people snapped off rude comments about their ignorance and one of them, even after taking the time to google it after they posted, still needs to get hit with a cluebat. Why waste the time if I'm going to have to reexplain things again and again to children?
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 24, 2011, 12:26:03 AM
Would advise against using a wand of it.... You loose a finger for every 1d4 damage you do. Unless you have a way to regrow or prevent it, you will quickly loose the use of your hands.
Your fingers reheal as the Corruption cost damage (1 point of str per 1d4 dealt) is healed I believe, the effect is independent of how you cast the spell.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 24, 2011, 12:30:34 AM
I'm still wondering how the monk is managing to charge 100' as a readied action.
Charge

Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move.
Movement During a Charge

You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)

If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.

You can’t take a 5-foot step in the same round as a charge.

If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.

Does that monk have Cometary Collision or something that makes an exception for him, which I missed?
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 24, 2011, 12:37:54 AM
So, because I corrected your inaccuracies, I apparently need a clue.

Great job, Soro.  Great job.

Oh, and don't forget that, while the aura is shown, what is causing the aura (which spell exactly, in other words), is not.  A Necromancy aura?  Only clue that it's not False Life is that it's 4th-6th level.  What's to say it isn't Karmic Retribution instead?  For all the White knows without careful study, that's what's on any of the Dominated folks, which is both a strong deterrent (doesn't want to be stunned for atacking the thing) and an incentive (the spell is Personal range, so if they have it active, it means they're capable of decently high-level magic) to focus that target.

Net result with Arcane Sight: The Dragon knows they have magic stuff and spellcasters among them.  Now to go any further, it must test or study individuals, both of which take time.

Recall that Spellcraft requires the ability to "see or detect the effects of the spell" to identify it.  Knowing of the spell's presence (and school) are not enough.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 24, 2011, 06:38:31 AM
Would advise against using a wand of it.... You loose a finger for every 1d4 damage you do. Unless you have a way to regrow or prevent it, you will quickly loose the use of your hands.
Your fingers reheal as the Corruption cost damage (1 point of str per 1d4 dealt) is healed I believe, the effect is independent of how you cast the spell.

That is what i am referring to. If say a rogue uses the wand without any means to heal the ability damage (other than sleeping), then he would quickly loose fingers as he burn charges off the wand.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 24, 2011, 07:32:06 AM
@Arcane Sight: it is too high level for the dragon to cast it himself, and if the dragon is allowed to spend wealth on equipment, there are quite a lot of options that would invalidate just about any on-CR group. Also, buying scrolls means that the dragon has less treasure to hoard
: Re: Adept vs monk: the final nail in the coffin
: The_Laughing_Man July 24, 2011, 08:36:05 AM
The dragon has no problems in casting from high level scrolls. The casting can fail of course. I calculated 30.25% chance of success (http://brilliantgameologists.com/boards/index.php?topic=12198.msg425165#msg425165) for casting the needed scrolls for permanent arcane sight.

The dragon would greatly benefit from this expenditure so it would make sense to spend some treasure. Although I would agree 30.25% change is not good enough.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 24, 2011, 10:17:51 AM
Out of curiosity, would anyone else be pretty PO'd if they fought a dragon and the DM said "actually, you don't get as much treasure, because he spent some of it on permanancied scrolls"?

Seriously, let's not go completely overboard here.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Nachofan99 July 24, 2011, 10:34:16 AM
Out of curiosity, would anyone else be pretty PO'd if they fought a dragon and the DM said "actually, you don't get as much treasure, because he spent some of it on permanancied scrolls"?

Seriously, let's not go completely overboard here.

JaronK

This is a red herring that is continuously brought up regarding NPCs using their treasure and, how I know not, also not following the WBL rules.

Somehow, many people just don't bother reading the most basic of rules and repeatedly spout the same garbage over and over again.

DMG. pg 51 talks explicitly about NPC creature being able to use their treasure in fights.  Also see DMG. pg 55 "NPCs with Treasure" where again it is explicit.

Next on WBL, if you somehow don't get enough treasure (sundered items, consumed potions/scrolls, shattered equipment - whatever) then *gasp* the rules say to make sure the party finds more treasure in the next encounter!  OH NOES, WE ARE *1 ENCOUNTER* BEHIND ON TREASURE!  DM SPLOITZ WTFBBQ!~!!112   DMG. pg 54.

This entire section says to make sure to give your players the correct amount of wealth and treasure and if you somehow do not - make sure you get there when you can.

EDIT: To directly answer JaronK, I would not be PO'd in the slightest at the DM for using RAW if I'm in a RAW environment, as we constantly appear to be in.  I also would not throw a temper tantrum if we found less treasure in a few particular encounters, so long as, by the end of the level we had found enough to balance our WBL, again, RAW.  The DM having NPCs with 100% consumble treasure such that you never get anything is not RAW.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 24, 2011, 10:48:17 AM
Recall that Spellcraft requires the ability to "see or detect the effects of the spell" to identify it.  Knowing of the spell's presence (and school) are not enough.

Actually an excellent point for the dragon. From Spellcraft:

20 + spell level: Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.


Considering that the effects of dominate are in plain view (bunch of dudes obeying the caster's orders), then you always get the spellcraft check. No action required,  and no chance of failure for the dragon's skill level. The dominated minions are automatically identified.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 24, 2011, 11:00:21 AM
Recall that Spellcraft requires the ability to "see or detect the effects of the spell" to identify it.  Knowing of the spell's presence (and school) are not enough.

Actually an excellent point for the dragon. From Spellcraft:

20 + spell level: Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.


Considering that the effects of dominate are in plain view (bunch of dudes obeying the caster's orders), then you always get the spellcraft check. No action required,  and no chance of failure for the dragon's skill level. The dominated minions are automatically identified.
Ok, I'm going to ask this, because I just don't know anymore.

What are you arguing?  To what ends are you making that argument?
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 24, 2011, 11:34:48 AM
Recall that Spellcraft requires the ability to "see or detect the effects of the spell" to identify it.  Knowing of the spell's presence (and school) are not enough.

Actually an excellent point for the dragon. From Spellcraft:

20 + spell level: Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.


Considering that the effects of dominate are in plain view (bunch of dudes obeying the caster's orders), then you always get the spellcraft check. No action required,  and no chance of failure for the dragon's skill level. The dominated minions are automatically identified.

Or possibly that guy is just the boss, or possibly that guy is just smart, etc.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 24, 2011, 11:34:54 AM
What are you arguing?  To what ends are you making that argument?

Jaronk claims that his adept somehow blends perfectly in the background while his minions and zombies automatically draw aggro from any monsters MMO style for unphatomable reasons (that dude has a book and a wooden staff! He's clearly a mighty archmage!). I just present the several ways on how the enemy can see the adept is clearly the target to take down as he's the one pulling the strings of all the group and is the key link to take down.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 24, 2011, 11:53:52 AM
@Weenog: the surprise round limits you to a standard action, so the exception you mentioned applies (that charge wording basically replaced the partial charge action of 3.0 iirc).

@SorO_Lost – ah yes, thanks for reposting the link. I like that monk – possibly more powerful than mine taken to 10th level (necropolitan template costs a level), although I’d say they are roughly in the same league (less damage at that level for my build, but my build has stunning on top).
Some comments:
-   Where is the butterfly sword from and why did you not need to spend a proficiency feat on it?
-   Since the poison trick does not work, you could replace psionic minor creation with expansion, increasing your damage and reach.
-   You used partially charged wands! (and nobody minded…). Sniff…at long last…(*brushes away tear of pride*) ;)
-   Blinking will not make the monk fly (because whenever he’s back on the material plane, he’ll drop again)
-   With power lunge, you provoke an AoO from your opponent that you cannot tumble away. The dragon likely has combat reflexes and can bite/snatch/grapple your monk before he even gets within reach. I’d not take power lunge (battle jump/shock trooper is enough).
-   I see no way your character can avoid the dragon attacking first/gaining the surprise round since your monk has no spot ranks. Or is that what the guidance of the avatar wand is for? And, like my build it also has problems with a blindsense-otpimised dragon lair to get surprise vs the dragon. Maybe instead of power lunge (problem see above) get darkstalker.
-   Where did you get track as a bonus feat from? As far as I can see you took the overwhelming assault ACF for level 1 and 2. But for the 6th level?
-   Probably combining our build ideas to use battle jump/shock trooper with my unarmed-damage-augmenting effects would end in a monk at 12th level doing about 300 dmg or more per round (killing the dragon in just one round).

@Lo77o:
I like the approach of your adept more than JaronK’s adept. Getting more ways to be stealthy and more spells is good. And most importantly: he gets by without putting his group at a disadvantage!
Still, I’d doubt that this build will always win vs the dragon:
-   Your adept has no spot skill and thus likely will not notice a hidden dragon (even true seeing does not help vs hide). Likewise, he has no search skill. So how does the adept “search” the cave? And in at most 6 rounds (as provided by the ring of vanishing)?
-   The adept lacks the high movement speed and flying ability of the monk. Thus, he’ll climb (if he makes it at all) to the icy cave lair of the dragon – and without any move silently skill. The ring of vanishing only lasts at most 6 rounds – during which the adept will likely have difficulty reaching the cave with just his 30ft move through difficult access/climbing area. The dragon’s keen hearing will notice your climbing adept approaching from afar (your adept’s move silently skill is
-   The moment your adept casts ghost sounds and detect magic, the dragon due to its spellcraft and listening will know an opponent spellcaster comes closer and can pinpoint him with a listen check (except in case the ring of vanishing is activated prior to casting). Hidden magical traps will not be revealed, since you need line of sight for detect magic. Also any – more likely – mundane traps will not be spotted by the adept, while the unseen servant will not really trigger most trapdoors designed for big threats vs the dragon and such. Still, I like the unseen-servant-as-scout-idea.
-   The ready action can only be used during combat, not before combat has started. So once the dragon surprises your character and/or wins initiative, the boots will be no help (as I guess is likely, its initiative mod beats yours by a big margin). It is therefore likely, that the dragon will charge/move, snatch, grapple, kill the adept (the boots will not help out of the grapple imo due to the move activation). In case that the dragon remains hidden for a while, the ring of vanishing effect will go away. As soon as that happens, the dragon with listen skill can pinpoint the adept fumbling around the cave (move silently +2) easily. So the surprise round likely goes to the dragon as well.
-   Now, the best thing for last…the Lahm finger darts. Well…provided the adept somehow gets a shot (more likely with a group outside the dragon’s lair), this is a powerful spell to use and can score a win thanks to arcane mastery feat and the belt of battle for double impact. And it’s a great idea to combine it with the strongheart vest (btw a monk could with UMD and a wand plus the soulmeld trick also use it). Still, in a world where such an easy dragon-defeating spell exists, you can bet that many dragons have cheap items in their hoard that will counter this (say, a minor globe of invulnerability item or some such). But definitely the best adept idea so far.

Meanwhile, I’d like to pick up on X-Codes’ challenge to provide a monk without items (note: I’ll not do a VoP monk – that would be more powerful than character without items). Although a corrupt evil adept wielding Lahm finger darts may be a bit tough to equal. :D
Will think on that.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 24, 2011, 12:41:02 PM
What are you arguing?  To what ends are you making that argument?

Jaronk claims that his adept somehow blends perfectly in the background while his minions and zombies automatically draw aggro from any monsters MMO style for unphatomable reasons (that dude has a book and a wooden staff! He's clearly a mighty archmage!). I just present the several ways on how the enemy can see the adept is clearly the target to take down as he's the one pulling the strings of all the group and is the key link to take down.
Why does this matter?
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 24, 2011, 12:44:38 PM
Actually an excellent point for the dragon. From Spellcraft:

20 + spell level: Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.


Considering that the effects of dominate are in plain view (bunch of dudes obeying the caster's orders), then you always get the spellcraft check. No action required,  and no chance of failure for the dragon's skill level. The dominated minions are automatically identified.

Or possibly that guy is just the boss, or possibly that guy is just smart, etc.

Well, no, that's what he'd probably assume on a failed check, but provided that the quote from Spellcraft's rules is accurate, it seems pretty clear that the dragon could do this. It's stupid, because it allows you to bypass the Sense Motive rules, and therefore probably is against RAI, but if you can see the people being dominated, you clearly see the effects of the spell (even if, because you can't make the Sense Motive check, you don't understand the implications of the effects; RAW, Spellcraft doesn't require that).
: Re: Adept vs monk: the final nail in the coffin
: Nachofan99 July 24, 2011, 01:02:26 PM
I believe it matters because it *appears* that the dragon could pretty easily single out and kill a pokemon master type adept fairly quickly, and then retreat safely from the rest of his entourage.

Regardless of "blending in" or not, after the first Scorching Ray or *effective* Web, the Adept is definitely singling himself out as the target.  The question seems to be, that the dragon has a pretty decent chance of Listen checks giving the Adept *party* away - who cares about Spot?  Once the dragon knows something is coming the dragon should have a few rounds to execute a *simple* strategy like:

1) Climb/Fly/Swim to an ambush spot
2) Cast 1-2 Buffs
3) Briefly examine party to determine who to attack
4) Execute attack pattern Alpha

The adept definitely has a fine chance but I don't see it being an easy win - and I don't think anyone claimed that.  I'm seeing 30-60%ish claims of Adept victory?  That seems sort of reasonable, although, on the high side.  White dragons are not brilliant tactical masters HOWEVER their write-up says they ambush - then single out a target.  What target?  Adept probably.  Ambush, breathe - who has an active spell effect that prevents my breath weapon from hurting them? Spellcraft.  Oh that guy over there?  And everything else seems to be immune to my breath weapon?  And these other guys? Spellcraft. Dominated? Well, the guy with the magical defense against my breath weapon is the target.  Surprise round over, roll initiative, nerve skitter because I have acted - probably win initiative - go eat the Adept.  Seems reasonable to me.

The proposed monk actually has better flat-footed defenses and more stealth; the other adept with more stealth also is similar in that it will have an easier time avoiding the suprise round.  Take of that as you will; I am not proposing the Monk wins against a dragon either.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 24, 2011, 02:15:50 PM
Actually an excellent point for the dragon. From Spellcraft:

20 + spell level: Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.


Considering that the effects of dominate are in plain view (bunch of dudes obeying the caster's orders), then you always get the spellcraft check. No action required,  and no chance of failure for the dragon's skill level. The dominated minions are automatically identified.

Or possibly that guy is just the boss, or possibly that guy is just smart, etc.

Well, no, that's what he'd probably assume on a failed check, but provided that the quote from Spellcraft's rules is accurate, it seems pretty clear that the dragon could do this. It's stupid, because it allows you to bypass the Sense Motive rules, and therefore probably is against RAI, but if you can see the people being dominated, you clearly see the effects of the spell (even if, because you can't make the Sense Motive check, you don't understand the implications of the effects; RAW, Spellcraft doesn't require that).

I'm pretty skeptical that seeing a dominated person counts as seeing or detecting the spell in effect.  Without some physical manifestation, it should follow the same rules as trying to spellcraft a stilled, silent spell, which is to say, ridiculously hard if not impossible.
: Re: Adept vs monk: the final nail in the coffin
: Nachofan99 July 24, 2011, 02:26:29 PM

I'm pretty skeptical that seeing a dominated person counts as seeing or detecting the spell in effect.  Without some physical manifestation, it should follow the same rules as trying to spellcraft a stilled, silent spell, which is to say, ridiculously hard if not impossible.

I can agree with you on this Sobolev.  RAW you can do this (Use Spellcraft to see Dominate). RAI it *seems* that "Sense Motive" is what *should* be used to determine if someone is under the effects of a Dominate spell/effect.  It's pretty obvious that was the intention Sense Motive (not Spellcraft) is directly written into the text of the spell.  Obviously, RAI varies widely.

Common sense is uncommon and not all gaming group use the same set of interpretations so we're always left wading in the murky waters of *strict* RAW and that's just the way it is.

I'm totally up for more "reasonable" interpretations and agreements but, of course, what's "reasonable" to one group is "heresy" to another.
: Re: Adept vs monk: the final nail in the coffin
: PhaedrusXY July 24, 2011, 02:29:45 PM
Effect  (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#effect)= obviously magical effect, like a shimmering Wall of Force, explosive Fireball, etc. There is no effect visible for Charm/Dominate. Even if you want to go by "strict RAW", I don't think you can use Spellcraft to identify a Dominate spell that's in place, unless you use Detect Magic to first even discern that it is there. Effect is a game term, with a definition, not just a descriptive word.
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 24, 2011, 02:42:40 PM
Actually an excellent point for the dragon. From Spellcraft:

20 + spell level: Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.


Considering that the effects of dominate are in plain view (bunch of dudes obeying the caster's orders), then you always get the spellcraft check. No action required,  and no chance of failure for the dragon's skill level. The dominated minions are automatically identified.

Or possibly that guy is just the boss, or possibly that guy is just smart, etc.

Well, no, that's what he'd probably assume on a failed check, but provided that the quote from Spellcraft's rules is accurate, it seems pretty clear that the dragon could do this. It's stupid, because it allows you to bypass the Sense Motive rules, and therefore probably is against RAI, but if you can see the people being dominated, you clearly see the effects of the spell (even if, because you can't make the Sense Motive check, you don't understand the implications of the effects; RAW, Spellcraft doesn't require that).

I'm pretty skeptical that seeing a dominated person counts as seeing or detecting the spell in effect.  Without some physical manifestation, it should follow the same rules as trying to spellcraft a stilled, silent spell, which is to say, ridiculously hard if not impossible.
Yeah, I have to agree there. There's no obvious sign that the minions are being controlled; Necrotic Domination functions like Dominate Person, so the commands are telepathic. Now if you have Arcane Sight/Detect Magic up, it's a different matter entirely, but as I understand it, the chance of the dragon getting a Permanent Arcane Sight via scrolls is slim if it doesn't spend additional money to increase its caster level.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 24, 2011, 02:45:07 PM
I can agree with you on this Sobolev.  RAW you can do this (Use Spellcraft to see Dominate). RAI it *seems* that "Sense Motive" is what *should* be used to determine if someone is under the effects of a Dominate spell/effect.  It's pretty obvious that was the intention Sense Motive (not Spellcraft) is directly written into the text of the spell.  Obviously, RAI varies widely.
Magic obsoletes certain skills. That's nothing new or surprising. You have Spider Climb > Climbing, you have Fly/Levitate > Jump, you have Charm Person/Monster > Diplomacy, etc.

I'm pretty skeptical that seeing a dominated person counts as seeing or detecting the spell in effect.  Without some physical manifestation, it should follow the same rules as trying to spellcraft a stilled, silent spell, which is to say, ridiculously hard if not impossible.
You're talking about Detect Magic/Arcane Sight or Sense Motive?
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 24, 2011, 02:48:45 PM
Actually an excellent point for the dragon. From Spellcraft:

20 + spell level: Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.


Considering that the effects of dominate are in plain view (bunch of dudes obeying the caster's orders), then you always get the spellcraft check. No action required,  and no chance of failure for the dragon's skill level. The dominated minions are automatically identified.

Or possibly that guy is just the boss, or possibly that guy is just smart, etc.

Well, no, that's what he'd probably assume on a failed check, but provided that the quote from Spellcraft's rules is accurate, it seems pretty clear that the dragon could do this. It's stupid, because it allows you to bypass the Sense Motive rules, and therefore probably is against RAI, but if you can see the people being dominated, you clearly see the effects of the spell (even if, because you can't make the Sense Motive check, you don't understand the implications of the effects; RAW, Spellcraft doesn't require that).

I'm pretty skeptical that seeing a dominated person counts as seeing or detecting the spell in effect.  Without some physical manifestation, it should follow the same rules as trying to spellcraft a stilled, silent spell, which is to say, ridiculously hard if not impossible.
Yeah, I have to agree there. There's no obvious sign that the minions are being controlled; Necrotic Domination functions like Dominate Person, so the commands are telepathic. Now if you have Arcane Sight/Detect Magic up, it's a different matter entirely, but as I understand it, the chance of the dragon getting a Permanent Arcane Sight via scrolls is slim if it doesn't spend additional money to increase its caster level.

And even those give you school, and strength, not an effect.  Just because Dominate Person is OOC a common spell, doesn't mean in D&D everyone IC should immediately know that an Enchantment spell of that level or what have you, is that one spell.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 24, 2011, 02:57:13 PM
@Lo77o:
I like the approach of your adept more than JaronK’s adept. Getting more ways to be stealthy and more spells is good. And most importantly: he gets by without putting his group at a disadvantage!
Still, I’d doubt that this build will always win vs the dragon:
-   Your adept has no spot skill and thus likely will not notice a hidden dragon (even true seeing does not help vs hide). Likewise, he has no search skill. So how does the adept “search” the cave? And in at most 6 rounds (as provided by the ring of vanishing)?

First off, thanks for looking over my Adept build :)

And i am aware that i wont be able to spot a dragon who is hiding, but what i was hoping was that if the dragon cant see me, he might not know what to hide from, and i might get around cover or concealment, in which case he cant hide from me any more, unless he has hide in plain sight.

I know its a long shot.. But if the dragon stays hidden ill just nick all his treasure and leave him alone :)


-   The adept lacks the high movement speed and flying ability of the monk. Thus, he’ll climb (if he makes it at all) to the icy cave lair of the dragon – and without any move silently skill. The ring of vanishing only lasts at most 6 rounds – during which the adept will likely have difficulty reaching the cave with just his 30ft move through difficult access/climbing area. The dragon’s keen hearing will notice your climbing adept approaching from afar (your adept’s move silently skill is

The Ring of Vanishing is just a backup item in case i need some silent casting, or once i notice the dragon and i want to stay hidden. I will be counting on my invisibility to darkvision (Ring of the Darkhidden) + darkstalker + Hide to keep the dragon from finding me. Unless the dragon gets very close to me, he wont know what square i am in, and by that time i would hopefully be able to see the damn bugger :)


-   The moment your adept casts ghost sounds and detect magic, the dragon due to its spellcraft and listening will know an opponent spellcaster comes closer and can pinpoint him with a listen check (except in case the ring of vanishing is activated prior to casting). Hidden magical traps will not be revealed, since you need line of sight for detect magic. Also any – more likely – mundane traps will not be spotted by the adept, while the unseen servant will not really trigger most trapdoors designed for big threats vs the dragon and such. Still, I like the unseen-servant-as-scout-idea.

Ahh.. here you got me. If the dragon is anywhere near the entrance he will most likely know that a spellcaster is at his door. There is not much i can do about that unless i want to burn a use of my ring, as you pointed out. But detect magic should reveal any magical traps, and a unseen servant should trigger any non-magical traps.

Otherwise ill have to wait outside for the damn dragon, and that is hardly any fun :S


-   The ready action can only be used during combat, not before combat has started. So once the dragon surprises your character and/or wins initiative, the boots will be no help (as I guess is likely, its initiative mod beats yours by a big margin). It is therefore likely, that the dragon will charge/move, snatch, grapple, kill the adept (the boots will not help out of the grapple imo due to the move activation). In case that the dragon remains hidden for a while, the ring of vanishing effect will go away. As soon as that happens, the dragon with listen skill can pinpoint the adept fumbling around the cave (move silently +2) easily. So the surprise round likely goes to the dragon as well.

Bugger, i hate when i make RAW mistakes. I am sorry, i should know better.

But the dragon still needs to find me, then locate the square i am in, and then hit me while i am invisible. This is not impossible, but it is unlikely. And once the dragon has shown its self he will be down in less then 6 seconds. And if not, ill be 100% undetectable and legging it :)


-   Now, the best thing for last…the Lahm finger darts. Well…provided the adept somehow gets a shot (more likely with a group outside the dragon’s lair), this is a powerful spell to use and can score a win thanks to arcane mastery feat and the belt of battle for double impact. And it’s a great idea to combine it with the strongheart vest (btw a monk could with UMD and a wand plus the soulmeld trick also use it). Still, in a world where such an easy dragon-defeating spell exists, you can bet that many dragons have cheap items in their hoard that will counter this (say, a minor globe of invulnerability item or some such). But definitely the best adept idea so far.

Thanks for the praise :) I think i might be blushing i little  0:) . But in all seriousness, i find it unlikely for anyone to use this spell in a wand unless they already are build for taking ability damage (binders/incarnum chars and so on). But yes it is possible to do safely for anyone with UMD and a 3 feat investment.

All in all i think you have some valid points, but personally i think i would have a greater then even chance of either taking out the dragon, stealing his treasure or neither but still survive.

- Lo77o
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 24, 2011, 03:09:29 PM
What are you arguing?  To what ends are you making that argument?

Jaronk claims that his adept somehow blends perfectly in the background while his minions and zombies automatically draw aggro from any monsters MMO style for unphatomable reasons (that dude has a book and a wooden staff! He's clearly a mighty archmage!). I just present the several ways on how the enemy can see the adept is clearly the target to take down as he's the one pulling the strings of all the group and is the key link to take down.

Actually, I claimed that there is a significant chance that the adept won't be immediately identified as the primary threat, given some disguises. You can get pretty varied with the stuff, so at first impression, there will be several enemies that each look like potential threats, oh, and some dude in light armor trying to look scared in the middle of the crowd.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 24, 2011, 03:12:42 PM
You're right, effect does have a defined in-game meaning. My bad. For future reference, though, that's the only functioning objection. You don't require a wizard to have to know that the wall of glittering light has a chance to petrify you or shift you to another plane of existence before allowing a Spellcraft check to figure out that it's Prismatic Wall; you don't require a wizard to know that the glyph carved on the wall will kill you before allowing Spellcraft to figure out that it's a Symbol of Death. It doesn't matter whether the effect is obvious, or whether or not the Wizard actually understands what's going on about it. They get to make the Spellcraft check because they can observe the effect, not because they can understand it (whether or not they understand it is what Spellcraft is for). The effect that I thought existed was the creatures obeying orders, but the spell doesn't have an Effect line and so that isn't actually an effect that can be observed.

Notably, Iron Heart Surge is rather less broken than we tend to treat it, although it's still far from balanced.
: Re: Adept vs monk: the final nail in the coffin
: Nachofan99 July 24, 2011, 03:37:16 PM
I find a lot of contradictory RAW stuff in PHB regarding the whole "Effect" argument, although I do not think it is invalid.  I do not particularly care one way or the other and I also do not care to argue about that because it's not a crucial part of this challenge IMO.

If you want to just cherry pick one passage go to PHB  pg. 176 and look at "Subjects, Effects, and Areas".  It indicates there that "Charm" is a  "Result" not an "Effect".



: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 24, 2011, 03:41:30 PM
but the spell doesn't have an Effect line and so that isn't actually an effect that can be observed.
Can't "charm/dominate" effects be observed via Sense Motive? Why would a spell not identify another spell, if it's its function? ???
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 24, 2011, 03:52:39 PM
but the spell doesn't have an Effect line and so that isn't actually an effect that can be observed.
Can't "charm/dominate" effects be observed via Sense Motive? Why would a spell not identify another spell, if it's its function? ???
There's no spell under discussion here, it's Spellcraft (a skill).

There are no observable effects for Charm/Dominate, so Spellcraft can't identify them specifically.  It can be used, in conjunction with Arcane Sight or Detect Magic, to determine there's an Enchantment spell of level X-Y on a target, but not identify the spell itself unless its effects are observed.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 24, 2011, 03:58:22 PM
but the spell doesn't have an Effect line and so that isn't actually an effect that can be observed.
Can't "charm/dominate" effects be observed via Sense Motive? Why would a spell not identify another spell, if it's its function? ???
There's no spell under discussion here, it's Spellcraft (a skill).

There are no observable effects for Charm/Dominate, so Spellcraft can't identify them specifically.  It can be used, in conjunction with Arcane Sight or Detect Magic, to determine there's an Enchantment spell of level X-Y on a target, but not identify the spell itself unless its effects are observed.
Ah, I see.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 24, 2011, 04:04:37 PM
So the monk is using a surprise round only exception to broaden his options to react to the dragon which is already acting, because the surprise round is over and gone?  I'm still wondering how the monk is charging as a standard action, he's not doing it that way.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 24, 2011, 05:15:01 PM
-   Where is the butterfly sword from and why did you not need to spend a proficiency feat on it?
OA, free proficiency with it. Way the Rules are written, you could do something silly like TWF & Snap Kick while subbing the sword into each and every attack (it uses your more favorable number of attacks per round).

-   You used partially charged wands! (and nobody minded…). Sniff…at long last…(*brushes away tear of pride*) ;)
A. I'm less attached to presenting my Monk as fighting the idiots here than you are.
B. It was posted when things finally took a positive turn about trying to post a decent Monk :p
C. The wand is meant to UMD stuff (ironic huh?) but could be used for that if you'd like.
D. Much like Lo77o's Adapt, we both built bigger and badder characters than you and JaronK did. However, in order for the trolling to continue, you must stick to builds that have easily arguably tactics and unable to fight their way out of a paper bag. And as such, everyone just glazes over them, maybe noting a few things for their next game, then jump back into the last argument posted.

-   Blinking will not make the monk fly (because whenever he’s back on the material plane, he’ll drop again)
Blink calls out you only fall at half the speed and is nice enough to throw in a reminder that ethereal creatures can fly. Pretty sure you can fly, after all 50% of the time you are moving up, and 50% of the time you lose your upward momentum and float. Given these Blinks happen at plot rate; if attacked 30 times in a round you could have blinked in and out 30~60 times, if you stop moving in a wall in a given round you blinked once and remain ethereal until you move out. It's feasible and more logical than how Blink works to begin with.

-   With power lunge, you provoke an AoO from your opponent that you cannot tumble away. The dragon likely has combat reflexes and can bite/snatch/grapple your monk before he even gets within reach. I’d not take power lunge (battle jump/shock trooper is enough).
You cannot AOO people with Total Concealment, which the Monk has in every situation where direct sunlight isn't there to muck things up (like being in an ice covered dragon lair).

-   I see no way your character can avoid the dragon attacking first/gaining the surprise round since your monk has no spot ranks.
The Monk isn't dedicated towards dragonslaying and instead relies on the fact He always has Total Concealment preventing everyone else from spotting him even if it means being a night owl to do so. Blindsense poses a challenge, but then again what are the chances you would stumble into a dragon's lair without ever knowing a dragon lived in the region? Also without Hide ranks it's 1d20-8 vs 1d20+3. And frankly, forget Spot, drop Power Lunge for Lifesense if you really really really need super sight.

-   Where did you get track as a bonus feat from? As far as I can see you took the overwhelming assault ACF for level 1 and 2. But for the 6th level?
Broken OneCoV, 6th sub, lose bonus feat for Track, this sub has Survival as a class skill and you don't get the 6th level ability from the UA Monk Variants unless you meet the prerequisites. Since Bullrush/Overrun sucks, I wasn't going to waste four skill points in dancing.

-   Probably combining our build ideas to use battle jump/shock trooper with my unarmed-damage-augmenting effects would end in a monk at 12th level doing about 300 dmg or more per round (killing the dragon in just one round).
Why would I combine with yours? As mentioned if that build picked up Lifedrinker (DMG, specific weapons) which it can afford (and more) with a lv12 WBL limit, and Snap Kick as it's 12th level feat. Without any further augmentation such as more BAB into Power Attack or Str changes it deals 254* damage on average and the dragon has 241 HP. Mine does the job and does it without focusing on a certain monster, or even focusing entirely on combat.

*Build's 3d6+93, +1d6 good + -20 HP loss for 2 negative levels * 2 for attacking twice via Snap Kick.

***

So the monk is using a surprise round only exception to broaden his options to react to the dragon which is already acting, because the surprise round is over and gone?  I'm still wondering how the monk is charging as a standard action, he's not doing it that way.
A. If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn. means you can charge in a Surprise Round (you are denied your Move Action).
B. Battle Jump's initial statement is Benefit: You can execute a charge by simply dropping from a height of at least 5 feet above your opponent. and none of the following rules contradict or even further explains what that is supposed to mean. Further Normal: Anybody can try to jump down on an enemy, but it is not considered a charge, and they do not gain double damage or the size bonus for the ensuing attack. pretty says "yep, this feat is intended to be fracking broken and allow charging by jumping around".
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 24, 2011, 05:38:56 PM
(Negative Levels are only -5hp if you didn't take the one feat in Libris Mortis that specifically increases it)
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 24, 2011, 06:21:16 PM
What are you arguing?  To what ends are you making that argument?

Jaronk claims that his adept somehow blends perfectly in the background while his minions and zombies automatically draw aggro from any monsters MMO style for unphatomable reasons (that dude has a book and a wooden staff! He's clearly a mighty archmage!). I just present the several ways on how the enemy can see the adept is clearly the target to take down as he's the one pulling the strings of all the group and is the key link to take down.

Go ahead, try to find one quote of me saying anything like that.  You can't.  Why?  Because you only argue with strawmen.

What I have said is that there's a lot of targets out there (Necrotic Dominated PC class guys, undead minions, animals) so the chances of the dragon singling out the Adept in the first attack are pretty low, especially since he knows nothing about the encounter.  If he uses magical detection, it actually gets worse... the only people without a Necromancy effect on them (Necrotic Dominate is Necromancy, btw) are the Adept, the undead minions, and the animals.  The Necromancy effect is on PC class characters... it looks like they have some kind of buff on the important people.

By the way, he has neither a book nor a wooden staff.

But seriously, it's good to know that everyone always attacks Adepts first over PC class characters.  In my next group, I'll be sure to hire a low level Adept to travel with us, since that guarantees that all ambushes will target him.  Think that'll work?

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 24, 2011, 06:30:47 PM
Hm. Thanks for the information, SorO_Lost, although I do not share your conviction that your build is so much superior to mine ;):
The blink does not grant fly. The spell doesn't mention it, and when you fall half of the time, you cannot really move up (whenever the monk is in the material plane he falls and does not float). Total concealment does not negate listen for pinpointing, nor does lifesense allow you to pinpoint a hidden opponent as far as I understand the feat.
Finally, about the damage of your monk build I am not so sure.
snakeman830 already pointed out the hp damage from level loss meaning - just as my build - you'll not be able to kill the dragon in one round on average. Then, the lifedrinker is a specific weapon and I thus do not think it can be combined easily with a monk weapon and/or the other enhancements that you already assumed in your build (like valorous). Well, I guess you can (given that I also use custom items), but I guess calculating the total cost is tricky. Is the butterfly sword a light weapon? If yes, I think it cannot be wielded two-handed (you could use a quarterstaff though - why use the butterfly sword? For fluff?)
The base damage of the sword you indicate is 1d6. How do you then get 3d6 (extra damage dice are not multiplied)?

What I meant with combining our build ideas is to somehow get your charge multipliers with my high base unarmed damage together. For instance, by getting a pounce effect or ways to charge and full attack, because then a decisive strike monk doing colossal+ size damage at level 12 would be doing snap kicked 12d6*4*2 damage=96d6=336 damage (not counting the bonuses from STR etc).
That is what I meant with "better than our two builds alone" :)

- Giacomo

PS @JaronK:  Please accept that your army tactics will not work... the dragon is able to find the adept easily. He cannot bluff, he cannot hide, he cannot disguise well enough for the dragon not to notice him. And at teh very latest  the moment the first web or scorching ray is out, the dragon will know. And that single attack will not equal the counterattack that the dragon does.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 24, 2011, 07:06:50 PM
PS @JaronK:  Please accept that your army tactics will not work... the dragon is able to find the adept easily. He cannot bluff, he cannot hide, he cannot disguise well enough for the dragon not to notice him. And at teh very latest  the moment the first web or scorching ray is out, the dragon will know. And that single attack will not equal the counterattack that the dragon does.

@Giacomo: please accept that the point of the 'army' is to allow the adept time to begin getting those rays cast, in the relative safety of a mob. We're talking about a group maybe 10-15 men/zombies strong. Are you seriously claiming that the dragon would fly down in the middle of a regular PC group if a wizard starting casting scorching rays, submitting itself to, say, a monk's attacks of opportunities. For all the dragon knows, that is what's coming after it.
The adept is not hiding, he is trying to present others as a larger threat than himself, hopefully a large enough threat to either scare the dragon away or give him time to take out the dragon.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 24, 2011, 07:38:54 PM
PS @JaronK:  Please accept that your army tactics will not work... the dragon is able to find the adept easily. He cannot bluff, he cannot hide, he cannot disguise well enough for the dragon not to notice him. And at teh very latest  the moment the first web or scorching ray is out, the dragon will know. And that single attack will not equal the counterattack that the dragon does.

You did after all pick this scenario specifically to make the army useless, after all.  But he's not disguising, he's not bluffing.  He just has a bunch of other people.  Perhaps some are Monks.  Perhaps your Monk, in fact.  By claiming the army of PCs tactic doesn't work, you're saying a bunch of PCs can't defeat a dragon.

And yes, the dragon will notice it's being shot with a Scorching Ray that really hurts.  You say that means he'll definitely only attack the Adept.  Well, there's a bunch of other PCs too, all dominated.  Are you saying that single Scorching Ray makes the Adept more powerful than all other PC classes, and thus more of a threat?

For example, if his dominated minions are a Monk, a Rogue, a Warblade, and a Fighter, are you saying an Adept is clearly a bigger threat than all of them if he shoots a single ray?

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 24, 2011, 08:42:47 PM
As a white dragon, I'd have to say yes, personally, the guy with the fire spells is priority to neutralize. The rest will be hampered more by my defenses at that level, and dealing with them can be delayed. Also, they may take longer to destroy.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 24, 2011, 08:57:31 PM
As a white dragon, I'd have to say yes, personally, the guy with the fire spells is priority to neutralize. The rest will be hampered more by my defenses at that level, and dealing with them can be delayed. Also, they may take longer to destroy.
Given a dragon not vulnerable to fire, though, I'd say the Adept would be a nuisance at best.  The Warblade could probably match or exceed the damage output of those scorching rays, and the Fighter might also be able to.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 24, 2011, 11:42:29 PM
For example, if his dominated minions are a Monk, a Rogue, a Warblade, and a Fighter, are you saying an Adept is clearly a bigger threat than all of them if he shoots a single ray?
Impossible; adepts are way underpowered compared to even the worst built monk, as Giacomo has proven.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 24, 2011, 11:48:16 PM
As a white dragon, I'd have to say yes, personally, the guy with the fire spells is priority to neutralize. The rest will be hampered more by my defenses at that level, and dealing with them can be delayed. Also, they may take longer to destroy.

And what if there's a Swordsage or Warmage among the group?  What if that Rogue is having fun with Alchemist's Fire?  What if that Fighter was archery focused?  

By saying the Adept is automatically the priority target, we're saying Adepts are far more of a threat than anything else there.  And that kind of defeats the purpose here...

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 24, 2011, 11:56:58 PM
As a white dragon, I'd have to say yes, personally, the guy with the fire spells is priority to neutralize. The rest will be hampered more by my defenses at that level, and dealing with them can be delayed. Also, they may take longer to destroy.

And what if there's a Swordsage or Warmage among the group?  What if that Rogue is having fun with Alchemist's Fire?  What if that Fighter was archery focused? 

By saying the Adept is automatically the priority target, we're saying Adepts are far more of a threat than anything else there.  And that kind of defeats the purpose here...

JaronK
Or maybe it gives us an insight as to where spellcasters (even NPCs) should be in his mind.

Obviously the adept is better than the monk and the fighter and the rogue if he's the #1 priority to take out over all of those classes.

He obviously means that the adept should be in Tier 3.

Obviously.
: Re: Adept vs monk: the final nail in the coffin
: PhaedrusXY July 25, 2011, 12:03:46 AM
I like the sneaky adept (I have a soft place for stealthy spellcasters :D ).
while the unseen servant will not really trigger most trapdoors designed for big threats vs the dragon and such. Still, I like the unseen-servant-as-scout-idea.
It can drag something like 50 lbs, which is heavier than most halfling-sized PCs. So give it a log (or a scarecrow, which is what I actually do when I use this trick).
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 25, 2011, 12:11:14 AM
As a white dragon, I'd have to say yes, personally, the guy with the fire spells is priority to neutralize. The rest will be hampered more by my defenses at that level, and dealing with them can be delayed. Also, they may take longer to destroy.

And what if there's a Swordsage or Warmage among the group?  What if that Rogue is having fun with Alchemist's Fire?  What if that Fighter was archery focused?  

By saying the Adept is automatically the priority target, we're saying Adepts are far more of a threat than anything else there.  And that kind of defeats the purpose here...

JaronK

I might change targets to the Swordsage or Warmage once they started using fire - if it were as potent. Would expect the low-level rogue to have a bit of difficulty actually getting sneak attack with that Alchemist's Fire, truthfully, and I can't target him so well if he can anyway. Against an archer ... well, depends what they do?

If that many people are shooting me with ranged attacks I might bother to use one of the possible ways for a mature adult white dragon to whip up concealment in a snowy, icy, crystal-strewn lair, but that's not choosing a target.

I don't got a dog in this fight, just observing that fire is bad and ice is pretty.  :p

Happens I'd rather play an adept than a monk or a fighter or a warmage.
: Re: Adept vs monk: the final nail in the coffin
: Tleilaxu_Ghola July 25, 2011, 12:21:01 AM
I will never understand these threads.  A monk can be incredible when you factor in party-supplied support buffs and tactics.  The key is the number of attacks a monk can accumulate, and if optimized correctly, how much damage those attacks deal.  Who gives a flying fuck about one on one duels?
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 25, 2011, 12:38:36 AM
I will never understand these threads.  A monk can be incredible when you factor in party-supplied support buffs and tactics.  The key is the number of attacks a monk can accumulate, and if optimized correctly, how much damage those attacks deal.  Who gives a flying fuck about one on one duels?
I don't know, but somehow we keep getting back to the point where people saying that the Monk is a better class than the Adept because the dragon doesn't use tactics to counter the Monk's abilities while it can easily counter the Adept's (nevermind that the Dragon doesn't *need* to use tactics to kill a lone monk).  Something like that, anyway.  It's like I've said, I don't really know why they're arguing anymore.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 25, 2011, 12:53:07 AM
I will never understand these threads.  A monk can be incredible when you factor in party-supplied support buffs and tactics.  The key is the number of attacks a monk can accumulate, and if optimized correctly, how much damage those attacks deal.  Who gives a flying fuck about one on one duels?
The problem is that the monk is basically ENTIRELY reliant on party buffs and items. It's the same problem with the fighter, but to a larger degree.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 25, 2011, 01:07:09 AM
Dragon tactics to counter Monk: use Crush attack.  Instant pin.  Game over.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 25, 2011, 01:53:56 AM
The blink does not grant fly. The spell doesn't mention it, and when you fall half of the time, you cannot really move up (whenever the monk is in the material plane he falls and does not float).
Note ~ ethereal creatures can't fly either, they can just move in any direction. So yeah, it don't say you can fly, it does say ethereal creatures (which are are one 1/2 the time) can move in any direction. 1/2 the time total freedom, 1/2 the time subject to gravity. Oh what can end this debate? Idk, but jumping while material sounds corny and Blink's swap rate being timed in which ever way is favorable to the character sure points to "Find a rules quote to prove it otherwise I'm going to dick up like the other 99% of the people in this thread so bite me".

Total concealment does not negate listen for pinpointing,
I'm not sure where you are going with Listen, you need to beat the opposed Move Silently check by 20 to pin-point a creature (my monk has +24 for avg DC 54) and it still maintains Full-Concealment anyway. You do know the dragon has Blindsense which automatically does the same exact thing right?

nor does lifesense allow you to pinpoint a hidden opponent as far as I understand the feat.
Which is none, the description says "You see the light that all living creatures emit." and just what do you think the Spot DC of a HUGE GLOWING DRAGON is?

To your eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to your life-adapted sight. <snip> A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature.

snakeman830 already pointed out the hp damage from level loss
Yeah, my bad. Since I'm still to lazy to actually increase the level of the example, I guess I'll factor the +3 BAB gained, which in turn is +3 more to PA, which is +6 as THF and +18 after multipliers and +36 total using Snap Kick (vs counting on lifedrinker for 20). Really, the more effort I put into detailing the level 12 version, the more powerful it's going to be over me tacking two items onto the level 9 character. I just don't care to update the build.

Then, the lifedrinker is a specific weapon and I thus do not think it can be combined easily with a monk weapon and/or the other enhancements that you already assumed in your build (like valorous).
Why are you even on the side of the Monk? You're just so horrible at it, go join the Adapt team and drag them down.
Savage Species, Necklace of Natural Weapons. Read it. Learn it. Memorize it. Use it.
Srsly, it's been mentioned in every Monk thread ever, multiple items. Also, I'm using a Butter Fly sword anyway, for Iaijitsu Focus. Which come to think about isn't even factored in the damage outputs since I keep hitting overkill...

As for stealing certain enhancements, Meh. MiC flat out states you can improve specific weapons like any other, which is what we've done for years but now have rules backing such. What else we've done (even had a resource thread prior to deletion on WotC) is rip the abilities them selves out. Something that if you get into total RAW requires Morphing to pull off (which changes the weapon into whatever you want). But hey, it's only contributing 5 points of HP loss per hit and with zero effort I came up with +18 more damage per hit to replace it so w/e, ignore it if it makes you feel warm inside or use it as a Greataxe since who cares about Furry of Blows while charging.

Is the butterfly sword a light weapon?
It's One Handed, thus can be THF. Valorous & Battle Jump both double your charge damage (making it an x3 for a total modifier, see stacking multipliers on why your math is wrong btw). Thus the 1d6 base damage becomes 3d6.

The Butterfly notes it uses your more favorable number attacks per round. Not that it can simply be Furryed like a Quarterstaff's rules state, but it uses your more favorable number attacks per round. Which when you think about it, Snap Kick + 12th level Furry is five attacks per round with a Full-Round Action, which means you can use the Butterfly Sword five times as a Full-Round Action (or standard if you want to get brokenz) plus you know, a Quarterstaff is a double weapon, not a THF or OHer being used as a THF making it better suited for charging.

***

For example, if his dominated minions are a Monk, a Rogue, a Warblade, and a Fighter, are you saying an Adept is clearly a bigger threat than all of them if he shoots a single ray?
If I were the Dragon and I seen a dominated Warblade, I'd pop a debuff on him. It is now in his best interest to IHS away what is the single most effect that is preventing him from kicking ass. Dominate. Sucks to be the Adapt...

***

I will never understand these threads.  A monk can be incredible when you factor in party-supplied support buffs and tactics.  The key is the number of attacks a monk can accumulate, and if optimized correctly, how much damage those attacks deal.  Who gives a flying fuck about one on one duels?
I don't know, but somehow we keep getting back to the point where people saying that the Monk is a better class than the Adept because the dragon doesn't use tactics to counter the Monk's abilities while it can easily counter the Adept's (nevermind that the Dragon doesn't *need* to use tactics to kill a lone monk).  Something like that, anyway.  It's like I've said, I don't really know why they're arguing anymore.
I'm arguing for arguing sake. How could you have not realized that by now? I'm not for Monk is better than the Adapt or vice versa but I always thought using stuff better than you (pokemon/dominated/diplomacy) creatures doesn't do a damn thing to prove your worth. Plus like any spellcaster vs debate, the people on the spellcaster's side tend to be idiots with their ideas.

Think about it.
And what is said about the Monk?
That claim isn't far out in the left field there.

Edit - Fixed a quote tag.
: Re: Adept vs monk: the final nail in the coffin
: Tleilaxu_Ghola July 25, 2011, 02:29:50 AM
I will never understand these threads.  A monk can be incredible when you factor in party-supplied support buffs and tactics.  The key is the number of attacks a monk can accumulate, and if optimized correctly, how much damage those attacks deal.  Who gives a flying fuck about one on one duels?
The problem is that the monk is basically ENTIRELY reliant on party buffs and items. It's the same problem with the fighter, but to a larger degree.
My point is that this is not even a problem to begin with.  The fact that it's perceived as a problem is a symptom of the artificial environment in which most C.O. is performed.  That is to say that a lot of builds try to cover as many possible scenarios by themselves as possible.  Maybe it's because I DM more often than I get to play, but I have long since become jaded against the idea that every character in the party needs to be some kind of rockstar one-man-band.  I find things go much more interestingly if players have synergistic tactics.  I should clarify that buzzword "synergistic", though.

I do not mean:
1. The party has a very optimized specialist for each area of commonly encountered problems.  Together the party usually has someone who can save the day single-handedly.  This type of party usually sucks because then the DM feels obliged to dish out "spotlight" encounters for each player to highlight their individual specialties.
2. The party has some awesome combo that sets up one character for greatness every time.

What I do mean is:
1. The party contains several "awesome" combos that set up various characters for greatness in combat.
2. The party is specialized, but not so completely that the builds are incapable of acting outside their role.  Bonus points if others can aid eachother with their specialties.



So, if we're going to bash monks, I'd rather see people tell me how a monk fails to integrate with party tactics.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 25, 2011, 02:54:28 AM
Ah, I believe I can answer that one.

"Monks take a lot and give a little."
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 25, 2011, 03:19:40 AM
So, if we're going to bash monks, I'd rather see people tell me how a monk fails to integrate with party tactics.
The only role I can see them as is basically a more versatile Fighter. Whereas the Fighter gets a dozen generic feats and half of which are crap simply because there isn't that many decent Fighter Bonus feats. The Monk picks up Total-Concealment (technically better than superior invisibility), Blink, Unarmed Attack's superior damage and number of attacks shenanigans, enhanced movement, enough bonuses feats to specialize in a combat form while still picking up other noncombat useful feats, and more skill points. Not only can he deal huge amounts of damage though charging (the ONLY role the Barbarian does) for combat, like the Fighter's so called area of focus, but he can operate as a scout. Not a skillmonkey scout, but a scout who traded those extra skill points for survivability.

Like the Rogue is the best skill monkey and has a good option for combat (SA).
The Factotum loses a bit in quantity of skills for quality, doesn't get a good option for combat but gets more versatility (inspiration/really limited spells).
The Bard gets even less skill wise but is the ultimate social expert and gets an even better combat party of a massive party buff (inspire) which puts him on other lists.
Then the Monk weighs in around here, couple of skills, some nice ACFs to replace the need for the rest, gets the best weapon in D&D but requires a bit more effort to bring up to a super deadly level than SA but it can and does surpass SA when you do.

Ultimately though, the Monk is a very selfish class and doesn't toss a bone towards other party members outside of what they can offer outside of skills or focusing on one style of combat and killing stuff (like the rogue/fighter/barbarian/samurai/ninja). While it's at the bottom of the skill guy list, it made it on the list. And while it's not at the top of the damage guy list, it's not on the bottom crying for attention.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 25, 2011, 03:24:01 AM
I will never understand these threads.  A monk can be incredible when you factor in party-supplied support buffs and tactics.  The key is the number of attacks a monk can accumulate, and if optimized correctly, how much damage those attacks deal.  Who gives a flying fuck about one on one duels?
I don't know, but somehow we keep getting back to the point where people saying that the Monk is a better class than the Adept because the dragon doesn't use tactics to counter the Monk's abilities while it can easily counter the Adept's (nevermind that the Dragon doesn't *need* to use tactics to kill a lone monk).  Something like that, anyway.  It's like I've said, I don't really know why they're arguing anymore.
I'm arguing for arguing sake. How could you have not realized that by now? I'm not for Monk is better than the Adapt or vice versa but I always thought using stuff better than you (pokemon/dominated/diplomacy) creatures doesn't do a damn thing to prove your worth. Plus like any spellcaster vs debate, the people on the spellcaster's side tend to be idiots.

Think about it.
  • We've had Web as an I win button despite in all likely hood the dragon is all but incapable of failing his save and strength checks against it.
  • We've had Scorching Ray, ignoring the possibilities of missing despite Cover (via Web) & Soft Cover (via undead army) which as rules state should form some better form of cover and shooting into melee as an I win button. Not to mention the range being so tiny the dragon can still fly over and eat him anyway. Oh and it only deals 12d6+50% (or 63) on all three successful hits meaning it takes four castings and twelve attack rolls to kill it. Plus you know, it could burn that uber I win Web away when you use it...
  • We had pick the most powerful creature in the DMG, then say I'm awesome for picking it on my team when in fact you still fail at life and suck goats for money.
  • If the pokemon number one thing wasn't bad enough. They +1ed it to Dominating other PC-leveled people. Which still falls short of just Diplomacy'ing up a posse and still falls under I am so incompetent I am literally dependent on some one else making me look useful.
And what is said about the Monk?
  • His 1/day DDoor was bashed because the Adapt can buy an ITEM. Also what's with the Monk owning items, though this is about Class Features.
  • You can't charge in a Surprise round of falling on people because I never read what Charging or Battle Jump's rules are.
  • The dragon can strafe around in mid air dealing 7d6 damage ever 1d4 rounds praying the Monk has no form of retaliation enough though a form of flight is mandatory for meleers and very plausible for a level 12 character to obtain. Not to mention without Polymorphing into something with wings, the Adapt is SOL too. Right... Pokemon.
  • And Crush. Not only does the dragon NEVER use it on the Adapt (it's too busy staring at the wall), but it uses it for auto win on Monks. Even though it  only works if the subject is three or more size categories smaller than the Dragon, which is Huge, which means Medium is two sizes in difference, which means it can't use Crush to beat a Monk anyway. ...And even if the dragon were gargantuan or Monk/Adapt were Small sized at least the Monk sports a 50% chance it misses him (Blink) prior to DDooring out or the same ITEMS the Adapt must use for escaping after he got flattened.
That claim isn't far out in the left field there.

I will never understand these threads.  A monk can be incredible when you factor in party-supplied support buffs and tactics.  The key is the number of attacks a monk can accumulate, and if optimized correctly, how much damage those attacks deal.  Who gives a flying fuck about one on one duels?
The problem is that the monk is basically ENTIRELY reliant on party buffs and items. It's the same problem with the fighter, but to a larger degree.
My point is that this is not even a problem to begin with.  The fact that it's perceived as a problem is a symptom of the artificial environment in which most C.O. is performed.  That is to say that a lot of builds try to cover as many possible scenarios by themselves as possible.  Maybe it's because I DM more often than I get to play, but I have long since become jaded against the idea that every character in the party needs to be some kind of rockstar one-man-band.  I find things go much more interestingly if players have synergistic tactics.  I should clarify that buzzword "synergistic", though.

I do not mean:
1. The party has a very optimized specialist for each area of commonly encountered problems.  Together the party usually has someone who can save the day single-handedly.  This type of party usually sucks because then the DM feels obliged to dish out "spotlight" encounters for each player to highlight their individual specialties.
2. The party has some awesome combo that sets up one character for greatness every time.

What I do mean is:
1. The party contains several "awesome" combos that set up various characters for greatness in combat.
2. The party is specialized, but not so completely that the builds are incapable of acting outside their role.  Bonus points if others can aid eachother with their specialties.

So, if we're going to bash monks, I'd rather see people tell me how a monk fails to integrate with party tactics.
Of these 4 instances, the Monk can either be the center of a combo that sets it up for greatness OR it can do some specific shtick that sets up one other character for one relatively specific combo each time.  It lacks the feats and features necessary to go beyond an extremely narrow role, and if it tries to, anyway, then it's liable to fail at even doing this one thing.  That's why it's listed at Tier 5.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 25, 2011, 03:56:34 AM
Eh, SorO's just arguing for arguing's sake (his own words).  In other words, just trolling.  No sense debating with that.

Why is it that all the Monk supporters are trolling (SorO), just arguing against non existant arguments (Oslo), or, well, whatever Giacomo's doing? 

JaronK
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 25, 2011, 06:42:46 AM
Troll threads attract trolls?
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 25, 2011, 06:46:10 AM
XCodes: for single target takedowns, Crush is actually decent, because in a single attack it causes a pin.  And when you've got a huge creature with boosted strength doing it, it's almost an auto success.  Definitely awesome if you have a minion doing that... and other minions who can handle other things (since that takes the crusher out of the fight).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Tleilaxu_Ghola July 25, 2011, 10:37:08 AM
: X-Codes
Of these 4 instances, the Monk can either be the center of a combo that sets it up for greatness OR it can do some specific shtick that sets up one other character for one relatively specific combo each time.  It lacks the feats and features necessary to go beyond an extremely narrow role, and if it tries to, anyway, then it's liable to fail at even doing this one thing.  That's why it's listed at Tier 5.
Actually that was a trick question on my part, because it's fairly obvious that a monk can integrate with several party combos.  I'm sorry you're too jaded to see that.  Here, let me just toss up a few.  I'm sure I could go on for some time.

Improved Trip + Enlarge Person + Other Melee Classes + Vexing Flanker + Combat Reflexes: Not very inspired, but Improved Trip and Combat Reflexes are free monk feats.  Enlarge person is very easy to get in the party and Vexing flanker costs the monk one non-bonus feat (it's optional).  If you're not fighting a dragon, but say are fighting a number of orcs, tripping can be effective.  Since landing the touch attack is usually easy, there's little functional difference between a fighter and a monk in initiating the attack.  The check to trip is going to be similar for a fighter and a monk.  At any rate, once the trip is made and when your party flanks the now prone dude, the monk will receive +8 to attack and flanking party members at least +6.  The point is that this is a low cost "trick" in which both monk and party can receive combat benefit.  Oh, and it also results in an increase to your beloved "action economy".  The enemy is forced to take a move to escape and doing so provokes AoOs, which the monk can then use to trip the opponent again.

Tumble + Haste + Acrobatic Strike + Power Attack + 2-handed Weapon + Combat Reflexes + Vexing Flanker + Flanking Opponent+Delay Potion + Sanctum Spell + Temporary Potion: This requires 3 feats on the part of the monk which a monk doesn't get for free, but they're hardly over specialized feats, and can be obtained by level 6.  Sanctum spell + Temp potion is a great way for a wizard to supply buffs to a party without losing his own actions during combat.  Suppose our monk wishes to assist a rogue (or other melee) who is in melee range of some opponent.  The monk quaffs his delayed haste potion as a swift action and then catapults off at (by level 12) his 70 foot move speed, tumbling around and through enemies as necessary to reach a flanking position for his friend.  At the end of this acrobatic show he gains a +11 to attack (on top of the normal attack bonus), sacrificing as much as he dares for power attack and gains a 2:1 ratio damage return.  The same action could be also combined with improved trip (if applicable), which would grant an even greater bonus to attack for both him and his rogue friend.  In the end, we've involved at least 3 party members.  One was a buffer, the monk helped his rogue friend a bit, and also managed to deal some damage.  The next round, we're well set up for the full on pain train of a hasted monk.  If you like, you can add the feat Stand Still to a monk's repertoire and, when combined with the residual power attack damage bonus which lasts until your next turn, the DC to resist escaping the monk's presence can be quite high.

Improved Evasion + Trigger Happy Wizard/Psion + Trusty Rogue: It's sort of a theme here that a rogue exists in the party.  Rogues really do best with a melee buddy friend and melee buddy friends do best with a rogue to help.  But anyways, both rogue and monk have access to Improved Evasion by level 10.  At this point the monk and rogue are usually able to frollick amongst the fireballs and other reflex save based effects, which I got to say really takes the pressure off your wizard's tactical repertoire.


The point here is not that a monk is required, simply that it is able to participate in combos which both benefit others and the monk.  I think it's the height of foolishness to say that a monk cannot fill a diverse role nor do I think a monk is doomed to failure on accomplishing a role for which he is optimized.


: Re: Adept vs monk: the final nail in the coffin
: weenog July 25, 2011, 10:49:16 AM
I like how the monk is assumed to be able to be a similarly effective tripper to a fighter, similarly consistent with evasion as a rogue, accurate enough to use power attack, and/or tough enough to survive getting close on purpose.  This with 3/4 BAB, a mediocre HD, and too much MAD to heavily invest in Str, Dex, or Con.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 25, 2011, 10:49:33 AM
XCodes: for single target takedowns, Crush is actually decent, because in a single attack it causes a pin.  And when you've got a huge creature with boosted strength doing it, it's almost an auto success.  Definitely awesome if you have a minion doing that... and other minions who can handle other things (since that takes the crusher out of the fight).

JaronK
Re-reading Crush, I have to agree, it's actually not horrible.  Even though it uses grapple mechanics later on, initially it doesn't, so even with FoM you're going to be wasting actions to escape if you fail that Reflex save.  In other words, you have to be able to teleport in order to make the Crush action seem wasted (and unless you have unlimited teleportation, it's wasting your teleportation ability).

That said, if the dragon is on it's own and going against a Party, Crush is a really bad idea.  You're spending an action to do minimal damage to one or two targets (they're going to spread out just because of your breath weapon), while the rest of the party is free to beat the crap out of you.
: Re: Adept vs monk: the final nail in the coffin
: PhaedrusXY July 25, 2011, 10:52:52 AM
I like how the monk is assumed to be able to be a similarly effective tripper to a fighter, similarly consistent with evasion as a rogue, accurate enough to use power attack, and/or tough enough to survive getting close on purpose.  This with 3/4 BAB, a mediocre HD, and too much MAD to heavily invest in Str, Dex, or Con.
Meh, you can dump wisdom and even wear armor on a monk tripper, and not lose out on anything worth crying about. Especially if you can add Shou Disciple levels later. Strength-based monks are interesting.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 25, 2011, 10:58:42 AM
So a monk is good because it can provide flanking bonuses and probably won't die to a friendly fire from a blaster wizard? Yeah, that's convincing me that monks are awesome.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 25, 2011, 11:16:02 AM
The next round, we're well set up for the full on pain train of a hasted monk.

Wat?

You mean if the monster he's receiving a full attack from doesn't kill him first, right? And then, what is the full on pain train of a hasted monk? Is it particularly better than the full on pain train of a hasted archer bard? Or a hasted Adept Archer? Or a Hasted god damn anything else that can actually deal with threats?
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 25, 2011, 11:31:26 AM
I like how the monk is assumed to be able to be a similarly effective tripper to a fighter, similarly consistent with evasion as a rogue, accurate enough to use power attack, and/or tough enough to survive getting close on purpose.  This with 3/4 BAB, a mediocre HD, and too much MAD to heavily invest in Str, Dex, or Con.
This.  If we're still talking 12th level, you will probably have, at most, a Strength score of 22 (including a +4 item).  That's a base modifier of +6, and then you get another +5 from Enlarge Person and a +4 from Improved Trip for +15.  White Dragon is Huge (+8) with a +8 Strength Mod (+8) and has 4 legs (+4).  That's a +20 mod with no magic whatsoever.

Sure, that's just one monster with a CR of 12, and a very strong one at that.  Going through the MM...

Abyssal Greater Basilisk: +15 vs. Trip
Displacer Beast Pack Lord: +20 vs. Trip
11-headed Pyro-/Cryohydra: +18 vs. Trip (same modifier as the Hydras 2 CRs lower)
Kolyarut: +2 vs. Trip (is a caster, however, so tripping him is just going to keep him from running away easily)
Leonal: +8 vs. Trip (but has Polymorph at-will, so could easily transform into something with a significantly higher value here)

As you can see, +15 is really the bare minimum you need to make a tactic semi-viable here at this level of play, and that's the best possible situation for a Monk tripper.  Compare that to a Barbarian:

Strength 35 (18 @ 1st, +3 levels, +6 Item, +6 Greater Rage, +2 Reckless Rage)
Improved Trip for free (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wolfTotemClassFeatures)
Enlarge Person from a potion or friendly Wizard.
= +21

This Barbarian also has better options than the Monk.  He can use the Three-Mountains feat (the Monk is not proficient with any of the required weapons), with Skilled City-Dweller he can use Acrobatic Strike + Combat Reflexes + Vexing Flanker as well, and probably even do it better, and he also has a superior chassis (higher HP, higher BAB, only -1 on Will saves while Raging) and substantially lower MAD (means even higher HP and even higher Attack Rolls, the only drawbacks are lower AC, which doesn't mean much, and a loss in the Will save department that can be made up for if the Barbarian goes with Steadfast Determination instead).
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 25, 2011, 01:36:22 PM
Re-reading Crush, I have to agree, it's actually not horrible.  Even though it uses grapple mechanics later on, initially it doesn't, so even with FoM you're going to be wasting actions to escape if you fail that Reflex save.  In other words, you have to be able to teleport in order to make the Crush action seem wasted (and unless you have unlimited teleportation, it's wasting your teleportation ability).

That said, if the dragon is on it's own and going against a Party, Crush is a really bad idea.  You're spending an action to do minimal damage to one or two targets (they're going to spread out just because of your breath weapon), while the rest of the party is free to beat the crap out of you.

Yeah, as a solo monster tactic, it's generally a poor plan unless there's only one enemy to fight (or they're all bunched up).  But if said dragon is one of many minions, it's a great way to instantly take out one enemy in the fight.  Very handy that Zombie Dragons keep that ability, and it's one of the reasons I'd drop a 9 headed hydra for a zombie White Dragon (other reasons include the great maneuverability and the increased hit dice).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 25, 2011, 02:34:52 PM
Regardless of whether or not the dragon makes it's reflex save, it can't leave the web without spending a full round to move.
Thanks for agreeing with me. So the Adapt Spends a Standard Action to Web the dragon, them either the Move Action to get into range, or to move away. The Dragon makes his save avoiding being pinned, beats teh Str DC by more than enough to move out of it (there by resuming his normal movement speed) and is now standing next to the Adapt whom without Tumble is looking at an AoO for fleeing, or if he decides to Web him self, suicide.

The dragon's touch AC, WITH cover, is 12.
The Scorching Ray tactic relies on zombies.
Varying Degrees of Cover
In some cases, cover may provide a greater bonus to AC and Reflex saves. In such situations the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Hide checks.

The Dragon has Cover under the so called Web rules fallacy. And Soft Cover from a zombie moving in for the kill (ordered to attack, it isn't smart enough to sweep to the side). Even if you want to whine like the rules quote above should be ignored, you still have shooting into melee (-4 to attack rolls). The Dragon has around 16 AC, for 50% hit rate, before items against an attack that depends on you hitting up to three times in a row per casting. And not one of those attacks miss why?

The "pokemon" thing, as you called it, is a pretty explicit class feature of the everyone, it's called Diplomacy. But the Adapt gets other people to do everything he can't to cus I like him.
I know.

No, his 1/day DDoor was bashed because it barely does shit. More than the Adapt, but I refuse to acknowledge that.
Yeah.

Saying that you get a other people to do the things you can't speaks measures of your capabilities, and at the very least speaks more to the strength of the Finger Darts feat than the strength of the Adapt.
I know right.

The Adept's effective range is 55', compared to the dragon's 50'.  Therefore, the Adept doesn't have to catch the Dragon, he just has to wait for it to get in range.
Geez, see what I mean? The Dragon whom can rape the Adapt with his melee, stop his spellcasting with his mouth, is going to stand at the maximum range of his breath weapon.

For Pelor's sake, the 200ft/round dragon flies the heck over, breaths cold, and watches you provoke AoOs for moving and maybe even casting, and on such an AoO it bites you, auto grapple you lose no moving. If you stood there like an idiot then it Full Attacks you into sushi. That is the default plan of attack, it's retardedly simple and works on 99% of cases the dragon would know how to face.

Also, it probably Initiative anyway since it has Neverskitter, and since it has Blindsense making you unable to sneak up on it, probably got a surprise round on you to. you actually start your first turn standing next to the damn thing.

Eh, SorO's just arguing for arguing's sake (his own words).  In other words, just trolling.  No sense debating with that.
Why is it that all the Monk supporters are trolling (SorO), just arguing against non existant arguments (Oslo), or, well, whatever Giacomo's doing? 
For the same reason X-Codes over looks everything and you continue to quote Gia on his poor monk.

Troll threads attract trolls?
And yet you're here. :p
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 25, 2011, 02:48:34 PM
Could you please quit editing people's quotes? You typically fail to grasp the actual meaning of the words you change, so when you attempt to illustrate a poster's hypocrisy, it ends up just looking like a really poor-quality strawman. Some kind of straw-midget, I guess.

Don't get me wrong, the route you're going could be both entertaining and effective, but given the amount of stress you're under in meatspace (you've mentioned before that you're not able to get enough sleep and such) and the apparent results you've produced, you really don't seem to be up to the task. If you're going to do this, the key is to change only the particular nouns; if your strategy is valid, you should be able to make your point by doing nothing but swapping Monk and Adept, with occasional changes to the particular item, feat, or other tool you might need to prove that they're equivalent. So you might swap out Animate Dead for Undead Leadership, or something, although I'd find that a pretty unconvincing argument.

Finally, please, please, please. This is not an attack on your actual argument in this paragraph, so don't mistake it for an ad hominem attempt to prove you wrong by nitpicking your spelling. But it's Adept. Not Adapt. That bothers me as much as "Factorum" used to. That doesn't make you wrong, but it makes your posts extremely annoying to read. And frequent errors compound the problem of your quote-editing strategy, because it makes it appear that you're deliberately mangling other posters' grammar in an attempt to make them look stupid.
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 25, 2011, 02:58:41 PM
And yet you're here.
So? ???

But it's Adept. Not Adapt. That bothers me as much as "Factorum" used to.
I've seen JaronK also make such mistakes (sometimes). Why won't you correct him as well? :smirk
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 25, 2011, 04:22:16 PM
But it's Adept. Not Adapt. That bothers me as much as "Factorum" used to.
I've seen JaronK also make such mistakes (sometimes). Why won't you correct him as well? :smirk

Actually, I used to say "Factorum" until a forum member did indeed correct me.  I checked to make sure he was right, and never made that mistake again.  I don't believe I've ever referred to the Adept as the "Adapt."  But if I do say something wrong, feel free to correct me.

@Bauglir: Straw-midget?  Awesome.  I'll have to remember that one.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Shiki July 25, 2011, 04:59:12 PM
But it's Adept. Not Adapt. That bothers me as much as "Factorum" used to.
I've seen JaronK also make such mistakes (sometimes). Why won't you correct him as well? :smirk

My guess is he thinks that SorO goes on w/ "Adapt" deliberately like Sunic continued the legacy of the "Factorum" when he was still here ( :( ) but I may be wrong.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 25, 2011, 05:41:57 PM
Dear JaronK, X-Codes, Halinn, Minxster, Lycanthromancer, and all others still clinging to that imo irrational monk aversion:
The discussion has already moved on – but you did not seem to have noticed.

First to help clarify misunderstandings belonging to the earlier part of the discussion:
@X-Codes: Nobody has ever argued in this thread that monk should try to grapple the dragon (although I guess monk builds for 12th level could be done which can achieve just that – go max STR with orc and +4 STR item for +9 STR mod, +9 BAB, +8 gloves of titan’s grip, +5 enlarge, +4 improved grapple, +4 battle jump für +39 grapple – tadaaa – beating the adult white’s +37!). The dragon CANNOT crush anyone bigger than small size. So it is a non-issue in this discussion. What HAS BEEN an issue is that the adept has been found defenseless so far against a snatch attack by the dragon (which involves grapple rules – so grappling cannot be such a failure after all when the adept loses against it ;) ). Also, my monk build includes a trip mod that can be boosted to +27, perfectly able to trip most trippable challenges for a level 12 character – but that probably escaped your notion.

Then @JaronK/Halinn: the adept hoping to escape notice in his zoo of zombies that exactly follow HIM and look to HIM for where to go will make the dragon wonder…If the standing order is “follow me and attack if XY happens”, then they will as mindless automatons do exactly that, in exactly the distance that the adept commanded. (even the dragon’s intelligent treasure +1 sword will see who is in charge of the group and who follows whom – the zombies will always stop just after when the adept pauses, and resume walking when the adept does, for instance). Likewise, the adept’s animal pets will focus their attention on him (ever see people with trained dogs? They constantly communicate through gestures and commands etc. with the animals to have them do what they want them to do. They will not go on “ignore me except if I command you” because an animal cannot understand this kind of subtlety. And no cyst-dominated adept dummies are going to change that (and as outlined by quite few already, bringing more minions with game effects into the picture that the monk could also do, the comparison loses significance). To sum up: The animate dead spell as well as trained animals are exactly the BEST way NOT to remain unnoticed for this tactics. This has been pointed out repeatedly – so please at long last see: the animated dead are virtually a dead end of the expert. ;) (apart from all the group-damaging elements that I already outlined and which you so far failed to argue against).


Now as I see it the discussion has moved on thanks to the input Lo77o (for the adept side with a new build) and that of of SorO_Lost (for the monk side with a new build). Based on their builds imo we can see that both classes can be built to defeat the dragon within the surprise round (or a standard action during combat):

The adept can do it with the combination of
-   the corrupt spell Lahm’s finger darts (doing 4d4 DEX damage) from BovD
-   the item belt of battle (for taking another action for a second spell casting of 4d4 DEX damage) from MiC
-   the feats soulmeld (strongheart vest), bonus essentia (soulmeld) from MoI
-   the race human (incarnate) from Eberron Campaign setting which combined with the MoI feats reduces the finger and ability damage of the corrupt spell to 0 (otherwise it would be an unsustainable tactics).
-   the feats night haunt and arcane mastery (from CM) to safely defeat the dragon’s spell resistance.

Method: cast darts, activate belt, cast another darts spell for 8d4 DEX damage.
Effort: items for 12,000 gp (belt of battle), 2 spell slots, 4 feats (and five extra sources beyond core)

The monk (combining SorO_Lost’s ideas with a few of my old build and some new ideas) can do it with a combination of
the monk only tactical feat sun school (from CW)
-   the unarmed strike only feat snap kick (from ToB)
-   the unarmed damage-enhancing fanged ring (from Dragon Magic)
-   the unarmed damage-enhancing greater mighty wallop at 16th level in a 1/day item as per DMG (spell from Races of the dragon)
-   the necklace of natural attacks (from Savage Species) with martial aptitude (ToB)
-   an item of martial study for mighty throw (ToB) and a feat for the giant killing style stance
-   the feat battle jump (unapproachable east)
-   the monk ACF invisible fist for (greater) invisibility for one round from EoE
-   the monk class feature abundant step from PHB
-   a +2 STR item and a ring of feather falling plus a monk’s belt from DMG.
-   covering all relevant knowledge skills for +3 attack bonus on average with the champions of valor feat “knowledge devotion”)

Method: activate invisibility, dimension door above dragon, double attack via snap kick and sun school, feather fall to ground after falling.
Given a STR of 20 (start 15, stat gains, +2 enhance), the monk will have an attack bonus with snap kick of +26/+26 (STR +5, BAB +9, +1 enhance necklace, +3 apitude, +3 knowledge devotion, +2 invisibility, +2 charge, +1 higher ground, +2 giant killing style, -2 snap kick)
The damage will be colossal+ size base for a 17th level monk (12d8) +13 (STR, enhance, knowledge devotion, giant killing style) doubled to 24d8+26, then doubled via snap kick to 48d8+52=268

Effort: items for 58,380 (10,000 fanged ring+ 17,280 GMW item + 8,600 necklace + 3,000 novice martial study item + 4,000 STR item + 2,000 feather fall ring + 13,500 monk’s belt), 5 feats (and 7 extra sources beyond core). Note: feats are taken from free feats – battle jump at level 1; knowledge devotion at level 3, setting sun at level 6, snap kick at level 9 and the stance at level 12.

First impression/comparison of the adept and monk offensive powers: roughly equal.
In favour of adept:
-   needs no attack roll (extremely low risk of failing in case 8 or 9 DEX damage is the result)
-   needs much less effort than the monk
-   usable more often per day vs flying foes – although monk can use the tactic in more encounters vs ground-based foes (simply charge and jump)
In favour of monk:
-   the adept spell imo can be stopped by more methods than the attacks of the monk; e.g. blocks to line of effect are circumvented better; or cheap dragon defenses like ring(s) of counterspells for just 4000/8,000 gp vs this most dangerous spell for dragons (an invisible foe might be tackled with the spot the hidden skill trick, for instance, or just blind-fight).
-   the monk can choose to kill outright or just do non-lethal damage to the dragon; the adept’ method merely renders the dragon helpless and needs coup de grace with additional action (a risk in case the dragon can use some mental activation only abilities).
-   The amount of evilness for the adept’s tactics may be less tolerable for most groups than the monk’s restriction to be lawful.
-   Also, the 3.5 FAQ on the BovD explicitly states that the ability damage from corrupt spells (even using the finger darts as example) cannot be circumvented by immunity to ability damage: ( While defensive special qualities in the D&D game are usually insurmountable, the corruption cost for the spell represents a direct assault on the physical and mental well-being of the caster, and anyone who casts a corrupt spell has to pay the cost, even if normally immune to ability damage, ability drain, or energy drain. The act of casting a corrupt spell makes the caster briefly vulnerable to the corruption cost ofthe spell..
-   So the adept tactics appear to be more open for debate – and this part alone would push me more overall in favour of the monk’s offensive powers. The adept could still cast the spell, but would cripple himself for at least a day, preventing his spellcasting in other encounters/after this attack.
But I guess this can be discussed further.

What I learned so far in this thread, though, is that both adept and monk can be made awesome in their offensive powers. If tiers are used, imo this places both already in the T4 area (both can do quite well what they are supposed to do – melee combat for the monk or simple tactics blast/cast for the adept).

The big question remains: what are their defensive powers (e.g. how do they  prevent/survive surprise attacks themselves)? And what else can they do?
The adept with the above tactics (provided the DM accepts it) has near 40,000 gp more money left, so could shore up the advantage of the monk through the blink ACF alone (like through buying a ring of blinking for 27,000, for instance). Still, the adept has lower saves, lower hp and less skill points and a much worse skill list that will need to be filled here as well – and the additional role of scout and party face appears to come to the monk more easily.
However, the adept has quite a few other spells – including very versatile ones like polymorph and invisibility/minor creation and animate dead (yes, I think it IS useful, though not as an army-permanent-minions-running-around-tactics).

Well…difficult to tell for me right now. I’ll wait for the reactions.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Solo July 25, 2011, 05:45:47 PM
The discussion has already moved on – but you did not seem to have noticed.
Ah, trying the Bush strategy, are we?

Declare victory and move on to the next war, even if you are bogged down in a quagmire.

Bold move. I like it.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 25, 2011, 06:14:41 PM
Then @JaronK/Halinn: the adept hoping to escape notice in his zoo of zombies that exactly follow HIM and look to HIM for where to go will make the dragon wonder…If the standing order is “follow me and attack if XY happens”,  then they will as mindless automatons do exactly that, in exactly the distance that the adept commanded. (even the dragon’s intelligent treasure +1 sword will see who is in charge of the group and who follows whom – the zombies will always stop just after when the adept pauses, and resume walking when the adept does, for instance).

Interestingly, the command was NOT "follow me."  It was stay within 30' of me.  There's a difference.  They can wander within that range.  This prevents exactly what you're talking about.  They also do not "look to HIM."  They just do what they're told.  Heck, when the dragon appears, the dominated minions (who can be given intelligent orders like "act as though I'm part of your adventuring party") will attack, triggering the Zombies to attack... making said minions look like the leader.  Heck, if you just follow behind one of your dominated minions, it looks like both you and the zombies are just following him.

This is party of the basic technique of being a minion master.  You don't keep shouting commands.  You exercise just enough control to keep your minions on task, without being the obvious leader.  Don't assume that just because you don't know how to do it no one does.

Likewise, the adept’s animal pets will focus their attention on him (ever see people with trained dogs? They constantly communicate through gestures and commands etc. with the animals to have them do what they want them to do. They will not go on “ignore me except if I command you” because an animal cannot understand this kind of subtlety. And no cyst-dominated adept dummies are going to change that (and as outlined by quite few already, bringing more minions with game effects into the picture that the monk could also do, the comparison loses significance).

Monks don't have this route towards minions.  This is an Adept ability.  And yes, if I get a Commoner minion (why not?  Easy to get) I can have him giving the commands for the animals.  Now does the dragon eat the Commoner, by your logic?  Man, that was easy!

To sum up: The animate dead spell as well as trained animals are exactly the BEST way NOT to remain unnoticed for this tactics. This has been pointed out repeatedly – so please at long last see: the animated dead are virtually a dead end of the expert. ;) (apart from all the group-damaging elements that I already outlined and which you so far failed to argue against).

You should try playing a minion master sometime.  It's fun to do, and learning not to be the primary target is a big part of it.  You don't seem to think it's possible, but it is, and it's something you should learn to do.

But I notice you've still failed to deliver on proving that your Monk is more survivable than a Zombie, having claimed Zombies die all the time.  Does this mean you admit your Monks can't survive more than a few fights?  Admit this, or prove it wrong.  Or you could do the obvious thing: retract that false statement (that Zombies require significant expense because they die all the time).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: ImperatorK July 25, 2011, 06:33:16 PM
Aren't zombies already dead? ???
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 25, 2011, 06:42:20 PM
Aren't zombies already dead? ???

No, they're undead.  There's a big difference!

But Giacomo made the claim a while ago that it was too expensive to deal with Animate Dead because your undead are so fragile and would die all the time.  This is of course silly... undead are actually very durable, due to having high HPs (especially if you make them right) and tons of immunities, as well as many easy healing options.  But Giacomo stuck with this claim and never retracted it, despite the fact that every Monk we've seen is less durable than any of the undead (except the Carnexes, which are indeed fragile and must be kept safe).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 25, 2011, 06:58:11 PM
Dear JaronK, X-Codes, Halinn, Minxster, Lycanthromancer, and all others still clinging to that imo irrational monk aversion:
The discussion has already moved on – but you did not seem to have noticed.

If more people are carrying on a conversation that has not ended than have moved on, is it not still an ongoing discussion?
: Re: Adept vs monk: the final nail in the coffin
: Solo July 25, 2011, 07:09:37 PM
You don't get it.

(http://www.commondreams.org/headlines03/images/1030-02.jpg)

War's over because he said so.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 25, 2011, 07:35:58 PM
I just want to clear up some sources in case someone are checking.


The adept can do it with the combination of
-   the corrupt spell Lahm’s finger darts (doing 4d4 DEX damage) from BovD
-   the item belt of battle (for taking another action for a second spell casting of 4d4 DEX damage) from MiC
-   the feats soulmeld (strongheart vest), bonus essentia (soulmeld) from MoI
-   the race Azurin (human, incarnate) from MoI which combined with the MoI feats reduces the finger and ability damage of the corrupt spell to 0 (otherwise it would be an unsustainable tactics).
-   the feats night haunt and arcane mastery (from CA) to safely defeat the dragon’s spell resistance.

Method: cast darts, activate belt, cast another darts spell for 8d4 DEX damage.
Effort: items for 12,000 gp (belt of battle), 2 spell slots, 4 feats (and four extra sources beyond core)


- Giacomo


I know it might just be little things, but it bothered me a bit, so i corrected it.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 25, 2011, 07:45:14 PM
Good god, people! Why are you all acting as if Giacomo is wildly flailing about like the Wizard of Oz in order to distract people from the fact that he was a sad little man in a cheap suit?
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 25, 2011, 08:06:50 PM
Good god, people! Why are you all acting as if Giacomo is wildly flailing about like the Wizard of Oz in order to distract people from the fact that he was a sad little man in a cheap suit?
...Is that a hypothetical question?
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 25, 2011, 09:15:28 PM
Aren't zombies already dead? ???

No, they're undead.  There's a big difference!

But Giacomo made the claim a while ago that it was too expensive to deal with Animate Dead because your undead are so fragile and would die all the time.  This is of course silly... undead are actually very durable, due to having high HPs (especially if you make them right) and tons of immunities, as well as many easy healing options.  But Giacomo stuck with this claim and never retracted it, despite the fact that every Monk we've seen is less durable than any of the undead (except the Carnexes, which are indeed fragile and must be kept safe).

JaronK
The Carnexes only need to be kept safe for the sake of the current encounter.  The majority of their cost can be re-couped by salvaging the bands from a dead Carnex, so they're ridiculously cheap.
: Re: Adept vs monk: the final nail in the coffin
: Tleilaxu_Ghola July 25, 2011, 09:35:36 PM
I like how the monk is assumed to be able to be a similarly effective tripper to a fighter, similarly consistent with evasion as a rogue, accurate enough to use power attack, and/or tough enough to survive getting close on purpose.  This with 3/4 BAB, a mediocre HD, and too much MAD to heavily invest in Str, Dex, or Con.
This.  If we're still talking 12th level, you will probably have, at most, a Strength score of 22 (including a +4 item).  That's a base modifier of +6, and then you get another +5 from Enlarge Person and a +4 from Improved Trip for +15.  White Dragon is Huge (+8) with a +8 Strength Mod (+8) and has 4 legs (+4).  That's a +20 mod with no magic whatsoever.

Sure, that's just one monster with a CR of 12, and a very strong one at that.  Going through the MM...

Abyssal Greater Basilisk: +15 vs. Trip
Displacer Beast Pack Lord: +20 vs. Trip
11-headed Pyro-/Cryohydra: +18 vs. Trip (same modifier as the Hydras 2 CRs lower)
Kolyarut: +2 vs. Trip (is a caster, however, so tripping him is just going to keep him from running away easily)
Leonal: +8 vs. Trip (but has Polymorph at-will, so could easily transform into something with a significantly higher value here)
I implicitly stated that tripping was not something you would use in all circumstances (certainly not when it would be stupid to attempt, such as against a larger creature).  The stated circumstance that I DID provide was against an NPC humanoid, orc to be exact, which you know, one also encounters frequently in D&D.  Tripping is most effective against medium-sized enemy casters as it prevents them from getting away and casting.  Unless you want to get into action boosting tactics and/or swift teleportation yadda yadda.

In any event, then there were some snide comment about how Monks have MAD, as if MAD were intrinsically problematic under all circumstances, and/or a fighter/barbarian could do it better, or mocking the power attack ability of monk with his mere medium BAB.  These comments either failed to read what I wrote and noted about those very subjects or missed the thrust which I have been saying so far, which is (in bullet point form for those too disinterested in reading prose):


If you want to talk numbers, I am more than capable of doing so.  Here, let us look at this level 12 simple monk build:

Race: Human
Build:  Monk 12
Ability Distribution (starting; elite array): STR 15, Dex 14, Wis 13, Con 12, Int 10, Cha 8.  3 Level ups go into strength 3, for a final of STR 18 before buffs.
Magic items: Assume, minimally, +4 to str, +2 to dex, +2 to wis. Monk's belt.  Amulet of Natural weapons +2.
Feats (level in super script): Stunning Fist1, Power Attack1, Improved Unnarmed Strike1, Weapon Focus( Unnarmed Strike )1, Combat Reflexes2, Vexing Flanker3, Delay Potion6, Improved Trip6, Acrobatic Strike9, Improved Initiative12.
Base attack: +9, full attack +9/+9/+9/+4, hasted full attack: +10/+10/+10/+10/+4.
Buffed with flanking bonus, haste, and gear, weapon focus, and ability mods: +21/+21/+21/+21/+16.
Base damage: 2d8+[STR MOD]+2 Enhancement.
Evaluated damage per hit (unnarmed, average): 9+4+2 = 15.

Against a CR 12 opponent (according my Optimization by Numbers thread) AC ranges from an average of 21.8 to a max of 28.  HP ranges from 196 to 300 (avg to max).  The following assumes we flank the target:

This means the acrobatic strike has 95% chance of success against a maximum AC opponent of CR 12.  Against the same opponent the full attack has a 70% chance to hit on the first four and a 45% chance on the the fifth hit.  A full attack deals a probabilistically weighted damage against a maximum AC opponent of 48.75 damage.  Against average AC opponents it is prudent to use power attack on an acrobatic strike for a penalty of at least 6 to attack (giving +12 damage with a masterwork greatsword), yielding [2d6+12+4 = 23] damage at a +19 to attack (90% success).  A full attack on an average AC'd opponent deals a probabilistically weighted damage of 69.

Summary:

1. Against an equal CR opponent of average AC, the monk can deal 69 probabilistically weighted points of damage per round if allowed to full attack, which is 35% of the monster's health.  This assumes flanking, but not tripping bonuses.  The former being fairly simple to accomplish thanks to 15 ranks in tumble.
2. Against the same equal CR opponent of Average AC the monk can deal 10.5% of the opponent's health in damage (weighted).
3. Against an equal CR opponent of maximum AC, the monk deals 24.8% of it's health in weighted damage on a full attack.  The monk can hit such an opponent and deal ~5% of it's total health in weighted damage without a full attack.

%health figures above assume average health of 196 HP.

Conclusions:

1. The basic monk build above is not, by measures of "optimization", something to write home about.  However, it does decently well against average opponents assuming you manage to get a full attack in.  With a base AC of [10+3+2+2 = 17], he will likely need to use potions or budget more defense items to be secure against the average BAB of +17.
2. A similarly equipped fighter, by virtue of its base attack alone, has a 15% better chance to hit (where applicable; you can't go over 95%).  In the case of average AC, this bonus is not relevant.  Power attack can convert some of that excess attack bonus into damage, of course, at the assumed rate of 2:1.  (Higher rates usually require charging and aren't entirely relevant for discussing full attacks.  Charges have their own set of limitations.  If you want to talk about pouncing builds... well, you aren't doing that with a straight fighter to my knowledge.  If you want to talk about pouncing barbarians, well, then we can all just go ahead and dip barbarian 1 level for that...  Just like my monk could easily benefit from a fighter dip without much harm).


Verdict:

Underwhelming?  Yeah... I mean, I rarely consider pure class builds in the first place.  If you allow me to construct a "mostly monk" build, I guarantee these numbers will improve dramatically.  I don't think, however, that the monk can be considered completely worthless.


EDIT: Whoops, looks like I forgot to add in the +4 to STR bonus from a magic item on all of those numbers.  Well, there you go, give this guy a bull's strength and I'd say he's got an even greater probability of hitting things and dealing damage.  +10% probability to be exact and about +7 more damage (weighted) on a full attack.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 25, 2011, 09:53:10 PM
Where does the greatsword come in?
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 25, 2011, 10:03:09 PM
Assuming a +4 Con item, the Monk also has a mere 84 HP on average, and no AC or miss chance.  Any decent CR 12 bruiser one-rounds him, and basically anything that can melee 2-rounds him.  In other words, yes, the Monk has MAD and this is what it gets him.

If you want to go with a "mostly Monk" build, then understand that you're also opening up the "mostly Barbarian" build, and Barbarians just plain get better options than the Monk.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 25, 2011, 10:05:14 PM
The Carnexes only need to be kept safe for the sake of the current encounter.  The majority of their cost can be re-couped by salvaging the bands from a dead Carnex, so they're ridiculously cheap.

They're pretty vulnerable in general though, so I'd actually prefer to use Black Sand for the primary out of combat healing, and only have the Carnexes pop out when needed.  Luckily they're not too big and don't breathe, so you can keep them in extradimensional space if you have any.

Theilaxu:  The question of this thread isn't "can you make a Monk that's useful in a party" but rather "how does a Monk's contribution to the party compare to an Adept's contribution?"  But yes, Monks can be useful in a party.  Of course, so can Commoners, but that's a whole other thing.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: weenog July 25, 2011, 10:09:28 PM
The Carnexes only need to be kept safe for the sake of the current encounter.  The majority of their cost can be re-couped by salvaging the bands from a dead Carnex, so they're ridiculously cheap.

They're pretty vulnerable in general though, so I'd actually prefer to use Black Sand for the primary out of combat healing, and only have the Carnexes pop out when needed.  Luckily they're not too big and don't breathe, so you can keep them in extradimensional space if you have any.

Theilaxu:  The question of this thread isn't "can you make a Monk that's useful in a party" but rather "how does a Monk's contribution to the party compare to an Adept's contribution?"  But yes, Monks can be useful in a party.  Of course, so can Commoners, but that's a whole other thing.

JaronK

Hell, anything can be useful in the right circumstances and with a little imagination.  That doesn't make it a resource you can take seriously in general.  I found a modified silver raven figurine that records and plays back voices and managed to employ it successfully in a fight, once.  Fired it up inside an obscuring mist playing me giving generic commands and battle noises, and snuck away to get into diving charge position on a bruiser that still thought I was in there.  Doesn't make a silver raven figurine a combat tool.
: Re: Adept vs monk: the final nail in the coffin
: Tleilaxu_Ghola July 25, 2011, 11:29:51 PM
Where does the greatsword come in?
I just picked a random 2H weapon that the monk might carry whenever it wasn't possible to make use of flurry of blows and power attack was a viable option.  Upon review, quarter staff (wielded as a 2H weapon) is probably more legal.  Same idea, though.  It's not something the monk needs much, but it covers a corner case.

Hell, anything can be useful in the right circumstances and with a little imagination.  That doesn't make it a resource you can take seriously in general.  I found a modified silver raven figurine that records and plays back voices and managed to employ it successfully in a fight, once.  Fired it up inside an obscuring mist playing me giving generic commands and battle noises, and snuck away to get into diving charge position on a bruiser that still thought I was in there.  Doesn't make a silver raven figurine a combat tool.
What I just read in your statement: "Suppose X is combat tool if it can always be found in set C, a subset of B, with fractional size >=Z compared to set B.  Then, if Y in set A, and A has size Q, then Y = X iff Q >= Z."  Obviously in your example A has size Q << Z.  Substituting the word "combat tool for 'effective'", I think you're implying that monks are not effective because it has yet to be shown that they are successful in a sufficient number of combat instances.  That is to say that monks lie within set A, which has size Q, and Q <= Z.  You haven't really defined, however, what size Z would suffice nor have you defined what constitutes success.

If one wished to transform this thread from a mostly unenlightening discussion to one with more substance, I think this could be accomplished by establishing more clear guidelines.  Particularly a set Z should be specified and a success criteria needs to be established.  Once these are provided, it should be a simple matter of demonstrating a build which satisfies the criteria.  If we find that both Adept and Monk satisfy the criteria, then you could expand Z or make the success criteria more difficult until one is established to be superior.  The latter exercise is, in my opinion, unnecessary once you demonstrate, for a reasonable Z, that the class can succeed.

In my previous post, I implied that set Z was: R = ratio of weighted damage to average monster health at CR = level in two cases: max AC and average AC.  Success criteria was undefined in my post, but with such a simple definition for Z, you could make it something like, R must be > 50%.  In that case, my build would fail.  If you set the success criteria to R > 25%, it would pass all of set Z, with conditions.  I highly doubt under these more rigorous definitions of success that a commoner could be lumped in the same category as a monk.  One could surprise me, though.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 26, 2011, 12:04:32 AM
But it's Adept. Not Adapt. That bothers me as much as "Factorum" used to.
I've seen JaronK also make such mistakes (sometimes). Why won't you correct him as well? :smirk

My guess is he thinks that SorO goes on w/ "Adapt" deliberately like Sunic continued the legacy of the "Factorum" when he was still here ( :( ) but I may be wrong.
You are, I thought it was Adapt, and Factotum. The only one I've deliberately misspelled is the crewsader (that I recall). But it's a pun on it's awesome help the party out strikes and stances.

Speaking of nit picks
the monk ACF invisible fist for (greater) invisibility for one round from EoE
It's not Greater Invisibility, It's Blink (http://www.d20srd.org/srd/spells/blink.htm), the Total Concealment is in a Web Enhancement for Champions of Valor. And it is freaking AWESOME and the only reason to ever consider taking levels in Monk past the 2nd level.

Shadow Blend (Su): In any conditions other than full daylight, a 7th-level Dark Moon Disciple can disappear into the shadows, gaining total concealment. Artificial light does not negate this ability, though a daylight spell does. This benefit replaces the wholeness of body class feature that the standard monk gains at 7th level.

See Invisibility: It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
True Sight: It does not negate concealment, including that caused by fog and the like.
Epic Listen: Pin points your location, you still keep Total-Concealment.
Spot: Like Listen it can't negate the Total-Concealment.
Lifesense: Artificial light shed by your body to the undead creature does not negate the Total-Concealment.
Blindsense: Again can't bypass Total-Concealment, merely tell which square you are in.
Blindsight: Finally an ability that can bypass it. But you have Blink to keep that 50% miss chance up anyway :p

Assuming a +4 Con item, the Monk also has a mere 84 HP on average, and no AC or miss chance.
Whoa there. No AC? It gets a +1~+5 class bonus to AC, Dex to AC, Wis to AC, and can still UMD up a Wand or ask for Greater Mage Armor and even make use of Animated Shields later on. Not to mention, it's the only class to get a an uber wtf Total-Concealment ability and it gets Blink and miss chances FAR out weigh AC so much not even I can come up with a proper analogy and these miss chances interfere with spells. Maybe like comparing an ant to Mount Rushmore, or like a grain of salt to the Salt Flats in Utah, or everyone's opinions vs your Ego viewed in your prospective, or maybe a proton to Sol (our sun).

Also, the Rogue has less HP, worse saves, and has to pick up items/templates for a high Hide check and not to mention set up a way to use it if he wants concealment, and his combat niche is bonus damage that doesn't work against numerous creatures types without further item augmentation. But yes, let's compare it to the nothing but pure built entirely for charging and nothing else class and talk about how the Monk doesn't compare. Hey I've got another idea that is just like yours, let's make a Wizard vs Fighter thread and talk about how the Fighter's BAB and larger number of feats are clear and decisive reasons why the Fighter is the real god of D&D.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 26, 2011, 12:07:10 AM
Where does the greatsword come in?
I just picked a random 2H weapon that the monk might carry whenever it wasn't possible to make use of flurry of blows and power attack was a viable option.  Upon review, quarter staff (wielded as a 2H weapon) is probably more legal.  Same idea, though.  It's not something the monk needs much, but it covers a corner case.

Hell, anything can be useful in the right circumstances and with a little imagination.  That doesn't make it a resource you can take seriously in general.  I found a modified silver raven figurine that records and plays back voices and managed to employ it successfully in a fight, once.  Fired it up inside an obscuring mist playing me giving generic commands and battle noises, and snuck away to get into diving charge position on a bruiser that still thought I was in there.  Doesn't make a silver raven figurine a combat tool.
What I just read in your statement: "Suppose X is combat tool if it can always be found in set C, a subset of B, with fractional size >=Z compared to set B.  Then, if Y in set A, and A has size Q, then Y = X iff Q >= Z."  Obviously in your example A has size Q << Z.  Substituting the word "combat tool for 'effective'", I think you're implying that monks are not effective because it has yet to be shown that they are successful in a sufficient number of combat instances.  That is to say that monks lie within set A, which has size Q, and Q <= Z.  You haven't really defined, however, what size Z would suffice nor have you defined what constitutes success.

If one wished to transform this thread from a mostly unenlightening discussion to one with more substance, I think this could be accomplished by establishing more clear guidelines.  Particularly a set Z should be specified and a success criteria needs to be established.  Once these are provided, it should be a simple matter of demonstrating a build which satisfies the criteria.  If we find that both Adept and Monk satisfy the criteria, then you could expand Z or make the success criteria more difficult until one is established to be superior.  The latter exercise is, in my opinion, unnecessary once you demonstrate, for a reasonable Z, that the class can succeed.

In my previous post, I implied that set Z was: R = ratio of weighted damage to average monster health at CR = level in two cases: max AC and average AC.  Success criteria was undefined in my post, but with such a simple definition for Z, you could make it something like, R must be > 50%.  In that case, my build would fail.  If you set the success criteria to R > 25%, it would pass all of set Z, with conditions.  I highly doubt under these more rigorous definitions of success that a commoner could be lumped in the same category as a monk.  One could surprise me, though.

It's completely TO, but commoners can draw an infinite number of chickens from their spell component pouches, and if you can think of an encounter that CANT be resolved by infinite chickens, you are doing it wrong.

Personally, I think an R of 25% is much too low.  That means 3 encounters per level you contribute?  That seems pretty underwhelming.  Even if we were to say that was acceptable the whole point is that R could be higher for an Adept build and it would still pass.
: Re: Adept vs monk: the final nail in the coffin
: Tleilaxu_Ghola July 26, 2011, 12:22:08 AM
Where does the greatsword come in?
I just picked a random 2H weapon that the monk might carry whenever it wasn't possible to make use of flurry of blows and power attack was a viable option.  Upon review, quarter staff (wielded as a 2H weapon) is probably more legal.  Same idea, though.  It's not something the monk needs much, but it covers a corner case.

Hell, anything can be useful in the right circumstances and with a little imagination.  That doesn't make it a resource you can take seriously in general.  I found a modified silver raven figurine that records and plays back voices and managed to employ it successfully in a fight, once.  Fired it up inside an obscuring mist playing me giving generic commands and battle noises, and snuck away to get into diving charge position on a bruiser that still thought I was in there.  Doesn't make a silver raven figurine a combat tool.
What I just read in your statement: "Suppose X is combat tool if it can always be found in set C, a subset of B, with fractional size >=Z compared to set B.  Then, if Y in set A, and A has size Q, then Y = X iff Q >= Z."  Obviously in your example A has size Q << Z.  Substituting the word "combat tool for 'effective'", I think you're implying that monks are not effective because it has yet to be shown that they are successful in a sufficient number of combat instances.  That is to say that monks lie within set A, which has size Q, and Q <= Z.  You haven't really defined, however, what size Z would suffice nor have you defined what constitutes success.

If one wished to transform this thread from a mostly unenlightening discussion to one with more substance, I think this could be accomplished by establishing more clear guidelines.  Particularly a set Z should be specified and a success criteria needs to be established.  Once these are provided, it should be a simple matter of demonstrating a build which satisfies the criteria.  If we find that both Adept and Monk satisfy the criteria, then you could expand Z or make the success criteria more difficult until one is established to be superior.  The latter exercise is, in my opinion, unnecessary once you demonstrate, for a reasonable Z, that the class can succeed.

In my previous post, I implied that set Z was: R = ratio of weighted damage to average monster health at CR = level in two cases: max AC and average AC.  Success criteria was undefined in my post, but with such a simple definition for Z, you could make it something like, R must be > 50%.  In that case, my build would fail.  If you set the success criteria to R > 25%, it would pass all of set Z, with conditions.  I highly doubt under these more rigorous definitions of success that a commoner could be lumped in the same category as a monk.  One could surprise me, though.

It's completely TO, but commoners can draw an infinite number of chickens from their spell component pouches, and if you can think of an encounter that CANT be resolved by infinite chickens, you are doing it wrong.

Personally, I think an R of 25% is much too low.  That means 3 encounters per level you contribute?  That seems pretty underwhelming.  Even if we were to say that was acceptable the whole point is that R could be higher for an Adept build and it would still pass.

R = 25% means that in a single round, the monk can take a CR [LEVEL] critter from 100% health to 75%.  With 4 people in the party, each contributing R = 25%, the CR [LEVEL] critter goes down in a single round.  I'd say R = 25% is more than enough, but the kicker is that in order to meet that I had condition it with: R = 25% is only possible if the monk can make a full attack on the target.  If you want, you can take a 1 level barbarian dip to get the Lion Totem alt class feature from C. Champions and now you can make full attacks at the end of a charge.  If you really want to make that stipulation less restrictive, you might consider a dip into warblade to pick up Sudden Leap.  Combine sudden leap with jump skill optimization and you can move around as a swift action.  IIRC there is a feat somewhere that lets you ignore the running jump part DC increase.

Very small tweaks like that allow you to construct a mostly monk build which can really start to deliver.  Making a monk hit R = 50% most of the time is something I think that is very doable, even with >80% of the build being the monk class once you get past level 10.
: Re: Adept vs monk: the final nail in the coffin
: zugschef July 26, 2011, 12:49:10 AM
Combine sudden leap with jump skill optimization and you can move around as a swift action.  IIRC there is a feat somewhere that lets you ignore the running jump part DC increase.
PHBII Leap of the Heavens.

Whoa there. No AC? It gets a +1~+5 class bonus to AC, Dex to AC, Wis to AC, and can still UMD up a Wand or ask for Greater Mage Armor and even make use of Animated Shields later on. Not to mention, it's the only class to get a an uber wtf Total-Concealment ability and it gets Blink and miss chances FAR out weigh AC so much not even I can come up with a proper analogy and these miss chances interfere with spells. Maybe like comparing an ant to Mount Rushmore, or like a grain of salt to the Salt Flats in Utah, or everyone's opinions vs your Ego viewed in your prospective, or maybe a proton to Sol (our sun).
shadow blend is so unbelievably awesome it's mind-boggling. honestly, this defensive capability pushes the monk in the low t4 region in my opinion. however, invisible fist's blink option is not so hot, since you get a 20% miss-chance yourself. or is there a way around that?

btw, do these two add up to a total miss chance of 60%? (50% for total concealment + 20% for the etherealness -> 60% total)
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 26, 2011, 01:43:00 PM
shadow blend is so unbelievably awesome it's mind-boggling. honestly, this defensive capability pushes the monk in the low t4 region in my opinion.
It is pretty damn powerful.

however, invisible fist's blink option is not so hot, since you get a 20% miss-chance yourself. or is there a way around that?
Ethereal Reaver is a +2 Longsword, Complete Psionic, Specific Weapons (not SRD material, cough costs 40k cough) can freely attack Ethereal/Material creatures as the blade it's self exists in both planes. Either use it, rip the ability, Morph the weapon into a Monk weapon, or heck play an Elf and pick up Weapon Focus(longsword) & Whirling Steel StrikeECS to Furry with longswords.

btw, do these two add up to a total miss chance of 60%? (50% for total concealment + 20% for the etherealness -> 60% total)
Like Cover it has a stacking clause.
Varying Degrees of Concealment
Certain situations may provide more or less than typical concealment, and modify the miss chance accordingly.

Given they are rolling a 50% chance for not knowing where you are and a 50% (or 20% with the ability to see ethereal) chance for an affect they can see but are simply unable to hit as you phase out they should stack for a 75%/60% chance respectively. Assuming they are even attacking the space you are in which pretty much requires stuff on par with Blindsense to do.

: Re: Adept vs monk: the final nail in the coffin
: Tshern July 26, 2011, 01:53:13 PM
Whoa there. No AC? It gets a +1~+5 class bonus to AC, Dex to AC, Wis to AC, and can still UMD up a Wand or ask for Greater Mage Armor and even make use of Animated Shields later on. Not to mention, it's the only class to get a an uber wtf Total-Concealment ability and it gets Blink and miss chances FAR out weigh AC so much not even I can come up with a proper analogy and these miss chances interfere with spells. Maybe like comparing an ant to Mount Rushmore, or like a grain of salt to the Salt Flats in Utah, or everyone's opinions vs your Ego viewed in your prospective, or maybe a proton to Sol (our sun).
Actually, Monks lose their AC bonus if they use Animated shields. Let me google the relevant passage:

: SRD
Animated

Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and nonproficiency.

On another note, SorO, you've put forth some excellent insights. The Shadow blend seems so amazing that I might have to play a Monk in the future.

Edit: There is also Ethereal reaver in MIC. +3 enchantment, gives See invisibility and works like a Ghost touch weapon. Not sure if this is a direct update though.
: Re: Adept vs monk: the final nail in the coffin
: zugschef July 26, 2011, 01:55:52 PM
Given they are rolling a 50% chance for not knowing where you are and a 50% (or 20% with the ability to see ethereal) chance for an affect they can see but are simply unable to hit as you phase out they should stack for a 75%/60% chance respectively. Assuming they are even attacking the space you are in which pretty much requires stuff on par with Blindsense to do.
as far as i know you can't have any more than total concealment, which makes sense. ;-)
thus, it's either 50% or 60%. probably 60% since concealment and etherealness are two different sources. :)

On another note, SorO, you've put forth some excellent insights. The Shadow blend seems so amazing that I might have to play a Monk in the future.
invisible fist + dark moon disciple are incredibly awesome (from a monk's perspective).
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 26, 2011, 02:16:52 PM
Actually, Monks lose their AC bonus if they use Animated shields. Let me google the relevant passage:
My bad.

Edit: There is also Ethereal reaver in MIC. +3 enchantment, gives See invisibility and works like a Ghost touch weapon. Not sure if this is a direct update though.
Can't be. MiC's is a +3 enhancement that gives Ghost Touch and See Invisible (who the hell would buy it?), and in Complete Psionic Ethereal Reaver is a named specific weapon that affect Ethereal Creatures.

Specific weapons have shared named with other enhancements and feats before, no biggie.

Given they are rolling a 50% chance for not knowing where you are and a 50% (or 20% with the ability to see ethereal) chance for an affect they can see but are simply unable to hit as you phase out they should stack for a 75%/60% chance respectively. Assuming they are even attacking the space you are in which pretty much requires stuff on par with Blindsense to do.
as far as i know you can't have any more than total concealment, which makes sense. ;-)
thus, it's either 50% or 60%. probably 60% since concealment and etherealness are two different sources. :)
In hindsight, yeah Concealment probably does cap at Total-Concealment. And I see how you keep using 60% too, since Blink is only worth 20% outside of what you can or cannot see.

The FAQ would link to chime in with Blink can add miss chances to your Mirror Images and Rogues can still SA Blinking creatures since the miss chance isn't Concealment. So yeah, there is no reason it wouldn't.


: Re: Adept vs monk: the final nail in the coffin
: Tshern July 26, 2011, 03:11:25 PM
Edit: There is also Ethereal reaver in MIC. +3 enchantment, gives See invisibility and works like a Ghost touch weapon. Not sure if this is a direct update though.
Can't be. MiC's is a +3 enhancement that gives Ghost Touch and See Invisible (who the hell would buy it?), and in Complete Psionic Ethereal Reaver is a named specific weapon that affect Ethereal Creatures.

Specific weapons have shared named with other enhancements and feats before, no biggie.
[/quote]
Aye, I just couldn't get my hands on Complete Psionics, so I couldn't check. Thanks for that. Also, I must agree, there is absolutely no point in buying the MIC one.
: Re: Adept vs monk: the final nail in the coffin
: zugschef July 26, 2011, 04:05:53 PM
MiC's is a +3 enhancement that gives Ghost Touch and See Invisible (who the hell would buy it?), and in Complete Psionic Ethereal Reaver is a named specific weapon that affect Ethereal Creatures.
i'm pretty sure that this must be an unerrata'd mistake. see invis + ghost touch cannot be a +3 weapon enhancement, that's ridiculous. as is, even the enhancement's name doesn't make any sense. it should probably bestow the same properties the specific ethereal reaver from cpsi has.
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 26, 2011, 08:02:25 PM
Lets say Spells X = Spells Y = Spells Z.
It's a reasonable assumption.

With the Adept, Spells X can be made into items.
Compared to the Monk, Adept has x2 amount of these.

Otherwise Adept Spells Z items = Monk Spells Z items.
This still assumes a Magic Mart is to be had.

If so, this opens up the Adept to Scrolls of Spells Y.
These spells are higher level than what the Adept can cast.
But they are on the Adepts list via whatever standard list expanders.
Scrolls aren't quite as wieldy as UMD items, but they are cheaper.

So we have a ratio.
Adept gets 2 X , and ~1.5 Y , and 1 Z .
Monks get  1 X , 1 Y , 1 Z .
Ouch.

So those Z spells must be really overwhelming for Adept NOT have an advantage.
Or Monk goodies have to be >>> spells of level W.
I don't think so.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 26, 2011, 08:05:17 PM
OK, JaronK, I propose the following:
Let us make a new start here. We both I think have in our posts over the last weeks lacked respect for what the other one wrote. From my side, I apologise for that.

Responding to what you wrote I hope we can get to discuss this more neutrally.

Interestingly, the command was NOT "follow me."  It was stay within 30' of me.  There's a difference.  They can wander within that range.  This prevents exactly what you're talking about.  They also do not "look to HIM."  They just do what they're told.

I'll ask you the following: When these mindless undead are told to "stay within 30' of you" - how will they be able to fulfill this order when they do not regularly look at you to make sure that they stay within this 30'? What will they do when you stop walking? The answer imo is: they will continue walking until they reach 30' distance to you. A hiding dragon observing what kind of monsters enter his lair (or, due to his superior listening skills, notices them approaching and has a look at them from afar while hiding) cannot help but notice this odd pattern.

Heck, when the dragon appears, the dominated minions (who can be given intelligent orders like "act as though I'm part of your adventuring party") will attack, triggering the Zombies to attack... making said minions look like the leader.  Heck, if you just follow behind one of your dominated minions, it looks like both you and the zombies are just following him.

That is something I'd accept. Since the undead in this case may be the ones to act first (say, the skeletons with a high initiative), once combat starts, even the dragon's superior perception skills - and that of an aggressive white dragon at that - will first focus on the most obvious threats. However, the threats of huge hydra zombies and the warbeasts can be evaded fast by the dragon, so they become not that serious very quick. And THEN I'd say the dragon reacts to the adept the moment he will use scorching ray or web attacks - things that might put it at risk. Now...when a group of, say, wizard, rogue, and fighter is with the adept and his minions, then the dragon may also focus on those. But again then we'd enter the territory of how much use the adept is to the group - when the dragon first focuses on them and damages them, the adept did not exactly contribute to the group then et (although he could make up for it by doing something decisive afterwards). The moment he casts a scorching ray or web then he MAY be the one the dragon singles out. But that for that single instant the DM ruling the dragon also attacking the adept imo does not mean at all that the adept is more powerful than said wizard, fighter or rogue. (provided the adept gets the ray of; when faced with 3 other PCs, plus several warbeasts, plus two carnexes, plus two zombie hydras probably the dragon will at first retreat to strike later with a vengeance - or fill his cave with fog clouds that impair the use of rays massively.)

This is party of the basic technique of being a minion master.  You don't keep shouting commands.  You exercise just enough control to keep your minions on task, without being the obvious leader.  Don't assume that just because you don't know how to do it no one does.

Well, imo (and according to my gaming experience), combats rarely develop according to plans - in particular not when the opponent (the dragon) is likely to have both the surprise round and the first round of combat to its advantage. So, it might well be that the adept will want to change tactics for his minions during combat (for instance "move close to me and give me cover" or in the case of more opponents "just attack the one in melee with me now")- and he cannot bluff that away. He's the one giving commands. But granted, the standing orders can do a lot. The animals, though, the adept WILL have to command to attack - there is no standing orders for them. Whether that is recognisable by the dragon is up to the DM.

Monks don't have this route towards minions.  This is an Adept ability.

No, monks have a better route towards minions than animal handling- they have diplomacy. Still, my monk build did not assume npc mercenaries following the monk because they now see themselves as friendly, taking risks for said monk (say, some ranger guides in the icy mountains).
At the same time, the handle animal skill to command them to perform their tricks is just 10 (and even the dragon can thus with just his CHR bonus try to give them opposing orders!). Basically thus it is also open for the monk or just any pc - and by level 12 you could take 7 ranks cross-class which together with a masterwork item and no CHR bonus guarantees success.Basically I think we should leave these skill-based minions out of the picture (or it would be an advantage for the monk).

And yes, if I get a Commoner minion (why not?  Easy to get) I can have him giving the commands for the animals.  Now does the dragon eat the Commoner, by your logic?  Man, that was easy!

A charmed/dominated commoner (i.e. the minions of a minion) would be even more far-fetched than using handle animal or diplomacy directly for that. NPCs and what skills they have are entirely the DM's turf, as per DMG.

You should try playing a minion master sometime.  It's fun to do, and learning not to be the primary target is a big part of it.  You don't seem to think it's possible, but it is, and it's something you should learn to do.

And I would suggest to you to consider the considerable problems and occasional drawbacks with using this tactics.
At this point a related question: do you as a DM ever have problems with a group of people with each player running around a dozen npcs aside from his pc? What kind of adventures are that? How is the roleplaying side of this going? How are combats rolling out- are they boring dice orgies or great fun?
I'd really like to know, because in my experience the games that were more fun were those where everyone only played his character and the DM all the rest. But maybe you have some hints how this can be done? (seriously, this is a question without irony from my side).

But I notice you've still failed to deliver on proving that your Monk is more survivable than a Zombie, having claimed Zombies die all the time.  Does this mean you admit your Monks can't survive more than a few fights?  Admit this, or prove it wrong.  Or you could do the obvious thing: retract that false statement (that Zombies require significant expense because they die all the time).

JaronK

JaronK - seriously. Are you really asking me whether a hydra zombie is more durable than a monk? How can you doubt this after this thread, and other recent related ones, and everything I (and other posters) have shown, posted on this subject in the past years?
This kind of arguing is pure polemics, akin to the stuff X-Codes wrote above when he said a monk only has CON 14 and his hp, no AC, no miss chance and can hardly survive (or other posters I often see, for that matter, who say "monk sucks because basically he has slow fall yawn that's it and ah - he can run away".). This is the kind of argument that I consider completely irrational - and even after all this time I have NO CLUE at all why people argue this way.
The monk class seems to draw this kind of irrational, emotional response, which make me deeply suspicious of anti-monk comments, including the even those that really have good arguments for weaknesses of the monk class. Everytime I came up with build examples, pointed out ideas to use the monk's abilities, synergise them among each other (say, how to get full attacks with the high movement combined), or synergise them with other aspects of the game like magic items - every time I did that a row of posts appeared that were entirely trolling, mocking or completely useless for a meaningful discussion.

To pick up your zombie example:
We know in general (many posters here in different threads on different issues also say so) that AC is not that important and that at high levels other things can become quite important than hp (or the wizard would be the weakest class ever!  ;) ).
So far, the monk's better durability at 12th level than that of a 200hp-zombie-hydra can be seen by:
- offensive powers that will do 200-300+ damage per round or even standard action (depends on the amount of optimisation going into it). Combined with stealth and/or high initiative (which can also be done for monks) this means most threats just evaporate often before they even can do significant damage to the monk. The zombie hydra with 20f/30ft (nimble bones) move range per round cannot exactly copy that.
- miss chances of blink and total concealment combined, meaning 75% miss chance of foes (yes, ACFs, but we're in no-core territory anyway, where the hydra is boosted to those stellar hp areas in the first place)
- a MIND that can think on its own (helpful sometimes)
- the more hostile reaction of most creatures undead encounter (plus they can only fight, not sneak by/negotiate through threats)
- skills that help you avoid/escape things like simple trap pits (like climb or up the walls feat, while a zombie hydra falling into said pit will never get out by itself or the adept's means- though some spell that I cannot think of right now may help - in case the adept has it prepared)
- faster movement, and also other movement that ground speed, including the ability to move through walls and even dimension door (tends to increase durability a lot when faced with overwhelming odds that DM's sometimes through at PCs)
- meanwhile, the undead's immunities are either to a certain extent emulated by the monk's immunities (high saves, poison/disease immunity, increased resistance to enchantment effects, less damage from area effects), or surpassed (miss chances) or counterweighed by the increased vulnerabilities of undead in general (turning of opponent priests, anti-undead spells, no non-magic hp recovery and CON bonus - though the latter are helped by the additional measures you proposed) and mindless in particular (low-level no-save effects like hide from undead and command undead).

So please - again - I kindly ask you to reconsider at least the above arguments; then I think we have common grounds on which to continue.
As I said above in my last summarising post - I am surprised about the richness of non-core material that can give also otpions to the (so far only) evil adept npc class. So I feel right now that it really is more powerful than I originally thought.

For instance, even if the above Lahm finger darts as per 3.5 FAQ are not really feasible (since you cannot then avoid the STR and finger loss with ability-damage-reducers), the adept could one-round the white dragon with the following:
Rod of quicken, rod of maximise and belt of battle, plus the feats for arcane mastery and empower spell.
Then fire scorching ray, maximised at dragon, followed up by a quickened ray, and activate the belt of battle for another maximised ray. That should do the trick - as the monk's snap kick massive damage that I outlined above.

Whether that equals the monk overall (i.e. including defensive qualities, stealth, social abilities, general uitility) I am not so sure yet, and I hope for yet more ideas and suggestions.

What do you think? Ah, and while you are at it - what do you think about the problems that I see related to the group that I explained already several times - that the adept with animated zombie hydras and carnexes would debuff the group often, slow it down, keep it from using humanoid-sized dungeons, and be a drag/non-issue in social interaction and city adventures?

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: zugschef July 27, 2011, 12:01:05 AM
miss chances of blink and total concealment combined, meaning 75% miss chance of foes
there is nothing more than total concealment. if you add the ethereal part of blink (20% miss chance) to the total concealment of shadow blend you end up with a 60% miss chance. nevertheless, 60% miss chance all day long is just awesome.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 27, 2011, 08:06:57 AM
I'll ask you the following: When these mindless undead are told to "stay within 30' of you" - how will they be able to fulfill this order when they do not regularly look at you to make sure that they stay within this 30'? What will they do when you stop walking? The answer imo is: they will continue walking until they reach 30' distance to you. A hiding dragon observing what kind of monsters enter his lair (or, due to his superior listening skills, notices them approaching and has a look at them from afar while hiding) cannot help but notice this odd pattern.

So if he tells the undead to follow the dominated commoner minion, and then tells the minion to stop and look around at random intervals with 1-5 minutes inbetween. Everybody looking at the group will think the commoner is the boss, and the adept is just a hireling who follows him?

---

Also, do note that if you use dimension door to fall on someone, you can't attack them, even with the feat that allows you to do Mario-Style Charging. Dimension Door says you can't take any actions until your next turn. That probably also includes AoOs and free actions. So you can't do anything.

---
Also, the 3.5 BoVD FAQ, says you take it if you are immune to ability damage, the adept is not immune, he just reduces it to 0, of which the FAQ makes no mention. IIRC. I think you could argue with RAI against this.

---
If you really want to make that stipulation less restrictive, you might consider a dip into warblade to pick up Sudden Leap.  Combine sudden leap with jump skill optimization and you can move around as a swift action.  IIRC there is a feat somewhere that lets you ignore the running jump part DC increase.
If you want to go the direction of Hood, why take monk levels at all? Other classes can optimise jump checks just as well. But have other bonuses, like maneuvers, skill points or regular bonus feats.
: Re: Adept vs monk: the final nail in the coffin
: LordBlades July 27, 2011, 09:23:22 AM

And I would suggest to you to consider the considerable problems and occasional drawbacks with using this tactics.
At this point a related question: do you as a DM ever have problems with a group of people with each player running around a dozen npcs aside from his pc? What kind of adventures are that? How is the roleplaying side of this going? How are combats rolling out- are they boring dice orgies or great fun?
I'd really like to know, because in my experience the games that were more fun were those where everyone only played his character and the DM all the rest. But maybe you have some hints how this can be done? (seriously, this is a question without irony from my side).



This is quite subjective and depends on DM and player's ability. From my own experience as long as the player doesn't take forever to decide what each of his minions do and knows/has their abilities on hand (not fumble around the books looking for monsters while it's his turn) it's quite manageable.

I play druids quite often and sometimes focus on summoning. I've regularly reached 5-6 sets of actions on my turn (own char, animal companion, summons). ATM I'm playing a 7th level Dread Necromancer (inspired from this thread  :P only 2 minions so far though: manticore zombie and hill giant skeleton) and I've spent almost a year playing in a party with a Malconvoker that could also fill the board with summons in no time. All in all, I don't really feel  that a summoner/minionmancer of any kind(assuming the player is knowledgeable and prepared) slows down the game significantly more than somebody playing a char with an extensive spell list that's pondering what to cast next.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 27, 2011, 05:18:48 PM
@zugchef - you are correct, the miss chance of total concealment (from dark moon disciple or invisibility ACFs) and blink combined are 60%, not 75% (since part of the blink miss chance is concealment).

@Mixster - the trick to attack after dimension door is done with the setting sun feat (CW).
The idea to tell a minion to pose like the adept and order the undead to follow him is...OK I think. But note that your minion posing as the adept is likely weaker and when he should succumb to the dragon's first attack, the adept will have to reveal himself, if he intends to change the previous order (to follow the minion). Also, regarding any minion availability beyond the animated dead and the familiar: see also the monk's diplomacy skill. Should he then also be allowed armed minions that appear to be boss while he is without any weapons and looks least dangerous?  ;)

@LordBlades - interesting. Are there others with similar experiences? I remember from my experience that casters in the group with minions and summoned creatures took up significantly more time vis-a-vis casters and non-casters in the group acting just for themselves. And over time this creates in imbalance in attention time of the game that not all may like.

- Giacomo

 
: Re: Adept vs monk: the final nail in the coffin
: Solo July 27, 2011, 05:40:13 PM
@LordBlades - interesting. Are there others with similar experiences? I remember from my experience that casters in the group with minions and summoned creatures took up significantly more time vis-a-vis casters and non-casters in the group acting just for themselves. And over time this creates in imbalance in attention time of the game that not all may like.
Rather like a monk demanding his party spend tons of buffs on him so he can perform adequately?
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 27, 2011, 05:41:13 PM
@LordBlades - interesting. Are there others with similar experiences? I remember from my experience that casters in the group with minions and summoned creatures took up significantly more time vis-a-vis casters and non-casters in the group acting just for themselves. And over time this creates in imbalance in attention time of the game that not all may like.
Rather like a monk demanding his party spend tons of buffs on him so he can perform adequately?
Nah. That's totally different, for reasons that I'm sure Giacomo & Co will gleefully reveal.

Somehow.
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 27, 2011, 05:57:47 PM
I cackle gleefully when someone else plays a minion master, because - I like playing party buffer.

So much more fun to give a battalion +6 on attack and damage and 6d6 sonic damage on attacks, than just like two people in the party.  :D

(If your buffs aren't a radius or 'whoever can hear you', shoo and go play with the monk. I don't do things that way. Haste - every now and again is tolerable I guess.)

Actually playing the minion master on the other hand is not one of my strong suits as a player; I tried a summoning-focused druid but kinda got bored of having to control three things and have the stats for everything ready. I can barely keep track of my own inventory. Party didn't mind too much though.
: Re: Adept vs monk: the final nail in the coffin
: TenaciousJ July 27, 2011, 06:13:39 PM
@LordBlades - interesting. Are there others with similar experiences? I remember from my experience that casters in the group with minions and summoned creatures took up significantly more time vis-a-vis casters and non-casters in the group acting just for themselves. And over time this creates in imbalance in attention time of the game that not all may like.

- Giacomo

Don't confuse a player issue with a class issue.  I've played with a guy whose last 2 characters were a monk and a barbarian and his turns took forever because he couldn't decided between full attacks, trips, and grappling.  Everyone else was a caster (bard, cleric, and sorcerer) and took their turns quicker.  I think it's fair etiquette for a minion-controlling character to have stat-blocks and basic tactics worked out ahead of time and should be assumed since we're trying to compare classes and not players.
: Re: Adept vs monk: the final nail in the coffin
: Nachofan99 July 27, 2011, 06:19:34 PM
I still think the dragon eats both dudes, easily, which kind of puts them into their tiers.  

Quick question, why is the dragon's Frightful Presence ability never mentioned?  

A bunch of "Weak" minions (low level NPCs/Commoners and even PCs) will fail their DC21 Will saves *often* (if the dragon has not boosted it) and even though the Adept has a very respectable +14 Will Save (Adept Failure only 30% of the time) the rest of his "entourage" does not fare so well. Imp Familiar with +7 Will, Failure 70% of the time + Assorted warbeasts - I imagine they have TERRIBLE Will saves? (Note if Adept is Flat-Footed none of his Save/Maneuver items can be used)  Undead zoo is obviously not affected which is a bonus for the Adept.  Maybe I missed some buffs or fear immunities or something; if so I appologize in advance.

The monk with +11 Will (Monk Failure 45% of the time - quite worse than the Adept) The monk definitely has it a lot harder here, and as I've said multiple times, both guys are probably going to lose anyways.

-2 To "everything" (Shaken) is a pretty good debuff for "free", and consider that it also gives -2 to Initiative (Dex checks).  If the minions happen to be particularly low level, then they are going to flat out Panic and flee.

The only things the monk has going for him is his slightly better stealth and that his initiative appears to be even (+9) with a Nerveskitter Dragon with Improved Initiative (also +9); if the Monk gets to roll initiative before failing his Will save at least his Initiative doesn't suffer, he also might get that one extra round of attacks in before the -2 kicks in.  The zombie/warbeast zoo can be heard far away and the Adept/Familiar/Zombies have initiative modifiers in the 2-3 range?  Sure the dragon has blindsense and the monk does not have darkstalker so at 60ft they roll initiative and see who goes first because the monk has a decent Spot; the Adept still looks like he is "automatically" getting Surprised, then Fear checks, then almost definitely losing initiative to a buffed, prepared dragon.

I also believe that the Monk has better flat-footed defenses than the Adept.

And for like the millionth time, I still think both guys are dragon chow with very little chance against a similarly optimized dragon.  Oh, I should have noted Giacomo's Monk and JaronK's Adept; I think the stealthy Adept with the fingerdarts is probably better overall.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 27, 2011, 06:28:43 PM
@LordBlades - interesting. Are there others with similar experiences? I remember from my experience that casters in the group with minions and summoned creatures took up significantly more time vis-a-vis casters and non-casters in the group acting just for themselves. And over time this creates in imbalance in attention time of the game that not all may like.
Rather like a monk demanding his party spend tons of buffs on him so he can perform adequately?
Nah. That's totally different, for reasons that I'm sure Giacomo & Co will gleefully reveal.

Somehow.

I'm not even on Giacomo's side and I can explain why it's completely different. If you have one player with 20 turns, 19 of which are just "full-attack or charge as appropriate" and one of which is "be a motherfucking spellcaster", it's going to take longer just to run through all the die rolls and spell-related decision-making compared to the monk, who was prebuffed before battle (not taking any of the players' time) to some extent or another and still only has one turn of "full-attack or charge as appropriate". If the monk needs buffs in battle (probably does), that sucks because it IS probably a net disadvantage, but it still necessarily takes less time to run through "be a motherfucking spellcaster" to buff somebody than it does to run through "be a motherfucking spellcaster" to buff minions and also take your minions turns. The monk's player presumably has constant playtime spent, because it always has the same number of turns, so we can safely ignore that in the comparison.

This absolutely nothing to do with optimization, nor does it have to do with how many turns each creature in the game gets to take. It has only to do with how much time each player has to spend to run all of the turns that creatures that player controls have gotten.

Well, unless your DM runs your summons for you, but that just seems silly.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 27, 2011, 06:40:52 PM
So Black Tentacles would also be a non-fun spell to cast, I assume.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 27, 2011, 06:42:58 PM
Tangent: Was it Giacomo of GitP who suggested that the Monk was not dependent on other party members for his buffs because the Monk could take Leadership and get minions?
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 27, 2011, 06:53:49 PM
Tangent: Was it Giacomo of GitP who suggested that the Monk was not dependent on other party members for his buffs because the Monk could take Leadership and get minions?
Quite possibly, although similar or even identical arguments are not unheard of.
: Re: Adept vs monk: the final nail in the coffin
: Infected July 27, 2011, 06:57:00 PM
Tangent: Was it Giacomo of GitP who suggested that the Monk was not dependent on other party members for his buffs because the Monk could take Leadership and get minions?

Yes, more or less.

"This basically gets you everything you need. For the higher spell levels, either get
- other casters casting (via npc spellcasters, cohort spellcasters or team member spellcasters)." - Giacomo ver. GitP
: Re: Adept vs monk: the final nail in the coffin
: Solo July 27, 2011, 07:03:10 PM
Well, this certainly is an interesting turn of events.

Infected, I find you way of denoting the real Giacomo quite amusing. I assume you noticed the difference in posting style, such as "Giacomo" being very rude and offensive?

Then again, we have a much less stringent code of conduct here, so it's possible that Roland St. Jude was the only think keeping Giacomo ver. GitP polite, and that he was always a raging douche-fag at heart.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 27, 2011, 07:08:15 PM
"This basically gets you everything you need. For the higher spell levels, either get
- other casters casting (via npc spellcasters, cohort spellcasters or team member spellcasters)." - Giacomo ver. GitP

It's really funny when people quote out of context and do not even notice how easy it is to detect said quoting out of context. The word "either" in that quote appears to suggest that maybe the quote was not provided in full. :rollseyes

Here is the quote from that core monk guide of mine (http://www.giantitp.com/forums/showthread.php?t=80704) on what to do for UMDing spells above 4th level in case they are needed for non-spellcasters in core:
"This basically gets you everything you need. For the higher spell levels, either get
- scrolls or
- other casters casting (via npc spellcasters, cohort spellcasters or team member spellcasters).
If all fails, level the playing field, either with AMF or lower-level effects (yes, there are some, see below).
Plus, there are some fairly cheap single spells that can shut down the effects of whole schools of magic:
- mind blank (enchantment, divination)
- true seeing (illusions, excepting the real part of shadow magic)
- death ward (necromancy)
- wall of force (all conjuration/evocation/necromancy/transmutation/phantasm/shadow attacks)
Some of those are available in existing magic items (true seeing, wall of force, death ward), some could be available as custom items (explicit DM’s approval)."


 ;)

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 27, 2011, 07:15:54 PM
Infected, I find you way of denoting the real Giacomo quite amusing. I assume you noticed the difference in posting style, such as "Giacomo" being very rude and offensive?
As I've said before, I find this quite unnecessary. Far as I know, we all operate under a nom de plume and quite a few of us have one that is used by someone else too. Whether or not the Sir Giacomo we have here is the one, who used to write to GitP forums is irrelevant.

Edit: A brief addition: I do not care or take opinions about who the Sir Giacomo posting here is. I simply do not give a fuck if someone goes to absurd lengths to mimic someone else. This is not me suggesting we have an impostor around.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 27, 2011, 07:19:36 PM
So is a Monk having minions acceptable or not, "Giacomo"?

As I've said before, I find this quite unnecessary. Far as I know, we all operate under a nom de plume and quite a few of us have one that is used by someone else too. Whether or not the Sir Giacomo we have here is the one, who used to write to GitP forums is irrelevant.
Simo Hayha says that there is no kill like overkill.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 27, 2011, 07:20:38 PM
Well, this certainly is an interesting turn of events.

Infected, I find you way of denoting the real Giacomo quite amusing. I assume you noticed the difference in posting style, such as "Giacomo" being very rude and offensive?

Then again, we have a much less stringent code of conduct here, so it's possible that Roland St. Jude was the only think keeping Giacomo ver. GitP polite, and that he was always a raging douche-fag at heart.
I could remind you to watch the F-word around here.

Y'know, if I actually cared.

Others might, however.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 27, 2011, 07:24:19 PM
So is a Monk having minions acceptable or not, "Giacomo"?

I'm neither Giacomo nor impersonating him but by now I thought it would be obvious that it's acceptable for the monk to have minions when it makes him moderately adequate, and not when he's crowing about he can go it alone.  The monk is accompanied by a large herd of Schrödinger's catsminions that are both there and not there until you collapse the wave function by deciding which is more convenient for the argument you want to make at the time.
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 27, 2011, 07:25:52 PM
So is a Monk having minions acceptable or not, "Giacomo"?

As I've said before, I find this quite unnecessary. Far as I know, we all operate under a nom de plume and quite a few of us have one that is used by someone else too. Whether or not the Sir Giacomo we have here is the one, who used to write to GitP forums is irrelevant.
Simo Hayha says that there is no kill like overkill.
Häyhä, by the way.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 27, 2011, 07:26:31 PM
I can't make my browser put in umlauts.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 27, 2011, 07:27:58 PM
I can't either, not directly anyway.  I copy+paste existing umlauts from other pages or my IRC client.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 27, 2011, 07:34:31 PM
Also, regarding any minion availability beyond the animated dead and the familiar: see also the monk's diplomacy skill.

Maybe it's just me, but I find diplomacy abuse quite a lot different from using a spell as it was intended. As an aside to that, how high is your monk's diplomacy score, since you keep saying that you can get minions that might as well have been dominated. Fanatic would be the aim here, for them to follow you about as well as a dominated creature, which puts at diplomacy DC at 50, if they were already helpful. You might get away with a reliable 30 (indifferent to helpful), if you just want them to go into the dragon cave with you, but then they definitely won't be as controllable as dominated minions.

Edit: and I checked, this (http://brilliantgameologists.com/boards/index.php?topic=12198.msg423454;topicseen#msg423454) amazing diplomancer monk has a diplomacy score of: +16, including a masterwork item of diplomacy. That is a fairly good chance of convincing someone who was already friendly to take a couple of risks in aiding you, or get someone who doesn't care either way to offer you limited help or give you advice. Nowhere near getting minions with it, though.
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 27, 2011, 07:39:03 PM
I can't make my browser put in umlauts.
One of those countries then. It's so weird when I go back to uni and whenever I use their computers I need to readjust to not using the Finnish keyboard. Strange indeed.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 27, 2011, 08:00:23 PM
As a quick note on minions: one of the important and simply polite things to do with them is have the actions in advance with reserve dice.  For example, when I'm using minions I keep dice just for them representing their attacks and damage, so I don't have to look anything up.  Even my Dread Necromancer took MUCH shorter turns than our Swordsage.  Also, note there aren't THAT many minions... generally you have two big undead critters and maybe a few healing Carnexes, but because you "programmed" them in advance with commands their actions can be very fast indeed.  Obviously Dominated Minions are a bit different, but a basic bit of programming makes everything go much faster.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 27, 2011, 08:11:38 PM
So Black Tentacles would also be a non-fun spell to cast, I assume.

What's that got to do with anything?
: Re: Adept vs monk: the final nail in the coffin
: Infected July 27, 2011, 08:14:04 PM
So Black Tentacles would also be a non-fun spell to cast, I assume.

What's that got to do with anything?

For every monster in it's spread you got to roll a grapple check, every round.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 27, 2011, 08:15:19 PM
What's that got to do with anything?
Well, it involves a ton of grapple checks per round, damage rolls, reduces movement speed, and involves the grapple rules, which I imagine would slow down combat much like ordering a bunch of minions to go mob someone would, albeit to a lesser degree.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 27, 2011, 08:16:28 PM
On the minions thing: diplomacy can get npcs to accompany the monk, just like handle animal can animals.
Dominate is a different league altogether, of course (barring very high diplomacy skill).
However, just checking the libris mortis for the first time for those cyst spells - and I noticed that they are cleric and wizard/sorcerer only. So they should not be used for the adept/ monk comparison imo (although the prereq cyst feat only mentions "caster level" as prereq...)

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 27, 2011, 08:23:44 PM
Unfortunately I do not have that book handy, but your argument sounds like Wizard should not be allowed to use Arcane disciple, because those spells are traditionally divine. That is, utter bollocks. Perhaps someone could post the wording of the feat Mother cyst?
: Re: Adept vs monk: the final nail in the coffin
: TenaciousJ July 27, 2011, 08:25:52 PM
The feat specifically states it "...grants you access to a selection of cyst-related spells listed below..." and the prerequisites do not restrict class.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 27, 2011, 08:28:10 PM
The feat specifically states it "...grants you access to a selection of cyst-related spells listed below..." and the prerequisites do not restrict class.

Swordsaged.

Nice try at eliminating options from the guy who's winning because he has options and the monk doesn't, though.
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 27, 2011, 08:35:42 PM
The feat specifically states it "...grants you access to a selection of cyst-related spells listed below..." and the prerequisites do not restrict class.
Cheerio for both you and weenog, who tried his best. I am going to push my luck further and wonder what spells does this thing grant?
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 27, 2011, 08:36:50 PM
I don't think +16 diplomacy is enough to have random dudes from the town walk into the dragons cave with you, and play dress up to look like the best piece of meat for the dragon to eat.

Couldn't you just program the zombies with say, something like: Stay within 30ft of that dude, and attack anything that attacks me, him, or any undead under my control within 200 ft of yourself.
With the other hydra substituting the first attack for: trip unless it is already prone, then attack.
Then that dude would totally look like the leader, the dragon would crush him with a partial action charge, then a full attack (using your assumed tactics for the dragon, I would probably not engage a group this big directly, but pick of stragglers instead). Then the poor fella is pretty much dead, unless he has the feign dead trick (which would be useful in this circumstance). But then the hydras will go over there and freaking eat the dragon, one of them would trip the dragon constantly (it would also be hitting the floor pretty much, but who cares?), and it would be unable to get away, until you have blasted it to bits with scorching rays?
: Re: Adept vs monk: the final nail in the coffin
: weenog July 27, 2011, 08:56:21 PM
The feat specifically states it "...grants you access to a selection of cyst-related spells listed below..." and the prerequisites do not restrict class.
Cheerio for both you and weenog, who tried his best. I am going to push my luck further and wonder what spells does this thing grant?



All Mother Cyst-enabled spells are Necromancy, so the -2 on saving throws from Necrotic Cyst applies.  Apart from Necrotic Awareness, they're also all [evil] so I'm sure you can work out how to boost the saving throw DCs further.

EDIT: Mistakenly made Necrotic Eruption sound a lot more horrifying than it is.
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 27, 2011, 09:05:27 PM
Much obliged, much obliged.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 27, 2011, 09:31:19 PM
: Libris Mortis, Mother Cyst
The mother cyst grants you access to
a selection of cyst-related spells listed below (and described in
Chapter 4 of this book). You cast these spells like any other spell
you can cast, once you host a mother cyst (if you are a caster who
prepares spells, you can prepare all necrotic cyst spells without
referring to a spellbook, as if you had the Spell Mastery feat for
each such spell).
Looks to me that anyone who has the feat has these spells on their spell list(s).
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 27, 2011, 10:30:32 PM
The feat specifically states it "...grants you access to a selection of cyst-related spells listed below..." and the prerequisites do not restrict class.
Cheerio for both you and weenog, who tried his best. I am going to push my luck further and wonder what spells does this thing grant?

Spells per level (all are Necromancy).

1)  Necrotic Awareness: Sense any creatures who have a Necrotic Cyst (much like Detect Undead)
2)  Necrotic Cyst:  Touch spell, Fort Yes, SR Yes.  If it succeeds, permanently put a Necrotic Cyst in the target creature.  Creatures with a cyst become vulnerable to other Necrotic spells.  Additionally, all Necromancy effects give them a -2 penalty to saves against them, and undead natural weapons do an extra 1d6 damage against them.  Cysts can be removed with a heal check that, if fails, kills the target and takes 1 hour.  Protection from evil stops it in the forming process, but after that protection from evil can't help (including against all other necrotic spells).
2)  Necrotic Scrying:  You can see and hear as though you're at the location of any one individual with a Cyst.  Unlimited range (in plane only).  Lead sheeting can block it, as can magical protection.  You can cast a few detection spells through this spell.
3)  Necrotic Bloat:  Creature with a necrotic cyst within medium range takes 1d6 damage per level (max 10d6), half of which is vile damage.
4)  Necrotic Domination:  As Dominate Person but it hits people with a Cyst only.  Interestingly, the target works on "Living Creature with necrotic cyst" but the spell says "you can dominate any humanoid that harbors a necrotic cyst."
5)  Necrotic Burst:  Medium range, target with a Cyst takes 1d6 damage per level (max 15d6) and half is vile damage on successful save.  On failed save, target dies and a skulking cyst is formed.
6)  Necrotic Eruption:  If fort save failed, target at medium range with cyst dies and all creatures within 20 feet take 1d6 damage per level (max 15d6, ref half, half damage is vile), and all creatures that take the secondary damage get automatically targetted with a necrotic cyst spell.  Skulking cyst is created.  If the target passes the fort save, instead they take up to 15d6 damage and half is vile.
7)  Necrotic Tumor:  Any living creature with cyst must fort save or you gain permanent control of their actions.  On success, subject can still be suggested to take reasonable actions for 1 day/level.
8)  Necrotic Empowerment:  Personal spell, one round per level get +8 Enhancement to Dexterity, Int, and Wis, +8 Natural Armor bonus to AC, +5 Comp bonus to Fort Saves, and 100 temporary hitpoints, but you can't cast any other Necrotic spells.
9)  Necrotic Termination:  Target (Medium Range, must have Cyst) fort save or dies and cannot ever be returned to life due to soul being digested.  Skulking Cyst created.  On success, takes 1d6 damage per level (Max 25d6, half vile).

So, fun stuff.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 27, 2011, 10:36:41 PM
Jaron, I think you got pretty epicly swordsage'd there.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 27, 2011, 10:39:44 PM
Jaron, I think you got pretty epicly swordsage'd there.

Eh, I'm at work, was putting it together in between tests.  So, yeah, took a while to post it.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: weenog July 27, 2011, 10:51:02 PM
Jaron, I think you got pretty epicly swordsage'd there.

His looked a bit more readable to me.  Clarified some stuff I hadn't done very well with, too.  Probably more accurate to say he took my answer and optimized it.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 27, 2011, 10:57:28 PM
By the way, a properly optimised dragon could take that feat as well :P

Then you could be entering a lair full of random guys who it has crushed in the past.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 27, 2011, 11:04:14 PM
Seems to me like it would look better on a warmage or beguiler, though.  Warmage likes minions to do stuff he can't, beguiler is hurting for ways to kill things when screwing with them isn't helping much.  A dragon should not have difficulty recruiting kobolds if he needs 'em, and he's got no shortage of direct damage if that's what he wants to do.

Both of 'em probably want to apply the initial touch of Necrotic Cyst with Reach Spell or a spell storing dagger held by someone else, though.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 27, 2011, 11:23:39 PM
By the way, a properly optimised dragon could take that feat as well :P

Then you could be entering a lair full of random guys who it has crushed in the past.

Not many CR 12 Dragons with 4th level spells, though.  Unless by "properly optimized dragon" you meant a Dragonwrought Loredrake Venerable Kobold Sorcerer, who could indeed take that feat.  If that's the CR 12 dragon we're going against, my Adept's strategy is going to change to walking up to the edge of the lair and politely asking if he might join forces in return for keeping his miserable life.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 27, 2011, 11:30:52 PM
A Loredrake Brass could do it, but that's sufficiently rare that your statement about "not many" still stands.
: Re: Adept vs monk: the final nail in the coffin
: zugschef July 28, 2011, 12:20:07 AM
Well, this certainly is an interesting turn of events.

Infected, I find you way of denoting the real Giacomo quite amusing. I assume you noticed the difference in posting style, such as "Giacomo" being very rude and offensive?

Then again, we have a much less stringent code of conduct here, so it's possible that Roland St. Jude was the only think keeping Giacomo ver. GitP polite, and that he was always a raging douche-fag at heart.
to add to this "debate" wether it's the real giacomo or not, you mentioned that the real giacomo was german. well, there is evidence which would support that this board's giacomo is from a german speaking country:
@zugchef - you are correct, the miss chance of total concealment (from dark moon disciple or invisibility ACFs) and blink combined are 60%, not 75% (since part of the blink miss chance is concealment).
i'm currently member on some english speaking and some german speaking boards, and leaving the "s" in "zugschef" is a typical reaction by a lot of german speaking posters who feel themselves compelled to correct an alleged mistake in my username (which of course can happen unintentionally, as it can happen when you quote something with a spelling mistake). ;-)
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 28, 2011, 07:45:05 AM
I almost spat my coffee on my laptop when I read Necrotic empowerment.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 28, 2011, 09:34:39 AM
I almost spat my coffee on my laptop when I read Necrotic empowerment.

No kidding.  If you're a divine caster it might be worth the feat just to DMM persist it daily and never cast any other cyst spells, ever.
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 28, 2011, 09:40:46 AM
I almost spat my coffee on my laptop when I read Necrotic empowerment.

No kidding.  If you're a divine caster it might be worth the feat just to DMM persist it daily and never cast any other cyst spells, ever.
Indeed. The bonuses to stats alone are excellent, but for a melee guy the temporary hitpoints are a great frosting on the cake. On another note, I called a friend who has the book and he checked, they are tagged as Cleric spells (Wizard too), so a Cleric could emulate it with Miracle...
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 28, 2011, 11:03:14 AM
Your friend is correct, Tshern. The cyst spells are on the cleric and wizard/sorcerer spell lists and thus not available for the adept.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 28, 2011, 11:04:58 AM
The Mother Cyst feat (which allows you to cast them at all) specifically adds them to your spells known, so yes, they are available to the Adept.

The fact they're tagged with Sorc/Wizard and Cleric means that they can be emulated easily with Wish/Miracle.
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 28, 2011, 11:12:14 AM
Your friend is correct, Tshern. The cyst spells are on the cleric and wizard/sorcerer spell lists and thus not available for the adept.

- Giacomo
The description of the feat was just posted here and as snakeman830 just said, they are added to your list. If they are on your list, you can cast them.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 28, 2011, 11:50:03 AM
Your friend is correct, Tshern. The cyst spells are on the cleric and wizard/sorcerer spell lists and thus not available for the adept.

- Giacomo
There's that homebrewed spell compelling me to place the palm of my hand upon my face again.
: Re: Adept vs monk: the final nail in the coffin
: Infected July 28, 2011, 12:02:43 PM
Your friend is correct, Tshern. The cyst spells are on the cleric and wizard/sorcerer spell lists and thus not available for the adept.

- Giacomo
There's that homebrewed spell compelling me to place the palm of my hand upon my face again.

There's also a homebrewed spell that's compelling him to outright ignore parts of/complete posts.
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 28, 2011, 12:21:20 PM
Your friend is correct, Tshern. The cyst spells are on the cleric and wizard/sorcerer spell lists and thus not available for the adept.

- Giacomo
There's that homebrewed spell compelling me to place the palm of my hand upon my face again.

There's also a homebrewed spell that's compelling him to outright ignore parts of/complete posts.

To be fair, I ignore most of his, because they're long and detailed and I'm just not invested enough in this argument to bother. Page 45 passed quickly enough he could've missed it entirely.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 28, 2011, 02:50:49 PM
Hm. This is odd. The BovD has a separate list for the corrupt spells to illustrate that they can be taken by all spellcasters. Meanwhile, the LM lists the cyst spells only as cleric and wizard/sorcerer spells (assasins, for instance, do not have it on their list). The feat is a necaessary prereq for clerics and wizard/sorcerers to cast them, that is all.
Well, whatever, can certainly be ruled adept-friendly.

However, I kindly ask you all to cool down here. Mistakes and misinterpretations have been made on both sides of the argument in this thread.

Thank you

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Kajhera July 28, 2011, 03:17:50 PM
I don't know why it bothers to list them as sorcerer/wizard and cleric spells, since the norm is you can't cast them at all, and the feat lets you cast them if you're a caster of any sort.

You could even take it as a warlock, but you wouldn't actually gain any benefit from it. That's odd.
: Re: Adept vs monk: the final nail in the coffin
: Shiki July 28, 2011, 03:41:39 PM
WotC simply failed at writing those spells out; like, not marking 'em as "cleric x, sorcerer/wizard x", but Necrotic Cyst/Necrotic spells or something. For exemple, take a look at the article about the Far Realm from Dr#330; there's the Cerebrosis feat that grants you access to Cerebrotic/Cerebrant spells. Mother Cyst works in the same way, though the line "cleric x, sorcerer/wizard x" is confusing things for absolutely nothing.
: Re: Adept vs monk: the final nail in the coffin
: TenaciousJ July 28, 2011, 04:29:01 PM
Hm. This is odd. The BovD has a separate list for the corrupt spells to illustrate that they can be taken by all spellcasters. Meanwhile, the LM lists the cyst spells only as cleric and wizard/sorcerer spells (assasins, for instance, do not have it on their list). The feat is a necaessary prereq for clerics and wizard/sorcerers to cast them, that is all.
Well, whatever, can certainly be ruled adept-friendly.

However, I kindly ask you all to cool down here. Mistakes and misinterpretations have been made on both sides of the argument in this thread.

Thank you

- Giacomo

Adepts, assassins, bards, etc. can meet the prerequisites of the Mother Cyst feat.  The Mother Cyst feat specifically states the spells are added to your class list.  Specific overrides general, right?
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 28, 2011, 05:03:27 PM
Adepts, assassins, bards, etc. can meet the prerequisites of the Mother Cyst feat.  The Mother Cyst feat specifically states the spells are added to your class list.  Specific overrides general, right?

In this case it appears to be specific vs specific  (or even the specific part being the individual spells being categorised to belong to the cleric or wizard/sorcerer spell lists only, while the general thing seems to be that the feat applies to casters - pls check spell lists as to which exactly). But heck, I can understand DMs ruling it such for their adepts (them being an npc class after all). So it should be open for pc adepts as well.

Out of curiosity at this point: is there any way to do an equally powerful good or neutral aligned adept?

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 28, 2011, 05:09:20 PM
Hellbred?
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 28, 2011, 05:10:32 PM
Good Adepts have access to all the Sanctified spells, which adds quite a lot.  Mother Cyst doesn't actually have any alignment restrictions, nor do Adepts have Cleric like restrictions about alignment casting, so a good or neutral Adept can do everything mentioned here if they want (they'd just have to use their undead entirely for good, only dominate evil people in service to good, etc).  And before you say it's impossible to have a good aligned caster using undead, I recommend you read the Bone Knight PrC, which is designed primarily for Lawful Good necromantic types (it's a Cleric or Paladin PrC).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: PhaedrusXY July 28, 2011, 05:16:50 PM
The feat specifically says they're added to your class list, right? So it actually isn't even contradicting the fact that they're already listed on the cleric/wizard class lists... They're on the wiz/clr/sorc class lists even without the feat, but those classes can't cast them without the feat. They're not on anyone else's lists without the feat. However, anyone who takes the feat adds them to their class spell list, and can cast them. There is no contradiction anywhere. It's a bit strange, but not contradictory.

Good Adepts have access to all the Sanctified spells, which adds quite a lot. 
I thought non-evil casters could cast those? I'm pretty sure the book specifically says that non-evil clerics can spontaneously cast Sanctified spells, as strange as that might sound...
: Re: Adept vs monk: the final nail in the coffin
: Solo July 28, 2011, 05:24:49 PM
Mother Cyst doesn't actually have any alignment restrictions, nor do Adepts have Cleric like restrictions about alignment casting, so a good or neutral Adept can do everything mentioned here if they want (they'd just have to use their undead entirely for good, only dominate evil people in service to good, etc).
Good clerics can give people cancer. Durkon managed to give Elan a colon tumor, and Pelor the BURNING HATE causes skin cancer all the time.
: Re: Adept vs monk: the final nail in the coffin
: Tshern July 28, 2011, 07:23:46 PM
The feat specifically says they're added to your class list, right? So it actually isn't even contradicting the fact that they're already listed on the cleric/wizard class lists... They're on the wiz/clr/sorc class lists even without the feat, but those classes can't cast them without the feat. They're not on anyone else's lists without the feat. However, anyone who takes the feat adds them to their class spell list, and can cast them. There is no contradiction anywhere. It's a bit strange, but not contradictory.

Good Adepts have access to all the Sanctified spells, which adds quite a lot. 
I thought non-evil casters could cast those? I'm pretty sure the book specifically says that non-evil clerics can spontaneously cast Sanctified spells, as strange as that might sound...
Aye, but at least Luminous armor has to be cast on a good creature because of the target entry, which says 'One good creature'. Those without the stipulation work just fine.

Also, good Adepts could easily dominate evil people to change their ways. At least temporarily dominate...
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 28, 2011, 08:15:05 PM
Ways to Expand a Spell List (III) by ChristopherGroves
http://brilliantgameologists.com/boards/index.php?topic=2777.0
Not updated for a while.

What did we get there, like almost all 8s across the Divine / Arcana / Psi divides ?!
9s get over by trickery or Epic.

: Re: Adept vs monk: the final nail in the coffin
: Solo July 28, 2011, 08:19:58 PM
I have not kept up: is "Giamoco" ok with Monk leadership?
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 28, 2011, 08:31:20 PM
Heh.
I don't mean to be a total hoser (take off 'eh)
but ... there was a build a few pages back,
that if it had Leadership, it could handle CR 1 fliers.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 29, 2011, 10:32:49 AM
I don't know why it bothers to list them as sorcerer/wizard and cleric spells, since the norm is you can't cast them at all, and the feat lets you cast them if you're a caster of any sort.

You could even take it as a warlock, but you wouldn't actually gain any benefit from it. That's odd.

Quite clearly because WotC wanted StP Erudites to be able to cast the spells for 4 extra PP without having the feat.

Clearly.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 29, 2011, 12:24:13 PM
I don't know why it bothers to list them as sorcerer/wizard and cleric spells, since the norm is you can't cast them at all, and the feat lets you cast them if you're a caster of any sort.

You could even take it as a warlock, but you wouldn't actually gain any benefit from it. That's odd.

Quite clearly because WotC wanted StP Erudites to be able to cast the spells for 4 extra PP without having the feat.

Clearly.
Clearly.  Even though they weren't even published, yet.  :P

I think the spells were created first, and then the feat was added as a stealth buff to... well... every other spellcaster.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 29, 2011, 03:33:11 PM
I suspect that the feat and spells were created together, but then they thought "well, we have to put SOMETHING in this line about who can cast it..." so they threw in the most common casters that they thought would be using it.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 29, 2011, 03:45:09 PM
Well, I imagine the Who Can Cast It line does make SOME sense, since it works nicely with items.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 29, 2011, 03:50:15 PM
Well, I imagine the Who Can Cast It line does make SOME sense, since it works nicely with items.
It does have significant impact on other aspects of the game, but not who can actually cast the spells, since the required focus for all ten spells is provided by the same feat that adds them to your list.  The tags mean that Wizards can emulate Necrotic Empowerment with Wish (assuming they didn't ban Necromancy) and Clerics can emulate it with Miracle, for example.  It means any Wiz/Sorc/Cleric not barred from casting those spells (such as Good aligned Cleric or specialist that banned Necromancy) can use scrolls, wands, and staffs without needing UMD.
: Re: Adept vs monk: the final nail in the coffin
: Midnight_v July 29, 2011, 04:12:46 PM
Would the Decicive Strike Acf double the damage from Psionic Fist/weapon etc? What about Stances you might be in?
A 2 level dip for that might be worth while for certain situations.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 29, 2011, 04:18:30 PM
Would the Decicive Strike Acf double the damage from Psionic Fist/weapon etc? What about Stances you might be in?
A 2 level dip for that might be worth while for certain situations.

If it's unarmed or a special monk weapon.

If you can get some ability damage on your weapon, like a Butterfly Sword with Wraithstrike covered in Black Lotus Poison, it is decent.

But I've never understood the fuss about it, IMO it's worse than an extra attack as it takes away your ability to full attack. Can be used for an AoO build though.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 29, 2011, 06:04:06 PM
Good Adepts have access to all the Sanctified spells, which adds quite a lot.  Mother Cyst doesn't actually have any alignment restrictions, nor do Adepts have Cleric like restrictions about alignment casting, so a good or neutral Adept can do everything mentioned here if they want (they'd just have to use their undead entirely for good, only dominate evil people in service to good, etc).  And before you say it's impossible to have a good aligned caster using undead, I recommend you read the Bone Knight PrC, which is designed primarily for Lawful Good necromantic types (it's a Cleric or Paladin PrC).

JaronK

Good RAW point, maybe even RAI. Still...the cyst spells and animate dead have the evil descriptor, while sanctified and corrupt spells are described as good and evil respectively. So, a DM may rule using them pushes the character into the direction of good and evil. The adept is not the same as a prestige class specifically designed to fill the roleplaying gap of "using evil or good ends".
But OK, let's assume for this argument that all adepts have all these spells available, irrespective of their alignment.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 29, 2011, 07:57:32 PM
Good Adepts have access to all the Sanctified spells, which adds quite a lot.  Mother Cyst doesn't actually have any alignment restrictions, nor do Adepts have Cleric like restrictions about alignment casting, so a good or neutral Adept can do everything mentioned here if they want (they'd just have to use their undead entirely for good, only dominate evil people in service to good, etc).  And before you say it's impossible to have a good aligned caster using undead, I recommend you read the Bone Knight PrC, which is designed primarily for Lawful Good necromantic types (it's a Cleric or Paladin PrC).

JaronK
Good RAW point, maybe even RAI. Still...the cyst spells and animate dead have the evil descriptor, while sanctified and corrupt spells are described as good and evil respectively. So, a DM may rule using them pushes the character into the direction of good and evil. The adept is not the same as a prestige class specifically designed to fill the roleplaying gap of "using evil or good ends".
But OK, let's assume for this argument that all adepts have all these spells available, irrespective of their alignment.

- Giacomo

Arbitrary DM fortunately does not make the ruling of what is, by RAW, legal. And given that RAI is at worst unclear on the issue, for this 'challenge' there doesn't seem to be a fault with using them.

And while that prestige class was mentioned, it was in the context of showing that there is precedent for using 'evil' spells while remaining good.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 29, 2011, 08:08:35 PM
And while that prestige class was mentioned, it was in the context of showing that there is precedent for using 'evil' spells while remaining good.

Except it doesn't. The class just lets you use a custom, weaker, animating effect that doesn't have the [Evil] tag (which animate dead has). Meanwhile Fiendish Codex is pretty clear that yes casting [Evil] spells will make you evil, and no, casting [Good] spells doesn't counteract it in any way.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 29, 2011, 08:12:58 PM
Would it have been better to bring up the Malconvoker?
: Re: Adept vs monk: the final nail in the coffin
: Shiki July 29, 2011, 08:43:02 PM
This only works for Conjuration spells though.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 29, 2011, 08:50:13 PM
This only works for Conjuration spells though.
Indeed. And that's the point of entering a prestige class. Geting special out of the norm abilities.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 29, 2011, 08:52:54 PM
This only works for Conjuration spells though.
Indeed. And that's the point of entering a prestige class. Geting special out of the norm abilities.

I think the reason he mentioned the malconvoker was to show an archtype where you use evil to fight evil as a good character. I am rather sure you can play like that even without having a PrC with the right fluff, so long as you stay away from restricted spells and follow RAW ofc.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 29, 2011, 08:58:20 PM
Except it doesn't. The class just lets you use a custom, weaker, animating effect that doesn't have the [Evil] tag (which animate dead has). Meanwhile Fiendish Codex is pretty clear that yes casting [Evil] spells will make you evil, and no, casting [Good] spells doesn't counteract it in any way.

The point I was making was that using undead for good while being good is perfectly valid.  The Bone Knight shows that.

The other point being, nothing in RAW says it's impossible for a Good Adept to cast [Evil] spells.  He's not a Cleric.  That's a Cleric restriction.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: TenaciousJ July 29, 2011, 09:03:02 PM
Except it doesn't. The class just lets you use a custom, weaker, animating effect that doesn't have the [Evil] tag (which animate dead has). Meanwhile Fiendish Codex is pretty clear that yes casting [Evil] spells will make you evil, and no, casting [Good] spells doesn't counteract it in any way.

The point I was making was that using undead for good while being good is perfectly valid.  The Bone Knight shows that.

The other point being, nothing in RAW says it's impossible for a Good Adept to cast [Evil] spells.  He's not a Cleric.  That's a Cleric restriction.

JaronK

And it's not even a cleric restriction if you use the Eberron Campaign Setting.
: Re: Adept vs monk: the final nail in the coffin
: oslecamo July 29, 2011, 09:13:10 PM
In the begginning of the magic Chapter of BoED (from where it's sanctified magic) it says that sanctified spells are only for those who utterly devote themselves to good. You're claiming that casting corrupting [Evil] spells is utterly devoting yourself to good now? You're dooming your soul to one of the infernal planes and everything by doing it. Exalted material explicitly forbids you from comiting Evil deeds to keep it.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 29, 2011, 09:16:16 PM
In the begginning of the magic Chapter of BoED (from where it's sanctified magic) it says that sanctified spells are only for those who utterly devote themselves to good. You're claiming that casting corrupting [Evil] spells is devoting yourself to good now? You're dooming your soul to one of the infernal planes and everything by doing it.

Um, no.  I'm claiming you can be good while casting [Evil] spells.  If nothing else, see Hellbred.  And consider that a good Cleric/Bone Knight in Eberron (which is where that PrC comes from) can happily cast Animate Dead and use those minions to protect the innocent civilians of Karnath.  Note that Sanctified spells are not at all the same as [Good] spells, as they're something of a higher category (much like Exalted is a category above Good).

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Solo July 29, 2011, 09:33:58 PM
"It is not the weapon that is evil, but the wielder."
-- Galena Todrick, hellfire warlock
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 29, 2011, 09:36:43 PM
In the begginning of the magic Chapter of BoED (from where it's sanctified magic) it says that sanctified spells are only for those who utterly devote themselves to good. You're claiming that casting corrupting [Evil] spells is utterly devoting yourself to good now? You're dooming your soul to one of the infernal planes and everything by doing it. Exalted material explicitly forbids you from comiting Evil deeds to keep it.
Then answer me this, how many [Evil] spells do you have to cast before your alignment is downgraded from Good to Neutral, and from Neutral to Evil.  I want an exact number and a book/page location.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 29, 2011, 10:44:34 PM
In the begginning of the magic Chapter of BoED (from where it's sanctified magic) it says that sanctified spells are only for those who utterly devote themselves to good. You're claiming that casting corrupting [Evil] spells is utterly devoting yourself to good now? You're dooming your soul to one of the infernal planes and everything by doing it. Exalted material explicitly forbids you from comiting Evil deeds to keep it.

Dooming your own soul to damnation and eternal suffering is quite a sacrifice to make for good, isn't it? Kindda makes you feel like those Martyrs just giving up their mortal lives, but getting an eternity in heaven are sort of wussies, right?
: Re: Adept vs monk: the final nail in the coffin
: Solo July 29, 2011, 10:55:20 PM
Or like bodhisattvas, who turn down an eternity in nirvana in order to aid the unenlightened.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 30, 2011, 08:41:47 AM
OK, maybe some general view on what adept and monk with what was discussed so far (including the build ideas) can now be done.

JaronK himself provided some approach to gauging where they would stand considering the tiers with the following scenarios (I replaced black with white dragon).

For example, here's how the various Tiers might deal with a specific set of situations (...)

Situation 1: A Black White Dragon has been plaguing an area, and he lives in a trap filled cave. Deal with him.

Situation 2: You have been tasked by a nearby country with making contact with the leader of the underground slave resistance of an evil tyranical city state, and get him to trust you.

Situation 3: A huge army of Orcs is approaching the city, and should be here in a week or so. Help the city prepare for war.

The dragon scenario has already been discussed at length, although there are different perceptions as to what both classes could do.
What about the other two scenarios? Some points of note imo:
- since the dragon was assumed CR 12, the other scenarios should include challenges similar to this CR (for instance, the orc army may have a general of that level; as could the slave resistance and/or the tyrant oppressing them).
- the slave resistance probably is not evil.
- the city population by default I think should be assumed neutral on average.
But if anyone thinks there are better ways to make the challenges more concrete, by all means make suggestions.

- Giacomo

PS/edit: again even though I agree with Oslecamo I'd suggest to leave out alignment concerns restricting the adept for now.
: Re: Adept vs monk: the final nail in the coffin
: The_Laughing_Man July 30, 2011, 09:21:25 AM
In the begginning of the magic Chapter of BoED (from where it's sanctified magic) it says that sanctified spells are only for those who utterly devote themselves to good. You're claiming that casting corrupting [Evil] spells is utterly devoting yourself to good now? You're dooming your soul to one of the infernal planes and everything by doing it. Exalted material explicitly forbids you from comiting Evil deeds to keep it.
Then answer me this, how many [Evil] spells do you have to cast before your alignment is downgraded from Good to Neutral, and from Neutral to Evil.  I want an exact number and a book/page location.

: DMG p.134
Time Requirements: Changing alignment usually takes time.
Changes of heart are rarely sudden (although they can be). What
you want to avoid is a player changing her character’s alignment to
evil to use an evil artifact properly and then changing it right back
when she’s done. Alignments aren’t garments you can take off and
put on casually. Require an interval of at least a week of game time
between alignment changes.

So, casting at least one week's worth of evil spells should do the trick! ;)
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 30, 2011, 09:23:47 AM
Situation 3 is easily done, create a wight, make it kill a chicken, make all the farmer joes bring in their animals for being turned into wights, then use an army of wights to kill the orcs.

Situation 2, send in some of your minions under you command. Make them research how to find the leader while you are staying safe outside the city, once your minions have found the leader. You can arrange for a meeting, you just need one meeting, and the rest can be done through the sending spell. Alternatively, you could go about this invisible.

Situation 3, well both adepts already handles this better than both monk builds.
: Re: Adept vs monk: the final nail in the coffin
: The_Laughing_Man July 30, 2011, 09:29:29 AM
In the begginning of the magic Chapter of BoED (from where it's sanctified magic) it says that sanctified spells are only for those who utterly devote themselves to good. You're claiming that casting corrupting [Evil] spells is devoting yourself to good now? You're dooming your soul to one of the infernal planes and everything by doing it.

Um, no.  I'm claiming you can be good while casting [Evil] spells.  If nothing else, see Hellbred.  And consider that a good Cleric/Bone Knight in Eberron (which is where that PrC comes from) can happily cast Animate Dead and use those minions to protect the innocent civilians of Karnath.  Note that Sanctified spells are not at all the same as [Good] spells, as they're something of a higher category (much like Exalted is a category above Good).

JaronK

: BoVD p.77
WHAT’S EVIL?
Some would point out that a fireball spell is likely to cause
undue suffering, and it could be used to kill a group of
orphans. Does that make fireball an evil spell?
Fireball, by itself, simply creates a blast of fire. Fire can be
used for evil purposes, but it is not inherently evil. Contrasted
with a spell such as shriveling, whose only purpose
and only possible use is to wither the flesh of another
living creature in a painful and debilitating fashion, it
becomes easier to see why shriveling is an evil spell.
The judgment cannot be based solely on effect.
Your campaign could, for example, have a spell
called vitality leech that calls upon a demon that
drains Strength points from a target for a short
time. The spell’s effect is only slightly different
from ray of enfeeblement, but the approach and execution
are very different. Vitality leech is an evil
spell, while ray of enfeeblement is not. Although the
ultimate game effect is the same, the character in
the game world faced with the two spells
undoubtedly regards them differently. Tapping
into evil power is an evil act in and of itself, no
matter what the effects or the reason for using
the power might be.

(Emphasis mine)

The last sentence says it all.. So casting [evil] animate dead (http://www.d20srd.org/srd/spells/animateDead.htm) is always an evil act no matter what. So if one depends on evil spells then perhaps one's alignment should reflect that as well.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 30, 2011, 09:51:08 AM
In the begginning of the magic Chapter of BoED (from where it's sanctified magic) it says that sanctified spells are only for those who utterly devote themselves to good. You're claiming that casting corrupting [Evil] spells is devoting yourself to good now? You're dooming your soul to one of the infernal planes and everything by doing it.

Um, no.  I'm claiming you can be good while casting [Evil] spells.  If nothing else, see Hellbred.  And consider that a good Cleric/Bone Knight in Eberron (which is where that PrC comes from) can happily cast Animate Dead and use those minions to protect the innocent civilians of Karnath.  Note that Sanctified spells are not at all the same as [Good] spells, as they're something of a higher category (much like Exalted is a category above Good).

JaronK

: BoVD p.77
WHAT’S EVIL?
Some would point out that a fireball spell is likely to cause
undue suffering, and it could be used to kill a group of
orphans. Does that make fireball an evil spell?
Fireball, by itself, simply creates a blast of fire. Fire can be
used for evil purposes, but it is not inherently evil. Contrasted
with a spell such as shriveling, whose only purpose
and only possible use is to wither the flesh of another
living creature in a painful and debilitating fashion, it
becomes easier to see why shriveling is an evil spell.
The judgment cannot be based solely on effect.
Your campaign could, for example, have a spell
called vitality leech that calls upon a demon that
drains Strength points from a target for a short
time. The spell’s effect is only slightly different
from ray of enfeeblement, but the approach and execution
are very different. Vitality leech is an evil
spell, while ray of enfeeblement is not. Although the
ultimate game effect is the same, the character in
the game world faced with the two spells
undoubtedly regards them differently. Tapping
into evil power is an evil act in and of itself, no
matter what the effects or the reason for using
the power might be.

(Emphasis mine)

The last sentence says it all.. So casting [evil] animate dead (http://www.d20srd.org/srd/spells/animateDead.htm) is always an evil act no matter what. So if one depends on evil spells then perhaps one's alignment should reflect that as well.

Could you show me again where it said casting evil spells is tapping into evil powers?

Unless your a cleric who is granted his spells by an evil power, or your getting your spells from the lower planes, i don't see how this is relevant.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 30, 2011, 10:10:06 AM
Situation 3 is easily done, create a wight, make it kill a chicken, make all the farmer joes bring in their animals for being turned into wights, then use an army of wights to kill the orcs.
Funny thing, this isn't even "evil."  Command Undead and Enervation both lack the Evil descriptors.  If you want to do it earlier than that, then you can use the Death Devotion feat, which is granted through prayer to any number of Neutral deities (so you can snag it as an LG Paladin of Kelemvor).
: Re: Adept vs monk: the final nail in the coffin
: The_Laughing_Man July 30, 2011, 10:56:47 AM
...
Could you show me again where it said casting evil spells is tapping into evil powers?

Unless your a cleric who is granted his spells by an evil power, or your getting your spells from the lower planes, i don't see how this is relevant.

Well, that part is within the a paragraph that first talks about how evil spells compare to normal spells. So tapping into evil powers is about evil spells, imo. What else could it mean?

There is another quote which may be more descriptive:

: BoVD p.8
ANIMATING THE DEAD OR
CREATING UNDEAD
Unliving corpses—corrupt mockeries of life and purity—
are inherently evil. Creating them is one of the most
heinous crimes against the world that a character can
commit.
Even if they are commanded to do something
good, undead invariably bring negative energy into the
world, which makes it a darker and more evil place.
Many communities keep their graveyards behind high
walls or even post guards to keep grave robbers out. Graverobbing
is often a lucrative practice, since necromancers pay
good coin for raw materials. Of course, battlefields are also
popular places for grave-robbers—or for necromancers
themselves—to seek corpses.

CASTING EVIL SPELLS
Evil spells may create undead, inflict undue suffering, harm
another’s soul, or produce any of a slew of similar effects.
Sometimes, a nonevil spellcaster can get away with casting
a few evil spells, as long as he or she does not do so for an
evil purpose.
But the path of evil magic leads quickly to corruption
and destruction. Spells with corruption costs (see
Corrupt Magic in Chapter 6) are so evil that they take a
physical and spiritual toll on the caster.
(emphasis mine)

Animating the dead is one of the most heinous crimes against the world - inherently evil.

And non-evil character can get away with casting a few evil spells for good purposes. Note only a few!

If a character solely relies on evil spells (e.g. animate dead) then the character's alignment should reflect evil.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 30, 2011, 11:07:25 AM
By the BoVD logic for why animating is evil, so should Inflict Light Wounds be. That's adding negative energy to the world as well.
: Re: Adept vs monk: the final nail in the coffin
: Lo77o July 30, 2011, 11:23:38 AM
...
Could you show me again where it said casting evil spells is tapping into evil powers?

Unless your a cleric who is granted his spells by an evil power, or your getting your spells from the lower planes, i don't see how this is relevant.

Well, that part is within the a paragraph that first talks about how evil spells compare to normal spells. So tapping into evil powers is about evil spells, imo. What else could it mean?

There is another quote which may be more descriptive:

: BoVD p.8
ANIMATING THE DEAD OR
CREATING UNDEAD
Unliving corpses—corrupt mockeries of life and purity—
are inherently evil. Creating them is one of the most
heinous crimes against the world that a character can
commit.
Even if they are commanded to do something
good, undead invariably bring negative energy into the
world, which makes it a darker and more evil place.
Many communities keep their graveyards behind high
walls or even post guards to keep grave robbers out. Graverobbing
is often a lucrative practice, since necromancers pay
good coin for raw materials. Of course, battlefields are also
popular places for grave-robbers—or for necromancers
themselves—to seek corpses.

CASTING EVIL SPELLS
Evil spells may create undead, inflict undue suffering, harm
another’s soul, or produce any of a slew of similar effects.
Sometimes, a nonevil spellcaster can get away with casting
a few evil spells, as long as he or she does not do so for an
evil purpose.
But the path of evil magic leads quickly to corruption
and destruction. Spells with corruption costs (see
Corrupt Magic in Chapter 6) are so evil that they take a
physical and spiritual toll on the caster.
(emphasis mine)

Animating the dead is one of the most heinous crimes against the world - inherently evil.

And non-evil character can get away with casting a few evil spells for good purposes. Note only a few!

If a character solely relies on evil spells (e.g. animate dead) then the character's alignment should reflect evil.

So you can cast a few spells that is evil for a good purpose.

Well, "few" can be a measure of a total amount. So in this case we need to figure out what "few spells" are. Well, we could look at how many spells a typical caster casts during his career. Lets assume that 10% of a given data set can be defined as "few", and a typical adventuring caster uses 20 spells per day. Then you end up with 2 evil spells per day, and an even bigger number of spells during a full adventuring career.
: Re: Adept vs monk: the final nail in the coffin
: snakeman830 July 30, 2011, 11:25:45 AM
By the BoVD logic for why animating is evil, so should Inflict Light Wounds be. That's adding negative energy to the world as well.
And Chill Touch.  Same thing with simply Rebuking (which many Neutral clerics do).
: Re: Adept vs monk: the final nail in the coffin
: The_Laughing_Man July 30, 2011, 11:47:05 AM
: BoVD p.77, under chapter WHAT'S EVIL
...
By this definition, as a variant rule, the following
spells from the Player’s Handbook should
be considered evil and have the evil descriptor:
contagion, deathwatch, desecrate, doom, and trap
the soul.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 30, 2011, 12:21:56 PM
(emphasis mine)

Animating the dead is one of the most heinous crimes against the world - inherently evil.

And non-evil character can get away with casting a few evil spells for good purposes. Note only a few!

If a character solely relies on evil spells (e.g. animate dead) then the character's alignment should reflect evil.
The Wight comes back to life of it's own accord.  You just cast a simple level-draining effect, and then forces beyond your power create the Wight.

Also, at this point nobody has told me how many spells you have to cast before you turn evil.  I've heard suggestions, possibilities, guidelines, but there aren't any rules about it, just a load of fluff.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 30, 2011, 01:10:15 PM
And the explicit statement that it inevitably happens. We don't know how long it takes, which is a bit of a stumbling block, but it seems pretty safe to say that a character who regularly makes use of Animate Dead qualifies. The only exception is if you're deliberately defining things to reach the conclusion you want, in which case I'm pretty sure dying means you are restored to full hit points and gain a +20 bonus on all d20 rolls.
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 30, 2011, 01:16:04 PM
A warlock can make a pact with a demon for power and start tossing around hellfire itself without any alignment repercussions, but if an adept casts Deathwatch one too many times, he goes off the deep end.

This is what happens when you think of alignments as a straitjacket rather than a guideline or a suggestion, but that's just a personal distaste for the way the system handles it.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 30, 2011, 02:00:34 PM
Situation 3 is easily done, create a wight, make it kill a chicken, make all the farmer joes bring in their animals for being turned into wights, then use an army of wights to kill the orcs.

Situation 2, send in some of your minions under you command. Make them research how to find the leader while you are staying safe outside the city, once your minions have found the leader. You can arrange for a meeting, you just need one meeting, and the rest can be done through the sending spell. Alternatively, you could go about this invisible.

Situation 3, well both adepts already handles this better than both monk builds.

Situation 2: I do not think that this will work. What kind of minions are these? The commoner minions that were talked about in this thread probably do not have the abilities to succeed. More importantly, though, it takes a mere sense motive DC 15 for the slaves and their resistance leader to notice that it is a dominated minion. This does not exactly gain their trust. ;)

Situation 3: I do not think that this will work, either. How will the adept create the wight in the first place? And then, wights can only spawn humanoids - no chicken army here, I'm afraid. Finally, the army of orcs can be expected to have clerics with them. They could rebuke or turn the fairly low-level wights.

But keep the ideas coming!

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 30, 2011, 02:40:58 PM
Situation 3: I do not think that this will work, either. How will the adept create the wight in the first place? And then, wights can only spawn humanoids - no chicken army here, I'm afraid. Finally, the army of orcs can be expected to have clerics with them. They could rebuke or turn the fairly low-level wights.
Creatures killed by negative levels may possibly turn into the creature that killed them, assuming that creature has that ability. If not, they turn into a wight. So instead you'd have to ambush a small group of orcs, taking one or two out with a negative level. The next night, come back with Command Undead, take control of the wight, and lead it to ambush more orcs.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 30, 2011, 03:28:16 PM
I think the best part about this thread is that we only have one more page before the lock.
: Re: Adept vs monk: the final nail in the coffin
: Shiki July 30, 2011, 03:54:41 PM
I think the best part about this thread is that we only have one more page before the lock.

Cheers!
: Re: Adept vs monk: the final nail in the coffin
: BeholderSlayer July 30, 2011, 04:00:19 PM
I think the best part about this thread is that we only have one more page before the lock.
There is no way a person could agree more with something than I am agreeing with this right now.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 30, 2011, 04:01:24 PM
I think the best part about this thread is that we only have one more page before the lock.
There is no way a person could agree more with something than I am agreeing with this right now.
The fun part is when Giacomo or some other thrice-bedamned fool starts up a new one.
: Re: Adept vs monk: the final nail in the coffin
: Halinn July 30, 2011, 04:14:30 PM
And the explicit statement that it inevitably happens. We don't know how long it takes, which is a bit of a stumbling block, but it seems pretty safe to say that a character who regularly makes use of Animate Dead qualifies. The only exception is if you're deliberately defining things to reach the conclusion you want, in which case I'm pretty sure dying means you are restored to full hit points and gain a +20 bonus on all d20 rolls.

"But mr. Strawman, won't it seem silly when I am only arguing points that I made up?"
"Of course it won't, because that means you are winning the argument, and people who win arguments never seem silly."
"But what if I'm not winning arguments that the other posters are engaging me in?"
"There's a simple solution to that problem. Just claim that you have won and ignore all posts that say you haven't."
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit July 30, 2011, 05:18:03 PM
I think the best part about this thread is that we only have one more page before the lock.

And I'm proud of that
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem July 30, 2011, 05:31:32 PM
hmm ... so [evil] starts an approximation toward an alignment change to Evil.

But there isn't a table or other hard fast rules.
A weeks worth of game time, isn't a really good time measure; like at all.

Fireball isn't evil.
Fireball + a corrupt tag = evil
Shriveling is evil.
etc

1 evil spell per combat, isn't going to be evil for one week of game time, for quite a while.

 ???
: Re: Adept vs monk: the final nail in the coffin
: weenog July 30, 2011, 07:31:50 PM
I think the best part about this thread is that we only have one more page before the lock.

To be honest, I'm kind of impressed with the troll.  The troll is obvious, no one could be this persistently ignorant, and yet he manages to be just interesting enough to keep folks engaged for 50 pages.  He's good at this.
: Re: Adept vs monk: the final nail in the coffin
: Sobolev July 30, 2011, 08:50:16 PM
I think the best part about this thread is that we only have one more page before the lock.

To be honest, I'm kind of impressed with the troll.  The troll is obvious, no one could be this persistently ignorant, and yet he manages to be just interesting enough to keep folks engaged for 50 pages.  He's good at this.

I actually keep at this so that other, non-Trolls, can read the thread and possibly find some good information.  It's not really even for him now, he's just a hypothetical person who has no clue what he's talking about.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 30, 2011, 08:51:02 PM
I think the best part about this thread is that we only have one more page before the lock.

To be honest, I'm kind of impressed with the troll.  The troll is obvious, no one could be this persistently ignorant, and yet he manages to be just interesting enough to keep folks engaged for 50 pages.  He's good at this.

Remarkably good. I'm falling for it over and over.

Situation 2: Huh? Well I'm just sending my minions in there for the rebel leaders, I don't need them to trust my low level minions, I need them to trust me. And honestly, why wouldn't they? I would be ready to meet them anywhere, with my minions long away from me if they wanted to, and then I could tell them that I am here to help them against the Tyrant, and I bring with me an army of undead that I will depart with when they are done fighting. Then I also tell him that I will attempt to aid them through use of a sending spell. If they want me to grab a few of the tyrants guys hostage to prove that I'm loyal to the resistance, I could easily do that, and send them down there dominated.

Situation 3: From the SRD:
Level Loss:
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.
Under Wight:
Create Spawn (Su)

Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
So a Wight that slays humanoids with regular damage or level loss makes that humanoid into a wight in 1d4 rounds. But:
Energy Drain (Su)

Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
A wight that slays a non-humanoid through only level loss (such as instructing it to hit the chicken with Subdual damage would do), will raise it the next day as the wight as per the ruling from level loss.

So yeah, we just need one negative level to fire this off, and we will have loads of wights in a weeks time, so many wights that the orcrish army wont be able to rebuke the lot of them.

EDIT: If you need a way to get a wight, Ebberron adepts can add hunger domain (from libris mortis) and get enervation.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 30, 2011, 11:18:47 PM
And the explicit statement that it inevitably happens. We don't know how long it takes, which is a bit of a stumbling block, but it seems pretty safe to say that a character who regularly makes use of Animate Dead qualifies. The only exception is if you're deliberately defining things to reach the conclusion you want, in which case I'm pretty sure dying means you are restored to full hit points and gain a +20 bonus on all d20 rolls.

"But mr. Strawman, won't it seem silly when I am only arguing points that I made up?"
"Of course it won't, because that means you are winning the argument, and people who win arguments never seem silly."
"But what if I'm not winning arguments that the other posters are engaging me in?"
"There's a simple solution to that problem. Just claim that you have won and ignore all posts that say you haven't."

What does this have to do with the quoted post? I've not claimed victory at all, and the point there was to illustrate that the rules failing to be specific doesn't mean they can safely be ignored.

I'm on the Adept's side here, you have to understand, but I'm even more on the side of intellectual honesty. We don't need to bend the rules or interpret them creatively here, guys. It's a spellcaster versus the monk. If our argument really hinges on "Well, the rules don't say when I become evil", we are fucking failing. And if it doesn't, just concede it and move on, and crush the monk with better, sounder arguments.
: Re: Adept vs monk: the final nail in the coffin
: PhaedrusXY July 30, 2011, 11:37:09 PM
I'm on the Adept's side here, you have to understand, but I'm even more on the side of intellectual honesty. We don't need to bend the rules or interpret them creatively here, guys. It's a spellcaster versus the monk. If our argument really hinges on "Well, the rules don't say when I become evil", we are fucking failing. And if it doesn't, just concede it and move on, and crush the monk with better, sounder arguments.
Who said the adept can't be evil, anyway?... How did we get on this tangent?  :pout
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 31, 2011, 02:15:42 AM
And the explicit statement that it inevitably happens. We don't know how long it takes, which is a bit of a stumbling block, but it seems pretty safe to say that a character who regularly makes use of Animate Dead qualifies. The only exception is if you're deliberately defining things to reach the conclusion you want, in which case I'm pretty sure dying means you are restored to full hit points and gain a +20 bonus on all d20 rolls.
My character will eventually become evil just like he will eventually finish that Ghost Savage Progression.  Promise.
: Re: Adept vs monk: the final nail in the coffin
: Bauglir July 31, 2011, 03:32:58 AM
The rules don't say you have to finish the savage progression we're talking about, IIRC. And if they do, then you can't stop taking levels in it. I don't see the relevance. You're right, there's a gray area; it's impossible to say at what point, precisely, a character crosses the line. It is easily said, though, that a character that regularly performs evil acts has crossed that line when they start performing Evil acts on a regular basis. I don't see what other definition you could reasonably use, especially since the text for alignment make pretty clear that small amounts of Evil trump any amount of Good in determining a character's overall alignment (you can feed and clothe all the orphans you like, but if you sacrifice just one elderly couple to a demon for Real Ultimate Power everyone throws a fit).

Hell, I'd say a character that tries to game the alignment system to gain maximum power (committing Evil acts in the process) becomes evil, because morality actually has a lot of catch-22s like that.

And we know that an Adept that regularly casts [Evil] spells is regularly performing evil acts, because the rules say that.

EDIT: Changed wording slightly to be less of an ass.
: Re: Adept vs monk: the final nail in the coffin
: X-Codes July 31, 2011, 04:08:06 AM
Where does it say that one evil act outweighs X good acts?  The "rules" for alignment are spread out over at least a half-dozen different books (probably more if we include Campaign books).  What's more, how evil is evil?  If one Adept creates a giant zombie that then accompanies him for a year, while another Adept replaces a number of lesser zombies over the course of the same year, is the latter more evil than the former?  Also, what if a character simultaneously undertakes both good and evil actions?  Hell, it's not impossible to cast a spell with both descriptors.

The problem with the idea that Good characters can't cast Evil spells is that there's no quantifiable goodness or evilness in given actions.  AFAIK there's not even a line described in any of the books as to whether a given character changes to become good or evil dependent on their actions.  Sure, a character that regularly commits evil acts is probably evil but it's not because there's some rule mandating that his alignment has to be evil.
: Re: Adept vs monk: the final nail in the coffin
: JaronK July 31, 2011, 07:58:07 AM
Hell, I'd say a character that tries to game the alignment system to gain maximum power (committing Evil acts in the process) becomes evil, because morality actually has a lot of catch-22s like that.

And we know that an Adept that regularly casts [Evil] spells is regularly performing evil acts, because the rules say that.

And an adept that regularly tries to gain maximum power for the purpose of defeating the ultimate evil and thus saving the world, even if that involves evil acts... is he evil?  He just defeated the ultimate evil and saved the world, caring more about that than his personal afterlife.  Is he not far more good than the do gooder who maintains good status by avoiding all evil, even to the point of allowing the world to be damned because he wasn't willing to take the necessary sacrifices to save it?

After all, the purpose in gaining power in D&D for PCs is regularly to save the world.  In this case, I'd say the ends do indeed justify the means.

JaronK
: Re: Adept vs monk: the final nail in the coffin
: Saxony July 31, 2011, 08:12:09 AM
Nope. He's less evil than the ultimate evil, but that doesn't make him good.

That particular justification doesn't work. Is it needed? Eh, probably not.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 31, 2011, 09:00:30 AM
What's wrong with the adept being evil again? Evil is cool and sexy.
: Re: Adept vs monk: the final nail in the coffin
: zugschef July 31, 2011, 09:04:58 AM
What's wrong with the adept being evil again? Evil is cool and sexy.
Dark Helmet: So, Lone Star, now you see that evil will always triumph because good is dumb.
: Re: Adept vs monk: the final nail in the coffin
: weenog July 31, 2011, 10:21:32 AM
What's wrong with the adept being evil again? Evil is cool and sexy.

No sanctified spells.  Which is fine if you don't want them, but more options available is always better if you can swing it.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 31, 2011, 10:28:53 AM
Who said the adept can't be evil, anyway?... How did we get on this tangent?  :pout

Sorry, possibly that was me. I had the feeling that most of the abilities, spells and tactics of the adept hinged on extremely evil acts and thus evil alignment –which might be felt restricting by some players
Since then, the discussion ensued whether doing evil acts and casting evil spells really means anything for the alignment.  I’d suggest not delving too much into this for now (as questions as to what constitutes evil or good or how alignments can be played probably are second only to monk class discussions ;) ).
The good adept in any case might get sanctified spells ,as mentioned by JaronK – and neutral adepts….possibly everything (as everyone else). So let’s assume all adepts can get spells regardless of their alignment. JaronK is correct in pointing out that the cleric alignment restrictions do not apply to the adept.

To be honest, I'm kind of impressed with the troll.  The troll is obvious, no one could be this persistently ignorant, and yet he manages to be just interesting enough to keep folks engaged for 50 pages.  He's good at this.

Remarkably good. I'm falling for it over and over.

You seem to confound trolling with exchanging good arguments and pointing out flaws in existing notions and arguments when it is justified. If you just cling to some orthodoxy and fear learning anything new or avoid arguments and just mock, then that is your decision. But do not call what I post trolling.

Mixster, maybe you’ll see some food for thought this time with what I post:

Situation 2: Huh? Well I'm just sending my minions in there for the rebel leaders, I don't need them to trust my low level minions, I need them to trust me. And honestly, why wouldn't they? I would be ready to meet them anywhere, with my minions long away from me if they wanted to, and then I could tell them that I am here to help them against the Tyrant, and I bring with me an army of undead that I will depart with when they are done fighting. Then I also tell him that I will attempt to aid them through use of a sending spell. If they want me to grab a few of the tyrants guys hostage to prove that I'm loyal to the resistance, I could easily do that, and send them down there dominated.

OK….why again would the leader of the slave resistance movement of a tyrannical state trust someone who sends dominated minions to him? The slaves first have to come to trust the minions before even contemplating to lead said minions to their resistance leader. They certainly will not trust the minion’s master hidden somewhere that they know nothing about. In fact – wouldn’t you agree that slaves intending to throw off their yoke will never trust someone who sends slaves to contact them? ;)
Capturing tyrant minions and make them your own minions also is risky. First of all, known minions of the tyrant coming to the slaves pretending to come for their aid smells of a massive trap. Then, capturing these minions will likely draw the attention of the tyrant to the adept’s action which may be unwise.
Chances btw are that given their odd behavior, the tyrant’s agents will way before notice the clumsy attempts at contacting the slave movement – worse still, the tyrant may use them to lead him to the head of the resistance movement – in the improbable case that the minions really find the trust of the slaves.
Also remember any minions are entirely in the DM’s hand, including their abilities, and the way how they act when fulfilling the task the adept set them. Your adept sends them, the DM nods, then tells you the result  - i.e. minions coming back and saying a meeting has been agreed. That could easily be a trap as well and the adept would never know for certain.
So, in total, I do not think that sending dominating minions will solve this challenge.
Also, sending is not on the adept spell list, not does it compel the recipient of the message to do anything (and sending only works with people you are familiar with – how does the adept hiding somewhere know who to send it to?). There may be a cleric domain that has sending on its list – but your adept could not get it when you have chosen the hunger domain for the other challenge below.


Situation 3: From the SRD:
Level Loss:
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.
Under Wight:
Create Spawn (Su)

Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
So a Wight that slays humanoids with regular damage or level loss makes that humanoid into a wight in 1d4 rounds. But:
Energy Drain (Su)

Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
A wight that slays a non-humanoid through only level loss (such as instructing it to hit the chicken with Subdual damage would do), will raise it the next day as the wight as per the ruling from level loss.

So yeah, we just need one negative level to fire this off, and we will have loads of wights in a weeks time, so many wights that the orcrish army wont be able to rebuke the lot of them.

EDIT: If you need a way to get a wight, Ebberron adepts can add hunger domain (from libris mortis) and get enervation.

Well…what can I say? I see that you are trying to exploit a RAW loophole for some infinite effect. Let me also use RAW to show you what a DM can and likely will do to oppose this:
The SRD/DMG section details how wights come into being after permanent level loss when nothing else is mentioned. Unfortunately for your case, the passage only refers to characters. And the term “character” throughout the DMG is only used for player characters (which in the core game are mostly assumed to be humanoid, hence this wording for permanent energy drain effects leading to the humanoid wights by default). So this thing does not work at all – neither on orcs nor chicken, and you even could not get an initial wight going. (funnily even if it would work on chicken, nothing in the wight description says anything detailed about its form – only that it is the same size and height as a humanoid, but with “appearance is a weird and twisted reflection of the form it had in life” Thus, a medium-sized chicken with slam attacks – only that the chicken has no fists and the description says that a wight attacks with its fists. So, a wight chicken without ways to attack :) ).
Ah, and also even if it worked the wight from enervation is NOT under your control when it rises. You could try to control it with command undead, I guess (is that also on the hunger domain list?), but then your entire chain of wights is susceptible to a single dispel magic from a spellcaster in the orc army. Risky tactics, and anyone in the city you wish to defend with ranks in religion might see that kind of danger and ask your adept not to use it – or the city area might be plagued by the mass of wights your adept created even in case the orcs are defeated (a Pyrrhic victory of sorts).

But maybe someone has an idea what the adept might do that, for a change, does not rely on necromantic minions or undead? Or should all adepts that are perceived better than the monk be built to be necromancers?

The reason why I ask this is because I feel that an adept built with necromancy as his main shtick has too many question marks:
-   The danger of debuffs to the group (carnexes malign aura aside, the undead army is not exactly stealthy, will slow down the group in the case of zombies and limits the group in quite a few occasions – including the typically negative reactions of npcs to undead, see the passage from libris mortis quoted above on “What is Evil?”)
-   Also, the undead army’s lack of stealth and potential movement impediments will pose a problem to the adept for the first Tier judgement scenario: trying to defeat a CR 12 dragon (white in this case).
-   The two other scenarios provided by JaronK imo are not tackled well by the necromancy tactics discussed so far in this thread. Dominated cyst minions will likely fail massively trying to find, much more massively to win over the slave resistance movement’s leader who intends to throw off the yoke of an evil tyrant; and the idea to use wight spawn chains vs the orc army…well, see above.

Do not get me wrong – I guess that the adept will, for instance, do at least as well as the monk in scenario 3. The adept can heal during combat, he can raise maybe from the graveyards of the city with animated dead his max controllable HD (or have some monster animated dead with him already despite the drawbacks outlined) which could add some (small) troops for combat. He can during battle cast (one) wall of fire OR polymorph a defender into a powerful creature for a short time, and do massive artillery with 10d6 lightning bolts. Still…during the battle the adept will run out of spells fast (much faster than the pc spellcasting classes), while the monk could go on. Difficult to say who in the end would be able to help the city more by just fighting– but the adept probably is more versatile since he could heal key figures of the city defense, for instance (which the monk cannot do).

Hm. I’ll think more on this.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 31, 2011, 02:17:24 PM
May I point out that NPC stands for non-player character?

In any case, this is page 50, so if you want to discuss this further, start a new thread.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 31, 2011, 02:35:13 PM
Doesn't the topic just auto-lock at the end of page 50?

Anyway, Giacomo, I'm not discussing that sillyness with you. You have to come up with something better than cry loophole. And Domination doesn't work. You control the first wight through The Necrotic Cyst you implant in it.
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo July 31, 2011, 06:35:11 PM
Anyway, Giacomo, I'm not discussing that sillyness with you. You have to come up with something better than cry loophole. And Domination doesn't work. You control the first wight through The Necrotic Cyst you implant in it.

Yeah, sillyness...the moment you run out of arguments.
Fact is, the DMG only mentions characters slain from drained levels as rising as wights. Nothing else. (edit: also the DMG clearly distinguishes throughout between player characters/characters -terms used interchangeably and non-player characters).

Also, the 12th level adept cannot control a wight with a necrotic cyst since a) the necrotic cyst gives no control at all, only in combination with a necrotic domination spell, and b) both spells only can have living creatures as target (and the dominate spell only works on humanoid type, not undead).

50 pages...all for that strange obsession that npc classes are sooo much better than the allegedly soooo much sucking monk. Well, I hope when reading through this big thread (and its twin thread on expert vs monk) some people will be able to see what can be done with monks using non-core rules potential and enjoy doing monk builds with these ideas and playing them.

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Bozwevial July 31, 2011, 07:02:28 PM
(edit: also the DMG clearly distinguishes throughout between player characters/characters -terms used interchangeably and non-player characters).
: Page 138 of the DMG
Highest-Level NPC in the Community for Each Class

Use the following tables to determine the highest-level character in a given class for a given community.
: Page 128 of the DMG
NPC Attitudes
In general, you run an NPC just as a player would run a PC. You take whatever actions the character would take, assuming the action is possible. That's why it's important to determine an NPC's general outlook and characteristics ahead of time if possible, so you know how to play the character properly.

Fleshing out NPCs

...You should strive to make many of the NPCs you use in your game memorable characters whom the PCs will either like or dislike depending on how you play them.

Much though I hate to prolong this argument, the DMG does no such thing.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 31, 2011, 08:11:28 PM
Let me translate to you what Giacomo really means:

"PAY NO ATTENTION TO THAT MAN BEHIND THE CURTAIN! I AM THE GREAT AND POWERFUL OZ!"
: Re: Adept vs monk: the final nail in the coffin
: Kasz July 31, 2011, 08:25:53 PM
Just an addendum to this good vs evil malarky... what about malconvokers, their whole thing is summoning evil beasties to fight evil beasties and they're alignment requirement is any nonevil.

As a class feature they get the ability to fight evil with evil without risking their alignment.
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit July 31, 2011, 08:32:57 PM
What I've seen is 50 pages of the monk being a punching bag with one guy with his fingers in his ears yelling "LA LA LA LA I CAN'T HEAR YOU!"
: Re: Adept vs monk: the final nail in the coffin
: Midnight_v July 31, 2011, 09:01:06 PM
What I've seen is 50 pages of the monk being a punching bag with one guy with his fingers in his ears yelling "LA LA LA LA I CAN'T HEAR YOU!"

Well, sometimes being right means having to prove it. Sometimes I suppose its better to "never argue with fools".

 There are problems with the monk. Melee in general has a few problems compared to casters, but really, its compared to monsters, thats what's egregious, its when the class has problems dealing with half the monsters... thats what makes us all sad.
 Honestly, thats why I optimize overall, so people can have to chance to experiment with poor classes like the monk, and in someways the fighter, seeing what they can get out of it. Potentially, all this data we collected will make for a better iteration of the game someday. It hasn't worked so far, but the pieces of that dream are out there. Even then, its nice to find the system boundries for things so we can understand where the sweet spot of playing Drizzt, or Conan, or Ryu, or Captain America, or whoever our favorite hero of our own imagining might be.

That being said... Dr.Swordsage (or how I stopped hating and learned to love the bomb.)


: Re: Adept vs monk: the final nail in the coffin
: Solo July 31, 2011, 09:04:28 PM
: The SRD
Condition Summary

If more than one condition affects a character, apply them all. If certain effects can’t combine, apply the most severe effect.
...

Prone

The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

Oh dear, it seems that the monk will not be tripping any NPCs in Giacomo's game.
: Re: Adept vs monk: the final nail in the coffin
: Solo July 31, 2011, 09:08:26 PM
: The SRD
Condition Summary

If more than one condition affects a character, apply them all. If certain effects can’t combine, apply the most severe effect.
...

Prone

The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

Oh dear, it seems that the monk will not be tripping any NPCs in Giacomo's game.

Shaken

A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Shaken is a less severe state of fear than frightened or panicked.
Guess no one intimidates NPCs in Giacomo's game either.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 31, 2011, 09:14:04 PM
I'm Awesome!


Just wanted to post on the last page.

: Re: Adept vs monk: the final nail in the coffin
: Halinn July 31, 2011, 09:49:11 PM
Yeah, posting on the last page sounds pretty cool.
This debate has been going on for too long anyhow.
: Re: Adept vs monk: the final nail in the coffin
: lans July 31, 2011, 10:53:07 PM
I'm kinda thinking that the adept is really tier 3 or really high tier 4
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit July 31, 2011, 11:08:00 PM
I'm kinda thinking that the adept is really tier 3 or really high tier 4

High tier 4

Once we get to tier 3 you spellcasting classes like beguiler, dread necro, and bard and the adept compares poorly to them.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 31, 2011, 11:37:42 PM
Dibs on the last post!
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 31, 2011, 11:38:50 PM
How about this one?
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 31, 2011, 11:40:40 PM
This one for sure!

Goodbye for now, inanity!
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 31, 2011, 11:41:39 PM
I'm going to be really miffed if this thread doesn't auto-lock, or if someone posts after me.
: Re: Adept vs monk: the final nail in the coffin
: Mixster July 31, 2011, 11:44:41 PM
Dibs on the last post!
Nah I'll get it

We just went over post 50!

"I don't see any GOD up here?"
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer July 31, 2011, 11:47:17 PM
Dibs on the last post!
Nah I'll get it

We just went over post 50!

"I don't see any GOD up here?"

NOOOOOOOOOOooooooooo.......!
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost July 31, 2011, 11:59:26 PM
I'm going to be really miffed if this thread doesn't auto-lock, or if someone posts after me.
I'll try not to.

If I were a mod, I'd lock the thread after I posted :p
: Re: Adept vs monk: the final nail in the coffin
: X-Codes August 01, 2011, 12:04:32 AM
The thread doesn't auto-lock.  The mods tend not to bother, either, since we usually have a new thread started before the 51st page comes up.

That said, PLEASE DON'T start a new topic.  This thread will never produce anything productive to anyone ever.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer August 01, 2011, 12:07:28 AM
The thread doesn't auto-lock.  The mods tend not to bother, either, since we usually have a new thread started before the 51st page comes up.

That said, PLEASE DON'T start a new topic.  This thread will never produce anything productive to anyone ever.
Too late!
: Re: Adept vs monk: the final nail in the coffin
: ninjarabbit August 01, 2011, 12:57:58 AM
WHERE IS YOUR GOD NOW!!!!!!
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer August 01, 2011, 01:10:28 AM
WHERE IS YOUR GOD NOW!!!!!!
He's sitting next to me on my couch, wagging his tail.

Yes, I AM mildly dyslexic. Why do you ask?
: Re: Adept vs monk: the final nail in the coffin
: Sir Giacomo August 01, 2011, 04:49:51 AM
(edit: also the DMG clearly distinguishes throughout between player characters/characters -terms used interchangeably and non-player characters).
: Page 138 of the DMG
Highest-Level NPC in the Community for Each Class

Use the following tables to determine the highest-level character in a given class for a given community.
: Page 128 of the DMG
NPC Attitudes
In general, you run an NPC just as a player would run a PC. You take whatever actions the character would take, assuming the action is possible. That's why it's important to determine an NPC's general outlook and characteristics ahead of time if possible, so you know how to play the character properly.

Fleshing out NPCs

...You should strive to make many of the NPCs you use in your game memorable characters whom the PCs will either like or dislike depending on how you play them.

Much though I hate to prolong this argument, the DMG does no such thing.



Hm. I guess I have been wrong here. So the DMG does use the two terms interchangeably.
Does this now mean chicken wights without fists that are not controlled by an adept are a good proof that the adept is superior to the monk? I do not think so...:)

- Giacomo
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer August 01, 2011, 05:09:01 AM
How many ways do monks have of starting a wightocalypse, hmm?
: Re: Adept vs monk: the final nail in the coffin
: weenog August 01, 2011, 05:18:34 AM
How many ways do monks have of starting a wightocalypse, hmm?

The monk could be hit by an empowered maximized twinned split rayed enervation.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer August 01, 2011, 05:24:55 AM
How many ways do monks have of starting a wightocalypse, hmm?

The monk could be hit by an empowered maximized twinned split rayed enervation.
But with his massively pitiful Wis (from pumping Cha and Int), he'll have an equally massively pitiful AC to dodge your puny enervation!
: Re: Adept vs monk: the final nail in the coffin
: weenog August 01, 2011, 05:27:47 AM
Aye, we all know how unlikely it is, but every good undead apocalypse needs a Patient Zero.
: Re: Adept vs monk: the final nail in the coffin
: Solo August 01, 2011, 05:29:58 AM
How many ways do monks have of starting a wightocalypse, hmm?

The monk could be hit by an empowered maximized twinned split rayed enervation.
But only if the monk is a player character.
: Re: Adept vs monk: the final nail in the coffin
: Lycanthromancer August 01, 2011, 05:33:40 AM
How many ways do monks have of starting a wightocalypse, hmm?

The monk could be hit by an empowered maximized twinned split rayed enervation.
But only if the monk is a player character.
And not if it's not played by Giacomo, since his monks are so very not durable and not impossible to kill.
: Re: Adept vs monk: the final nail in the coffin
: zugschef August 01, 2011, 05:56:52 AM
WHERE IS YOUR GOD NOW!!!!!!
http://www.youtube.com/watch?v=G7hc5CDzmnU
: Re: Adept vs monk: the final nail in the coffin
: X-Codes August 01, 2011, 06:22:40 AM
We are all trolls now.
: Re: Adept vs monk: the final nail in the coffin
: weenog August 01, 2011, 06:35:09 AM
That would explain why I never seem to die of slashing, piercing or bludgeoning damage.
: Re: Adept vs monk: the final nail in the coffin
: SorO_Lost August 01, 2011, 02:11:45 PM
Psh, this is optimization. I am not a troll.

I took Troll-Blooded. :)
All the bonuses, none of the fuglyness.
: Re: Adept vs monk: the final nail in the coffin
: awaken DM golem August 01, 2011, 10:16:40 PM
Arcane Lock
Abjuration
Level:    Sor/Wiz 2
Components:    V, S, M
Casting Time:    1 standard action
Range:    Touch
Target:    The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration:    Permanent
Saving Throw:    None
Spell Resistance:    No

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)
Material Component

Gold dust worth 25 gp.



Drat !!
Gold is kinda expensive right now.
I'd rather use it for DRAMs and processor speeds anyway.