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Mar 14, 2014 4:47:14 GMT
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Post by wayne on Mar 14, 2014 4:47:14 GMT
Ok, now name it good sir.
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Post by thedarkestofangels on Mar 14, 2014 7:53:38 GMT
Ok, now name it good sir. What? You expect me to come up with a name? Just like that? Is my imagination some sort of playground for your amusement? You want me to dance for you too? Am I just some sort of creativity name-making magician for you? Is that it?
Alex's +1 Vicious Adamantine longsword will be named "Condemnation".
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Mar 14, 2014 16:44:54 GMT
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Post by Rashad on Mar 14, 2014 16:44:54 GMT
Either of these items start off a minor wondrous items that the character finds out through research and studying can be upgraded through different devotions and quest can be upgraded to the final forms which are minor artifacts.
A ring of agile protector - grants evasion & uncanny dodge. Can be later upgraded up to maximum of +4 dodge ac, improved evasion, improved uncanny dodge, adds combat reflexes feat. It resizes with wearer.
Headband of the balanced mystic - adds plus 2 to wisdom and adds your wisdom to your ac like a monk at -4 character level. Allows you to cast 1 additional spell at your highest spell level with the heal/harm descriptor chooses at the beginning of the day.
Final upgrading allows you to cast 1 additional spell of your spell levels with the heal/harm descriptor, +6 wisdom, plus 2 to cha, add wisdom to your ac like a monk of your character level. Resizes to the size of wearer.
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Mar 14, 2014 18:05:10 GMT
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Post by wayne on Mar 14, 2014 18:05:10 GMT
Well named.
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Post by thedarkestofangels on Mar 14, 2014 19:26:27 GMT
Either of these items start off a minor wondrous items that the character finds out through research and studying can be upgraded through different devotions and quest can be upgraded to the final forms which are minor artifacts. A ring of agile protector - grants evasion & uncanny dodge. Can be later upgraded up to maximum of +4 dodge ac, improved evasion, improved uncanny dodge, adds combat reflexes feat. It resizes with wearer. Headband of the balanced mystic - adds plus 2 to wisdom and adds your wisdom to your ac like a monk at -4 character level. Allows you to cast 1 additional spell at your highest spell level with the heal/harm descriptor chooses at the beginning of the day. Final upgrading allows you to cast 1 additional spell of your spell levels with the heal/harm descriptor, +6 wisdom, plus 2 to cha, add wisdom to your ac like a monk of your character level. Resizes to the size of wearer. I think wayne asked for a named +2 item, not a listing of items that are grossly overpowered for a druid by giving you several defining features of the monk and rogue and "stacks with everything else" bonuses that you want.
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Mar 15, 2014 1:51:44 GMT
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Post by Rashad on Mar 15, 2014 1:51:44 GMT
I just answered his questions. Their are plenty of items that working together that do them on their own. Example: ring of evasion
This is Eberron, magic items are everywhere compared to every other system. Magic item reagents fall from the sky or are lying on the ground such as dragon shards. You have entire civilizations that have died and in the books leave open for artifacts and what not. Gold dragons are evil. Orcs protect the world and elves run around starting fights half the time.
So someone ages ago found what looks like a minor magic item and the pc has to quest and do tons of research to unlock its secrets. That's what role-playing is about. Did I ask for a +5 holy avenger that shoots fire balls, no but many dnd games have them and they normally start out as a plus 1 or 2 great sword. Any item worth customizing is a item worth creating a backstory about, quest and research ideas that the Gm can adapt, use or toss the idea away. We aren't playing 3.5 rules and we aren't in the pathfinder campaign setting.
Their are hundreds of loot generators that make customed and named items. I think he wants to see what we lean our characters to in order to as we develop them. But hey then ill just take a monk's belt from 3.5 or monks robe and a pathfinder ring of evasion
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Post by thedarkestofangels on Mar 15, 2014 2:33:14 GMT
There aren't very many "+2 items" that include minor wondrous items with exotic properties. If we're not playing 3.5 edition, then you can't just pick and choose magic items from that version - particularly when pathfinder removed it for exactly the same reason why you (and really any druid or cleric) want it.
Granted Wayne can change that as DM and you can certainly ask him if it's an item that's available but I'd strongly recommend against allowing it.
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Mar 15, 2014 5:17:32 GMT
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Post by wayne on Mar 15, 2014 5:17:32 GMT
No wonderous items. (Minor or otherwise.)
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Mar 15, 2014 8:33:54 GMT
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Post by Rashad on Mar 15, 2014 8:33:54 GMT
On 5/5/2008 we got a ruling from the Sage.
Q: The monk’s belt says it grants the “AC Bonus” of a 5th level monk. What does that mean?
A: When the monk’s belt refers to the “AC Bonus” of a 5th level monk, it is referring to the monk ability called AC Bonus. It grants +1 bonus to AC as well as being able to add your Wisdom modifier to your armor class if you are not wearing armor or encumbered.
Meaning a wildshaped druid who is not counted as wearing armor when wilddhaped or encumbered adds 1ac + wis mod to ac for 13,000 gold (7,500) if you can make it. This is on Paizo's forums.
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Post by thedarkestofangels on Mar 15, 2014 11:45:29 GMT
I'm not disputing that the monk's belt adds wis to AC.
The monk's belt is not a pathfinder magic item, having been replaced by the monk's robe which explicitly states that you do NOT add your wis to AC. There is no "monk's belt" in pathfinder and "wis to AC" is the entire reason why it no longer exists.
2008 is well before Pathfinder even existed.
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Mar 15, 2014 19:47:03 GMT
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Post by Rashad on Mar 15, 2014 19:47:03 GMT
Then ill just take a four levels of monk, get the monastic training feat and the feat that brings my companion up to my character level and not have to worry about armor. then I can hit things harder using unarmed strike damage for each natural weapon since I will not be wielding manufactured weapons. Ill have by wis bonus to ac and the abilities of a level 4 martial artist monk.
Then with my full round attacks I get full BAB and then then all natural weapons attacks of beast shape as secondary attacks. So the as a huge sized megaraptor I get my BAB all unarmed as a monk then since I have no manufactured weapons, I still get my bite attack plus two talons. The claws are left out becuase each hand was used the the BAB, most likely flurry of blows. Having multiattack, reduces the penalties of the to a -2 and half the str with each of the other three blows.
Unless they changed natural weapons too.
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Post by thedarkestofangels on Mar 15, 2014 21:57:58 GMT
Then ill just take a four levels of monk, get the monastic training feat and the feat that brings my companion up to my character level and not have to worry about armor. then I can hit things harder using unarmed strike damage for each natural weapon since I will not be wielding manufactured weapons. Ill have by wis bonus to ac and the abilities of a level 4 martial artist monk. Then with my full round attacks I get full BAB and then then all natural weapons attacks of beast shape as secondary attacks. So the as a huge sized megaraptor I get my BAB all unarmed as a monk then since I have no manufactured weapons, I still get my bite attack plus two talons. The claws are left out becuase each hand was used the the BAB, most likely flurry of blows. Having multiattack, reduces the penalties of the to a -2 and half the str with each of the other three blows. Unless they changed natural weapons too. That's certainly doable, if you're Lawful Neutral and willing to play that alignment to maintain both your class features. However, I need to point out a few things.
Unarmed strike and natural attacks are two different things. Things that help one does not help the other. Monk isn't going to help your natural attacks at all. You can't flurry natural attacks or use abilities that require unarmed strike with your natural attacks (not that there wouldn't be some exceptions, I'm sure.) You also can't make more than one attack with the same hand for the same reason you can't use a natural attack and a held weapon and attack with each separately, so you couldn't do a flurry or unarmed strike AND your natural attacks simultaneously.
www.d20pfsrd.com/classes/core-classes/monk "A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks." - Flurry of Blows Entry, at the bottom.
www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/strike-unarmed
You could use your natural attacks with your standard, non-flurrying unarmed strikes, but you couldn't use one of your natural attacks in order to make those attacks AND all of your natural attacks would be considered secondary attacks, gaining a -5 to attack (-2 with multiattack) and you deal half strength damage instead of full.
The "Monastic Training" feat does not help you at all. dndtools.eu/feats/eberron-campaign-setting--12/monastic-training--1977/ because there are no more restrictions on multiclassing for the monk and paladin as there was in 3.5 edition. I'm sure there are feats that help synergize monk and druid abilities, but both classes are fairly feat-starved as it is and don't synergize well at all. "Monastic Legacy" - a pathfinder feat www.d20pfsrd.com/feats/combat-feats/monastic-legacy-combat just makes your unarmed strike better and does not help your druid abilities or any of your other monk abilities. You also can't qualify for that feat as a "Martial Artist Monk" www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/martial-artist as a prerequisite for that feat is "still mind" which "Martial Artist Monk" does not get.
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Mar 16, 2014 17:01:40 GMT
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Post by Rashad on Mar 16, 2014 17:01:40 GMT
Feral Combat Training (Combat)
You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.
Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon.
Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.
Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.
Sticking to only natural weapons, the only way to increase your number of attacks in a full attack is to increase the number of natural weapons you've got. There's a few ways to do this, but they're all kind of a case-by-case basis.
However, you can mix manufactured and natural weapons together. Natural weapons never benefit from iterative attacks (the second and third ones that you get from your BAB). If you're mixing manufactured and natural attacks though, you can use the manufactured weapon for your iteratives, and add natural attacks as well, though they will always be treated as secondary, giving you BAB-5 on their hit and 1/2 Strength on damage, as mentioned. You also generally lose the natural attack from the limb using the weapon, if they conflict.
I don't know if that all made sense, so here's examples.
From levels 1-20 you could use 2 claws, and that's all you'd ever get. They would each use your full BAB.
You could instead take a weapon in one hand, like a dagger. This means you could full attack with the dagger and with one of your claws. The dagger would be full BAB, and your claw would be BAB-5.
At level 8, you can full attack with the dagger for two attacks, with +6 and +1, along with the claws of your other hand at +1 (BAB-5).
At level 20, you can use the dagger for +15/+10/+5 when full attacking, and your free hand with the claws for +10.heir are archetypes in monk that allow for different alignments.
Kamas and other manufactured weapons as well as unarmed strike are effected your iteration strikes. This point I really don't need flurry of blows.
As far as feats:
Monastic training gets my unarmed strike up I did not say it improved my druid skills. boon companion brings my companion up to the normal druid character level of companion level 16 for a 20 druid.
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Post by thedarkestofangels on Mar 16, 2014 22:13:23 GMT
I didn't say that such feats might not exist, I was just pointing out that the one you listed before wasn't going to help you. Again, Monastic training doesn't help you at all (I'm sure you meant "Monastic Legacy".) Monastic training removes the monk's multiclassing restrictions. Legacy improves your unarmed damage.
I didn't notice that the martial artist was, in fact, the one that doesn't have the alignment restriction, however, you won't be able to take monastic legacy with that archetype because it replaces still mind, a prerequisite for that feat.
The monk's unarmed strike isn't listed as an improvement upon your unarmed strike damage but instead it is just listed as what the monk's unarmed damage is, so it's a replacement rather than an improvement. Interestingly, however, if you look at the description for the monk's unarmed damage, it sounds as if you could use both an unarmed strike and your claw attacks.
"At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes." - Monk's Unarmed Strike Entry
So... there's that. With Feral training, you would be able to take both claw attacks and the regular flurry OR without the feat, you could take both claw attacks with your regular unarmed strikes (but not flurry).
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Mar 28, 2014 14:08:34 GMT
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Post by Rashad on Mar 28, 2014 14:08:34 GMT
Claws of the Feral Druid: +1 enhancement bonus Once donned they allow the wearer to treat their natural attacks as magic for the purpose of overcoming damage reduction. This ability remains active in wildshape/totemic hybrid form. Functions as a spiked gauntlet.
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