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Originally Posted by snakeman830
Then think of it as always succeeding on the save. You get the same effect, but in a way that nobody disagrees with.
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You must have not read the skill in detail. Even auto-success does not render you immune to poison
because it doesn't affect the Initial save. It is explicitly worded so that you cannot become immune to poison by making a skill check.
A) That is not in an official book, so it's optional content. B) It's a Supernatural ability. C) It should clarify what kind of effect it is, so it forcibly needs an errata. If I were a DM and had to adjudicate that effect, I'd make it Mind-Affecting, as it explicitly states that they're "Bolts of pure madness".
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But it does have to hit, which can be more difficult to accomplish. 3/day as an immediate action, it can disrupt two. At level 20.Actually, past a certian point, any ability might as well be called "at will". Roy can explain this bit better than I can, but it's part of a failing from Warlocks. Plus, manuvers are at-will for all intents of puroses. Swift action to regain all of them for a Warblade, Crusaders don't even use an action, and Swordsages can even recover manuvers to use multiple times in one battle.
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The difference between your Attack Bonus and the foe's AC is much smaller than the difference between a foe's save and the DC. As a Monk, it'll be easier for creatures to make your saves than avoid your attacks.
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Yes I am. A spell 7 levels earlier already does this, and it is not a stunlock. They still get actions and I gave you a good example as to how they might perform their intended action anyway.
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Spell. Which cannot be done at will, which can be resisted, etc. I've already typed up the whole list before. Fixing the Monk is all well and good, but you cannot slap spells to a class, saying they're Extraordinary and call it a day. You should take the time to look over everything and make sure it makes sense, and that you keep in mind what you're comparing. You can't say "oh, but Wizards can do this with their spells, why shouldn't the Monk be able to do it too?" and then proceed to give them at will spells that don't allow you to defend yourself against.
Also, while you indeed gave me a list of possible strategies, you conveniently failed to mention that you're still not allowing Full Round actions, because of this ability and Following Step. And when you can do it twice per round per foe 3/day, you are effectively cancelling the Move+Standard action combo. And even without that trick, it affects every single foe you threaten. Without a save. At will. And god forbid you get an item that gives your natural attacks reach, or something that increases your size. And it doesn't matter if you have to hit your foe, because almost all of your other class abilities depend on you hitting things. If you aren't putting all your resources there, you're playing this Monk wrong.
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A good blow to the locomotive limbs will render them limited, whether biological, flesh and blood, or otherwise. Sickening Blow is limited to crit-vulnerable foes.
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No matter how hard you hit, you should never be able to diminish the movement speed of an Adamantine Golem without the use of magic (or most Constructs, which are made of exceedingly hard and non-crippable materials). Not to mention that Plants (and some Aberrations) usually don't rely on a single set of limbs, most Elementals don't even use limbs for moving (And some are made of fire, air or water, which you cannot cripple!), and most Undead could easily ignore the crippling since they don't really feel pain (also, some Undead are incorporeal...). I did notice the part about Sickening, apologies if my post was unclear.
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Remember that anyone in D&D past level 5 is entering into the mythic stories. Is it really hard to believe that someone who has trained his skills likely against foes much larger than himself hasn't also learned how to make them overextend themselves and fall? (trip). Perhaps they have learned the proper application of leverage to pin their opponent's arm behind their back (grapple) or wrench the weapon from their hands (disarm).
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I understand your reasoning, but you can't handwave logic by saying that A Hero Does It. A Human Monk should not be able to Grapple (nor Pin!) a Colossal creature without the aid of magic. It is not logical, coherent or realistic.
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Grapple and Trip can only be done on opponents up to one size category larger than the initiator, so for the Monk to be able to use them at all against most foes, they need to be counted as being larger than they really are for these purposes.
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I really don't see what's wrong with that, from a rational point of view.
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I would hope I need no justification for Sunder, since there the Monk is only striking the weapon and it's just easier to say he counts as being Huge than saying seperately he gains a +12 bonus on this.
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No, I specifically stated I wasn't referring to the bonus, only to the other size-related aspects of the mechanics of some of the other special attacks.
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Originally Posted by Artistshipper
Uhm, D&D *explicitly* lets you break the laws of physics with EX abilities.
A sufficiently high excape artist check lets you squeeze into a space smaller than your head.
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Bend, not rape and break them like ragdolls. Actually, you can do that in real life, but it requires years of training and a very specific body shape.