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Buffing the party
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<blockquote data-quote="cooperjer" data-source="post: 6975923" data-attributes="member: 6862150"><p>It looks like you made up your mind on what you want to do. Another way to look at this group is to put the paladin and monk as the defensive line which allows the ranged attackers and healer to move about the battle field. At higher levels the monk is not indented as a high DPR build, in my opinion. The monk starts to have great defense features that allow them to hold a front against the enemy. They also have features that allow them to move about the battle field and plug holes that develop by enemy movement or other PC movement. When your archer dies there will be a pretty decent loss of DPR, which increases the consumption of the team resources on the defensive end, i.e Lay on Hands, Cure Wounds, etc.</p><p></p><p>I'm going to recommend looking at a way to increase the defensive capability of the monk while maintaining a decent DPR on your character. My first thought is to utilize the spell Haste for the +2 AC, or utilize the spell Enlarge/Reduce to give the monk a chance to grapple and advantage on grapple checks vs. the giants. As a bonus the monk also gets 1d4 added to their weapon damage. This puts your character down the path of an arcane caster. I don't know the Wizards school features well enough to recommend one, but there may be one that works well with modifying the luck of others or providing defense to others.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 6975923, member: 6862150"] It looks like you made up your mind on what you want to do. Another way to look at this group is to put the paladin and monk as the defensive line which allows the ranged attackers and healer to move about the battle field. At higher levels the monk is not indented as a high DPR build, in my opinion. The monk starts to have great defense features that allow them to hold a front against the enemy. They also have features that allow them to move about the battle field and plug holes that develop by enemy movement or other PC movement. When your archer dies there will be a pretty decent loss of DPR, which increases the consumption of the team resources on the defensive end, i.e Lay on Hands, Cure Wounds, etc. I'm going to recommend looking at a way to increase the defensive capability of the monk while maintaining a decent DPR on your character. My first thought is to utilize the spell Haste for the +2 AC, or utilize the spell Enlarge/Reduce to give the monk a chance to grapple and advantage on grapple checks vs. the giants. As a bonus the monk also gets 1d4 added to their weapon damage. This puts your character down the path of an arcane caster. I don't know the Wizards school features well enough to recommend one, but there may be one that works well with modifying the luck of others or providing defense to others. [/QUOTE]
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