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Help my newbie with his Warlock/Monk.

nonamazing

Explorer
One of my players (who is somewhat new to D&D) has just created a new character. He wants to play a Warlock/Monk, and has given him over to me to put the finshing touches on.

The character has a decent Dex and Wis, and very good Tumble, Balance, and Jump checks. He has 5 levels in Monk, and 5 levels in Warlock. For his Warlock invocations, he took Hideous Blow (which lets him charge his eldritch blasts into his melee attack), Leaps and Bounds, and Earthen Grasp. He wants to play a pretty straightforward sort of brawler.

What the character needs at this point are feats and magic items. Do you guys have any suggestions for feats that would work well for this character? Maybe something that would take advantage of his strong skills? And what sort of magic items would be a good fit here? I've given him a Monk's Belt and an Ring of Improved Jumping, but I'm not sure where to go to next.

The character has two main weaknesses. First, a fairly low to-hit. And secondly, low hit points. He has a very good AC however, and can dish out some nice damage via Hideous Blow. I'd be looking for things that would help mitigate his weaknesses while playing on his strengths. Any advice would be gratefully recieved.
 

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Nifft

Penguin Herder
Monk 2 / Warlock 8 is much better. You get a bunch of Monk goodies, but you haven't shafted yourself quite as hard on the Warlock side.

Alternately, he could go Warlock 10 and take Monk-emulating feats:
(presumed non-Human)
1: Improved Unarmed Strike
1b: Improved Grapple
3: Weapon Focus (Unarmed Strike)
6: Superior Unarmed Strike (Tome of Battle)
9: Deflect Arrow

He could still wear Light armor, and could fight well unarmed.

Cheers, -- N
 

Gort

Explorer
Keep in mind that against pretty much any single-classed character, this character is going to be pretty weak. He needs virtually every attribute, and the warlock and monk classes on their own are pretty weak, let alone if you multiclass them.

Be prepared to throw a few good items or similar breaks his way if you find he's underpowered compared to the rest of the party.
 


shilsen

Adventurer
nonamazing said:
He has a very good AC however, and can dish out some nice damage via Hideous Blow.

Are you letting him make a full attack and channel damage through each one using Hideous Blow? Since it's a standard action to use an invocation, he can only attack once in the round if he's using Hideous Blow, which seriously cuts down on his effectiveness.
 

Aust Diamondew

First Post
I'd proably go 6th monk/4th warlock or vice versa as this will net +1 BAB since he has trouble hitting stuff (silly things like this is why I prefer fractional saves/BAB).

High strength monks are generally better than high dexterity monks but if you must go high dexterity low strength take weapon finese obviously.
Might want to consider taking an eldritch essence at some point perhaps even in place of stony grasp.
Improved toughness can help mitigate low hit points, also keep in mind the warlock's damage reduction will help.

Might consider allowing a feat that lets him execute a flurry of blows full attack action and still get to use hideous blow only on his first attack. Call it 'eldritch flurry' or some such.

What are his ability scores? Roll or point buy?
 

Shellman

First Post
He might want to look at the Dragon Descendent out of Dragon Magic. Gains some really nice abilities and Dragon Descendant levels stack with Monk Levels.

I know its a ways off course than the Walock route, but if he wants to be a melee guy i would really go this route for a monk.
 

Nifft

Penguin Herder
Shellman said:
He might want to look at the Dragon Descendent out of Dragon Magic. Gains some really nice abilities and Dragon Descendant levels stack with Monk Levels.

That's a really excellent idea. He'd even get a special ranged attack that's very similar to an Eldritch Blast.

Cool! -- N
 

Shellman

First Post
Otherwise check out Astetic Mage or whatever the class is out of Comp Adventurer. It might allow Warlock and monk levels to stack for determining monk abilities
 

rowport

First Post
nonamazing said:
He wants to play a Warlock/Monk,... decent Dex and Wis, ...Hideous Blow ...What the character needs at this point are feats and magic items. ...I've given him a Monk's Belt and an Ring of Improved Jumping,
Non-

I have a pregen that we used in Expedition to Castle Ravenloft that is a very similar build. He worked out reasonably well, albeit a little weaker than the other characters, as giving up his caster levels hurt considerably. Instead of Monk5/Warlock5, I would suggest either Nifft's Monk2/Warlock8 build or use a prestige class. With Enlightened Fist (from Complete Arcane) he is able to retain most of his caster oomph. If you were feeling generous as a GM, you could create a house-rule feat "Practiced Warlock" that would work like Practiced Spellcaster for his Invocations. Otherwise, both Improved Natural Attack (for his unarmed strike damage) and Ability Focus (Stunning Fist) will help out his Monk attacks. Both magic items you cite above are very effective for that character. Here is the pregen, if it helps:
[sblock]Vashu Hajimar, Enlightened One CR9
Male human monk 1/warlock 4/enlightened fist 4
LN Medium humanoid (human)
Init +2; Senses Listen +1, Spot +1
Languages Common

AC 21, touch 17, flatfooted 19
(+2 Dex, +3 armor, +2 deflection, +1 natural, +3 unnamed)
hp 58 (9 HD); DR 1/cold iron
Fort +7, Ref +10, Will +12

Spd 40 ft. (8 squares)
Melee unarmed strike +8/+3 (2d8+1/20/x2)
Melee unarmed strike +6/+6/+1 (2d8+1/20/x2) with Flurry of Blows
Melee Touch eldritch blast +8 (4d6/20/x2)
Ranged eldritch blast +8 (4d6/20/x2)
Base Atk +6/+1; Grp +7
Atk Options arcane fist, eldritch blast (4d6), Empower Spell-Like Ability 3/day, fist of energy, Stunning Fist 6/day (DC 18)
Special Actions detect magic
Combat Gear potion of remove curse, potion of mage armor, potion of cure moderate wounds, potions of greater magic fang +2 (2), scroll of mass snake swiftness, scrolls of fairy fire (2), scroll of lay of the land, wand of hold person (10 charges), wand of magic missile (50 charges), wand of bull’s strength (11 charges)

Warlock Invocations Known (CL 7th, melee touch +8, ranged touch +8)
Lesser (at will) – witchwood step (3rd level): immune to terrain and entangle, water walk for 24 hours
Lesser (at will) – brimstone blast (3rd level, DC 17): Ref save or catch fire, 2d6 for 1 round after attack
Least (at will) – spider walk (2nd level): spider climb for 24 hours
Least (at will) – hideous blow (1st level): melee attack channels eldritch blast
Least (at will) – frightful blast (1st level, DC 15): Will save or shaken for 1 minute

Abilities Str 12, Dex 14, Con 14, Int 10, Wis 12, Cha 19
SQ damage reduction, deceive item, slow fall 20’
Feats Ability Focus (Stunning Fist), Combat Casting, Improved Natural Attack, Improved Unarmed Strike, Empower Spell-Like Ability (Eldritch Blast), Stunning Fist, Weapon Finesse
Skills Concentration +14 (+18 casting defensively), Knowledge (arcana) +6, Listen +1, Spellcraft +12, Spot +1, Use Magic Device +10
Possessions combat gear plus bracers of armor +2, ring of protection +1, amulet of natural armor +1, cloak of charisma +2, vest of resistance +1, scarlet/blue ioun stone, monk’s belt

Quote:
“Evil is a state of mind. One must deny one’s selfish impulses to find the state of grace.”

Tactics:
Vashu Hajimar comes from a mysterious land, with culture and traditions far removed from his fellows’ experience. He applies the martial training and discipline of his monk order to deny the evil influence of his demonic bloodline. Vashu is an unarmed melee specialist, applying his warlock gift (or curse) to enhance his combative skills.

Class Abilities
Arcane Fist (Su): Beginning at 3rd level, an enlightened fist can spend one of her daily stunning attempts to cast and deliver a touch spell as part of an unarmed full attack action. She can choose to deliver the touch spell with any single unarmed strike attack she makes during the action.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Fist of Energy (Su): Once per round as a free action, an enlightened fist of 2nd level or higher can spend one of her daily stunning attempts to imbue her unarmed strikes with either electricity or fire. The enlightened fist chooses the energy type each time she activates. For 1 round, each of her unarmed strikes that hits deals an extra 1d6 points of damage. At 6th level, an enlightened fist can cause her energy-imbued unarmed strikes to burst with flame or lightning on a critical hit.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Damage Reduction (Su):
Starting at 3nd level, a warlock gains DR 1/cold iron. As the warlock increases in level, this DR increases in effectiveness, to DR 2 at 7th level, DR 3 at 11th level, DR 4 at 15th level, and DR 5 at 18th level.

Deceive Item (Su):
A warlock may use the Use Magic Device skill to deceive magic items.

Detect Magic (Su):
A warlock may Detect Magic at will as a supernatural ability.

Eldritch Blast (Sp):
A warlock attacks his foes with eldritch power. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock increases in level. An eldritch blast is subject to spell resistance. An eldritch blast deals half damage to objects.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Invocations (Sp):
A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will. A warlock’s invocations are spell-like abilities; using an invocation is a standard action that provokes attacks of opportunity. A warlock’s caster level with his invocations is equal to his warlock level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier. Unlike other spell-like abilities, invocations are subject to arcane spell failure chance with medium or heavy armor or shields.

Ki Strike (Su): An enlightened fist’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Monk Abilities: An enlightened fist adds her class level to her monk abilities to determine her class-based AC bonus, her unarmed damage, her unarmored speed bonus, and the number of daily attempts of her Stunning Fist feat. If she has no monk levels, she gains the AC bonus, unarmed damage, and unarmored speed bonus of a monk whose level equals her enlightened fist level, but she can’t add her Wisdom bonus to her AC.

Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Spells: Except at 1st level and 6th level, an enlightened fist gains new spells per day (and spells known if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class.[/sblock]
 

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