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Help on a melee monk build?

Ridley's Cohort

First Post
two said:
Whatever you do, get full BAB!

I agree in spades. If your goal is to be a kick-ass brawler in a melee weak party, any combo lacking full BAB is getting too cute. BAB stacks with everything always.

I like the Monk/Ranger idea. Monks have so many skills that would be fun to have more skill points. The Flurry with full BAB will be nasty. And in a campaign where you can anticipate your typical enemies, full BAB + Flurry + Favored Enemy will do so much damage everyone at the table will puke!

If you cannot get mileage out of Favored Enemy, then Monk/Fighter will be much more reliable.

In a campaign where you have bizarrely high stats, a Monk/Paladin is very promising. You also generate absurd damage with full BAB + Flurry + Divine Might. And you driving home a heck of a lot of Stuns with full BAB + Smite Evil + Stunning Fist. But this will probably only really works well if you have stats like 16, 16, 14, 14, 14, 10 or better.

Important: Do not neglect your Str. Probably the most common complaint/query about Monks on this board is "I have an 18 Wis, 18 Dex, and 12 Str, but my Monk is boring to play in combat." It is tempting to push up Wis, Dex and become Mr. Unhittable. Wis is important, but Str is almost as much. With a full BAB a starting 14 Str will be good enough if you invest in boosting items as a high priority.
 

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FrostedMini1337

First Post
Ok, I'm not sure how gestalt works out (The way it was explained to me, you weren't allowed to use PrC's or change our classes, those 2 classes were what you got) but what about Ranger7/Monk4/(Ninja or Rouge) 3. Maybe shave off a level of ranger and put it in one of the others. (Make the first level Rouge to really cheese out your skills)

7d10
BaB +7/+2
Flurry
Stunning Fist, Deflect Arrows
+2d6 Sneak Attack
Fast Movement
Evasion
Amazing Saves
Endurance
Improved Combat Style (You can't TWF with Flurry can you? I hope not...)
Animal Companion (Maybe take natural Bond btw)
2 Favored Enemies
and your ranger spell can be magic fang!

Ranger 7/ Monk 4/ Ninja 3 man.
 
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kerbarian

Explorer
Goddess FallenAngel said:
I'm creating a monk character for a game. The character is (or, will be) very focused on physical excellence - a warrior-monk.

We are 7th level, and gestalt. I was thinking monk7/fighter7, but that seemed a bit bland. Anyone have any suggestions for multi-classing or PrCs? We are playing FR, and all WOTC source books (FR and non) are allowed for character creation.
I'd definitely go with Monk/Sorcerer. IMO, the spells you can use to augment your melee ability are far more powerful than the boost you'd get from fighter levels.

I was looking into a (non-gestalt) Enlightened Fist recently, so I have some suggestions:

Take the Ascetic Monk feat from CAd to reduce your attribute dependency (no longer need Wis). Also take Improved Natural Attack (unarmed strike).

A few killer spells for you are then:

Greater Mighty Wallop from Races of the Dragon. It can increase the effective size category of a bludgeoning weapon (your unarmed strike, in this case) by one size per 4 levels, and there's no reason (that I can see) that it wouldn't stack with Improved Natural Attack. At 7th level, that combo would give you 3d6 damage (or 4d6 with a monk's belt). At 8th level, though, it would give you 4d8 damage (or 6d6 with a monk's belt).

Greater Magic Weapon is also a good way to enhance your fists, though I wouldn't take it yet at 7th level (use the two 3rd-level spells known for Greater Mighty Wallop and Dragonskin). Haste is another amazing 3rd-level spell, but I'd just go with boots of speed instead, to avoid the time spent buffing.

Wraithstrike from SC. This lets you make a full power attack and hit with everything. In order to get more rounds of it per day, you can take Extend Spell and the metamagic specialist variant of sorcerer from PHBII. That way you can use 2nd-level slots on Wraithstrike and 3rd-level slots on extended Wraithstrike.

Bladeweave from SC. This is a swift action and lasts for 1 round/level. Once per round, you can daze anyone you've hit that round for 1 round (will save negates).

Corrosive Grasp from SC -- add an extra 1d8 damage to every hit. Or you could use Chill Touch for 1d6 plus possible str damage.

Alter Self is another critical spell. Use it to turn into a Troglodyte, and you get +6 natural armor plus some natural attacks that you can use in addition to your full flurry of blows.

Enlarge person gives you reach, a little extra str, and it increases your damage by yet another size category. Stacked with Improved Natural Attack and Greater Mighty Wallop, that's 4d6 damage at 7th level (6d6 with monk's belt) and 6d8 damage at 8th (8d6 with monk's belt). It does cost you 2 AC, though (-1 dex, -1 size).

Blood Wind from SC lets you make a full attack with natural weapons (which includes a Monk's unarmed strike) from range. You can't combine it with Wraithstrike (unless you used extended Wraithstrike the previous round) since they're both swift actions, but it's a great option when you're not adjacent to the target. A full attack without Wraithstrike will still be much stronger than a single attack with Wraithstrike.

And then there are a bunch of AC boosting spells -- Mage Armor, Shield, and Dragonskin. Adding in Alter Self and Haste (from boots of speed), that's +19 AC at 7th level, and then you get to add your Cha bonus, Dex bonus, and Monk bonus. With decent stats and some minor stat-boosting items, you could easily be at 35-40 AC.

And all of this fits into the spells you can know at 7th level:
3rd - Greater Mighty Wallop, Dragonskin
2nd - Alter Self, Wraithstrike, Bladeweave
1st - Mage Armor, Shield, Corrosive Grasp, Blood Wind, Enlarge Person
 
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Stalker0

Legend
Monk/Sorc is a pretty nice combination. Enlarge Self + Mage armor alone gives you a huge bonus. If you don't want to go caster route though I would recommened going the monk/fighter route. Weapon Spec on your crazy number of attacks + better HD + bonus feats is a great way to go.
 

kerbarian

Explorer
Stalker0 said:
Monk/Sorc is a pretty nice combination. Enlarge Self + Mage armor alone gives you a huge bonus. If you don't want to go caster route though I would recommened going the monk/fighter route. Weapon Spec on your crazy number of attacks + better HD + bonus feats is a great way to go.
Doh, forgot Enlarge Person. Take that as the last 1st-level spell known and increase the damage yet another step. I'll edit my previous post to include that.
 


szilard

First Post
If you want to be utterly broken:

Monk/Sorcerer for a couple levels. Pick up Enlarge, Mage Armor, and swift action spells. Take the Ascetic Mage feat. Boost your Charisma, and don't worry too much about Wisdom (though you'll need some).

Then switch to Monk/Paladin.

-Stuart
 

Still looking over the responses (thanks, everyone!) but I saw repeated requests for stats (which I should have included in the original post, will edit now).

We get 50 pts and use the standard point buy chart from the DMG. (Yes, the amount of points is near sickening, but it fits the style of gaming we decided to go for in this game for a change.)
 

szilard

First Post
Goddess FallenAngel said:
We get 50 pts and use the standard point buy chart from the DMG. (Yes, the amount of points is near sickening, but it fits the style of gaming we decided to go for in this game for a change.)

With those sorts of stats, you might also want to consider a Monk/Duskblade...

-Stuart
 

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