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General Tabletop Discussion
Character Builds & Optimization
Level 5 Dwarf Monk (Drunken Master, Master of Many Styles, Monk of the Sacred Mountain)
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<blockquote data-quote="deletemyaccountnow" data-source="post: 6176970" data-attributes="member: 6749705"><p>I was playing around with a monk build and I was curious if I could get some feedback on it? Suggestions, comments, potential weaknesses or things to be wary of?</p><p></p><p>The ability scores were rolled randomly (4d6 drop lowest).</p><p></p><p>--------------------</p><p><strong>Offense</strong></p><p>--------------------</p><p><strong>Speed </strong>30 ft., ki stagger</p><p><strong>Melee </strong>Quarterstaff +7 (1d6+6/x2) and</p><p>. . Unarmed strike +7 (1d8+6/x2)</p><p><strong>Special Attacks </strong>drunken strength (max 1 ki), hatred, ki strike, magic</p><p>--------------------</p><p><strong>Statistics</strong></p><p>--------------------</p><p><strong>Str </strong>18, <strong>Dex </strong>14, <strong>Con </strong>13, <strong>Int </strong>10, <strong>Wis </strong>18, <strong>Cha </strong>7</p><p><strong>Base Atk </strong>+3; <strong>CMB </strong>+9 (+11 Grappling); <strong>CMD </strong>26 (26 vs. Bull Rush, 28 vs. Grapple, 26 vs. Trip)</p><p><strong>Feats </strong>Dragon Ferocity +2, 1d4+4 rds, Dragon Style, Improved Grapple, Improved Unarmed Strike, Skill Focus (Sense Motive), Snake Style, Stunning Fist (5/day) (DC 16), Toughness</p><p><strong>Skills </strong>Acrobatics +10, Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +11, Perception +12 (+14 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +17, Swim +8</p><p><strong>Languages </strong>Common, Dwarven</p><p><strong>SQ </strong>ac bonus +5, bastion stance (except mind-affecting or teleporta, drunken ki, fast movement (+10'), fuse style (2 styles), greed, hardy, ki defense, ki pool, maneuver training, slow and steady, stability, stonecunning +2, stunning fist (stun, fatigue), unarmed strike (1d8)</p><p><strong>Other Gear </strong>Quarterstaff, Belt of giant strength +2, Cloak of resistance +1, Headband of inspired wisdom +2, Backpack, masterwork (empty), Bedroll, Blanket, Canteen (5), Soap, Spider's silk rope, Trail rations (10), Waterskin, 1341 GP, 8 SP, 9 CP</p><p>--------------------</p><p><strong>Special Abilities</strong></p><p>--------------------</p><p><strong>AC Bonus +5</strong> The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.</p><p><strong>Bastion Stance (except mind-affecting or teleportation) (Ex)</strong> Cannot be moved if you start and end the round in the same space.</p><p><strong>Darkvision (60 feet)</strong> You can see in the dark (black and white vision only).</p><p><strong>Defensive Training +4</strong> Gain a dodge bonus to AC vs monsters of the Giant subtype.</p><p><strong>Dragon Ferocity +2, 1d4+4 rds</strong> Gain bonus on unarmed attacks, and you can cause opponents to be shaken</p><p><strong>Dragon Style</strong> +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.</p><p><strong>Drunken Ki (Su)</strong> Drunken Ki pool allows the use of Ki powers.</p><p><strong>Drunken Strength (max 1 Ki) (Su)</strong> Add 1d6 per Ki point spent to a melee attack.</p><p><strong>Fast Movement (+10')</strong> The Monk adds 10 or more feet to his base speed.</p><p><strong>Fuse Style (2 styles) (Ex)</strong> At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe</p><p><strong>Greed</strong> +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.</p><p><strong>Hardy +2</strong> Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.</p><p><strong>Hatred +1</strong> Gain a racial bonus to attacks vs Goblinoids/Orcs.</p><p><strong>Improved Grapple</strong> You don't provoke attacks of opportunity when grappling a foe.</p><p><strong>Improved Unarmed Strike</strong> Unarmed strikes don't cause attacks of opportunity, and can be lethal.</p><p><strong>Iron Limb Defense (Ex)</strong> +2 Shield AC if you start and end your turn in the same space.</p><p><strong>Ki Defense (Su)</strong> A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.</p><p><strong>Ki Pool (Su)</strong> You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.</p><p><strong>Ki Stagger (Su)</strong> As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a move action to move 5 feet without provoking attacks of opportunity.</p><p><strong>Ki Strike, Magic (Su)</strong> If you have ki remaining, unarmed strikes count as magic to overcome DR.</p><p><strong>Maneuver Training (Ex)</strong> CMB = other BABs + Monk level</p><p><strong>Slow and Steady</strong> Your base speed is never modified by encumbrance.</p><p><strong>Snake Style</strong> Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks</p><p><strong>Stability +4</strong> Gain bonus to CMD vs bull rush/trip while standing on ground.</p><p><strong>Stonecunning +2</strong> +2 bonus to Perception vs unusual stonework. Free check within 10 feet.</p><p><strong>Stunning Fist (5/day) (DC 16)</strong> You can stun an opponent with an unarmed attack.</p><p><strong>Stunning Fist (Stun, Fatigue) (Ex)</strong> At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio</p><p><strong>Unarmed Strike (1d8)</strong> The Monk does lethal damage with his unarmed strikes.</p></blockquote><p></p>
[QUOTE="deletemyaccountnow, post: 6176970, member: 6749705"] I was playing around with a monk build and I was curious if I could get some feedback on it? Suggestions, comments, potential weaknesses or things to be wary of? The ability scores were rolled randomly (4d6 drop lowest). -------------------- [B]Offense[/B] -------------------- [B]Speed [/B]30 ft., ki stagger [B]Melee [/B]Quarterstaff +7 (1d6+6/x2) and . . Unarmed strike +7 (1d8+6/x2) [B]Special Attacks [/B]drunken strength (max 1 ki), hatred, ki strike, magic -------------------- [B]Statistics[/B] -------------------- [B]Str [/B]18, [B]Dex [/B]14, [B]Con [/B]13, [B]Int [/B]10, [B]Wis [/B]18, [B]Cha [/B]7 [B]Base Atk [/B]+3; [B]CMB [/B]+9 (+11 Grappling); [B]CMD [/B]26 (26 vs. Bull Rush, 28 vs. Grapple, 26 vs. Trip) [B]Feats [/B]Dragon Ferocity +2, 1d4+4 rds, Dragon Style, Improved Grapple, Improved Unarmed Strike, Skill Focus (Sense Motive), Snake Style, Stunning Fist (5/day) (DC 16), Toughness [B]Skills [/B]Acrobatics +10, Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +11, Perception +12 (+14 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +17, Swim +8 [B]Languages [/B]Common, Dwarven [B]SQ [/B]ac bonus +5, bastion stance (except mind-affecting or teleporta, drunken ki, fast movement (+10'), fuse style (2 styles), greed, hardy, ki defense, ki pool, maneuver training, slow and steady, stability, stonecunning +2, stunning fist (stun, fatigue), unarmed strike (1d8) [B]Other Gear [/B]Quarterstaff, Belt of giant strength +2, Cloak of resistance +1, Headband of inspired wisdom +2, Backpack, masterwork (empty), Bedroll, Blanket, Canteen (5), Soap, Spider's silk rope, Trail rations (10), Waterskin, 1341 GP, 8 SP, 9 CP -------------------- [B]Special Abilities[/B] -------------------- [B]AC Bonus +5[/B] The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. [B]Bastion Stance (except mind-affecting or teleportation) (Ex)[/B] Cannot be moved if you start and end the round in the same space. [B]Darkvision (60 feet)[/B] You can see in the dark (black and white vision only). [B]Defensive Training +4[/B] Gain a dodge bonus to AC vs monsters of the Giant subtype. [B]Dragon Ferocity +2, 1d4+4 rds[/B] Gain bonus on unarmed attacks, and you can cause opponents to be shaken [B]Dragon Style[/B] +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging. [B]Drunken Ki (Su)[/B] Drunken Ki pool allows the use of Ki powers. [B]Drunken Strength (max 1 Ki) (Su)[/B] Add 1d6 per Ki point spent to a melee attack. [B]Fast Movement (+10')[/B] The Monk adds 10 or more feet to his base speed. [B]Fuse Style (2 styles) (Ex)[/B] At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe [B]Greed[/B] +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. [B]Hardy +2[/B] Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. [B]Hatred +1[/B] Gain a racial bonus to attacks vs Goblinoids/Orcs. [B]Improved Grapple[/B] You don't provoke attacks of opportunity when grappling a foe. [B]Improved Unarmed Strike[/B] Unarmed strikes don't cause attacks of opportunity, and can be lethal. [B]Iron Limb Defense (Ex)[/B] +2 Shield AC if you start and end your turn in the same space. [B]Ki Defense (Su)[/B] A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. [B]Ki Pool (Su)[/B] You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. [B]Ki Stagger (Su)[/B] As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a move action to move 5 feet without provoking attacks of opportunity. [B]Ki Strike, Magic (Su)[/B] If you have ki remaining, unarmed strikes count as magic to overcome DR. [B]Maneuver Training (Ex)[/B] CMB = other BABs + Monk level [B]Slow and Steady[/B] Your base speed is never modified by encumbrance. [B]Snake Style[/B] Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks [B]Stability +4[/B] Gain bonus to CMD vs bull rush/trip while standing on ground. [B]Stonecunning +2[/B] +2 bonus to Perception vs unusual stonework. Free check within 10 feet. [B]Stunning Fist (5/day) (DC 16)[/B] You can stun an opponent with an unarmed attack. [B]Stunning Fist (Stun, Fatigue) (Ex)[/B] At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio [B]Unarmed Strike (1d8)[/B] The Monk does lethal damage with his unarmed strikes. [/QUOTE]
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Level 5 Dwarf Monk (Drunken Master, Master of Many Styles, Monk of the Sacred Mountain)
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