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The Book of Five Traditions: A 4e Monk Handbook
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<blockquote data-quote="MwaO" data-source="post: 6703341" data-attributes="member: 12749"><p><strong>Party Role</strong></p><p></p><p><span style="color: #000000">Monks are strikers with some controller and defender built into them. Monks are one of the few classes that have clear leanings toward three different roles.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Striker</strong> </span>- Monks do ok single target damage for a striker, but most traditions are at their best attacking multiple targets. <span style="color: #0000FF">Desert Wind</span> says otherwise. As for mobility, monks have out of the box mobility that often gives them extremely good positioning. Stone Fist and Iron Souls frequently need more out of the box support than the other styles. They're only Black Strikers because of it.</span></p><p><span style="color: #000000"><strong>Controlle</strong>r - Monk are awesome minion killers, but they lack the hard control of a true controller or even a rogue. <span style="color: #3366FF">Eternal Tide</span> and <span style="color: #3366FF">Centered Breath</span>Monks upgrade this significantly because of how easily they can rinse and repeat Flurry of Blows at a distance once Paragon/Epic hit. Stone Fist has some options via feats to make all their daily powers add in both Daze(save ends) and Slow(save ends)</span></p><p><span style="color: #000000"><strong>Defender</strong> - Monks can have great defenses, frequently as good or better than the party defender. This makes them very durable. Monk tactics also encourage mobs to attack them. <span style="color: #0000FF">Iron Souls<span style="color: #000000"> can further</span></span> develop this monk tendancy to become solid secondary defenders.</span></p><p><span style="color: #000000"><strong><span style="color: #FF0000">Leader</span></strong> - This is the only role that monks have no leaning toward. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><u>Baseline Mechanics</u></strong></span></p><p><span style="color: #000000"><strong>HP and <strong>Surges </strong></strong>- These are standard for strikers. <span style="color: #0000FF">Iron Soul</span> have constitution as a secondary ability, which gives them a significant boost in durability.</span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Proficiencies</strong></span> - No armor and a few simple weapons, but an awesome assortment of implements. Fortunately, monks do fine with these.</span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>AC<span style="color: #000000"> - </span></strong><span style="color: #000000">Dexterity as a primary and </span><span style="color: #000000">Unarmored Defense means you'll start with a decent striker AC. <span style="color: #00CCFF">Iron Soul </span>get a +1 shield bonus if they aren't unarmed, which gives them nearly defender-level AC. <span style="color: #00CCFF">With feat support</span>, monks can get an AC that is better than most defenders. </span></span></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>NAD Defenses</strong> </span>- You get a +1 to all your NADs. <span style="color: #00CCFF">Centered Breath </span>and <span style="color: #00CCFF">Stone Fist</span> both get a scaling bonus to their weakest defense. Your NADs should be strong.</span></p><p><span style="color: #000000"><strong>Other Defensive Bonuses</strong> - Desert Wind gets scaling fire resist. Eternal Tide gets to reduce forced movement like a Dwarf, and then shift.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><u>Class Features</u></strong></span></p><p><span style="color: #000000"><strong><span style="color: #800080">Unarmed Combatant</span> - </strong>Your weapon-based unarmed attacks are as good as a longsword. Except all your powers are implement-based and you gain benefits from holding weapons. Most builds won't ever use this feature, and even then it's only going to be for attacks of opportunity. And even if you wanted to use it for AoOs, it isn't clear why you'd cause yourself that many problems.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF">Flurry of Blows</span>: This is monk's striker class feature, and it's a good one. Depending on the path you choose, you get different version of the Flurry of Blows power, which is a melee no action attack power. All versions share much in common, triggering once per round on a successful hit you make on your turn, targeting one or more adjacent enemies. There are, however, differences between them. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">A more advanced analysis of tradition-dependant playstyle, tactics and optimization strategies is provided in the tactics section at the end of this guide. </span></p><p><span style="color: #000000"></span><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF">Centered Flurry of Blows:</span> This is the tactical version of Flurry of Blows for Wisdom-focused monks. It does standard flurry of blow damage, but allows you to slide enemies around into disadvantageous positions, such into burst formations or zones. Centered Flurry of Blows is <span style="color: #00CCFF">awesome</span> with some feat support and/or item support. Goto Move: Slide targets into burst formation with minor action attack, then pound them with a burst. Personally, I think this is my favorite. Emphasis - the overall best Striker at-will move for Monk is a 12 Con, Lion's Den, Centered Breath, and bonus damage that adds to any non-extra damage, not just damage rolls is here.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #800080">Stone Fist Flurry of Blows:</span> </span>This is the brute force version of Flurry of Blows for strength-focused monks. It does 1 more damage than standard for flury of blows, but a little more if it affects a enemy that was not a target of the triggering attack. Basic problem here is that it isn't as good as Eternal Tide for the most part if you're a Str-based Monk and it is much worse at damage than a Desert Wind Monk. It does have the benefit of working properly with hybrids using online character builder...Goto Move: Pick powers that force targets adjacent. Now if only they'd be nice enough to stay there. Loves Furious Bull for this reason. It can spend feats to significantly upgrade its daily attack powers via daze(save ends) and slow(save ends)</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong><span style="color: #000000">Iron Soul Flurry of Blows</span></strong><span style="color: #000000">:</span></span> This is the defender version of Flurry of Blows for Constitution-focued monks that use weapons as implements. It does standard flurry of blow damage. It prevents the target from shifting or taking OAs (if it wasn't the target of the triggering attack), which is <span style="color: #0000FF">strong</span>. This is the first tradition that has exclusive riders on powers. While it has hard control, it gets dinged because it doesn't have an easy way of forcing opponents to be next to it. Goto Move: Pick powers that force targets adjacent.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Desert Wind Flurry of Blows</strong>:</span> This is the mobile version of Flurry of Blows for Charisma-focused monks. It does fire-damage flurry of blows and gives you a shift. It can be resisted, yet at the same time it opens up <span style="color: #00CCFF">a host of extra damage possibilities</span> with Blurred Ki Focus and any abilities that make targets vulnerable to Fire. If the enemy wasn't targeted by the triggering attack, it gives a -2 penalty to attack with any power that includes you, such as burst attacks. Goto Move: Set up extra fire damage with Blistering Flourish, then do another melee attack, preferably some sort of double-tap power such as Burning Brand, Low Slash, etc... High risk, high reward. Likes fighting Tofu or having a controller in the party to set up positioning.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Eternal Tide Flurry of Blows</span></strong>: This is another defender version of Flurry of Blows for Strength-focused monks. It does 2 less than standard flurry of blow damage, but it has longer reach and a pull 1. If the enemy wasn't targeted by the triggering attack, they are slowed. The extended reach and pull allow the monk to target more enemies in bursts attacks on subsequent rounds, which compensates for the lower initial damage. </span></p><p><span style="color: #000000"></span></p><p></p><p><span style="color: #000000"><u><strong>Ability Scores</strong></u> </span></p><p><span style="color: #000000"></span></p><p>A monk's power is driven primarily by dexterity, with relatively little added power from secondary ability scores (which is different than most 4th edition classes). Monks have very few feats with ability prerequisites and have relatively few riders on powers, so they get less out of secondary abilities than other classes. As a result, I, and most other handbook writers, recommend a preracial 18 in dexterity for monks, a 14 in the secondary ability (that is determined by monastic tradition) and then an 11 in whatever other score you would like (probably constitution or strength). </p><p></p><p></p><p><strong><span style="color: #0000FF">Strength</span></strong> - Secondary stat for Stone Fists and Eternal Tide. Fairly useful for athletics, multiclassing, and basic attacks. I recommend a preracial 14-16 for Stone Fists and Eternal Tide.</p><p><span style="color: #0000FF"><strong>Constitution</strong></span> - As a striker you still want this decent. I recommend a 14-16 for Iron Souls, and pre racial 10-13 for everyone else. Lion's Den wants an eventual 12 to ping damage.</p><p><span style="color: #FF9900"><strong>Dexterity </strong></span>- This is EVERYTHING. It affects your to hit, your damage, your defenses, intiative, and some skills. You want this as high as possible, so I strongly recommend a preracial 18. </p><p><strong><span style="color: #FF0000">Intelligence</span></strong> - Dump it! U no need no books! </p><p><strong><span style="color: #0000FF">Wisdom</span></strong> - The secondary stat for Centered Breaths. It also is used for some important skills and it boosts the most important NAD. I recommend a preracial 14-16 for Centered Breaths.</p><p><span style="color: #0000FF"><strong>Charisma</strong></span> - The secondary stat for Desert Winds. It also is used for some important skills and it boosts the most important NAD. I recommend a preracial 14-16 for Desert Winds. Some Monks might want an eventual +1 modifier here.</p><p></p><p><u><strong>Skills </strong></u></p><p>In general, you want to train skills that you are naturally good at to help the party out as much as possible in skill challenges. However, if your party is lacking a skill that you could train, you might want to pick it up even if you're not a natural in it. </p><p><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></p><p></p><p><strong><span style="color: #0000FF">Acrobatics</span></strong>- This is a useful skill that you will already be good at. Some powers and feats require being trained in it.</p><p><strong>Athletics</strong> - This helps with mobility, and therefore is useful. However, monks already are so mobile it isn't as essential as with other strikers.</p><p><span style="color: #800080"><strong>Diplomacy</strong> <span style="color: #00CCFF"><span style="color: #000000">-</span> </span></span>Unless you are a <strong><span style="color: #00CCFF">Desert Wind </span></strong>monk, others will be better at this. Most important social skill, though.</p><p><strong>Endurance</strong> - This might be useful in some adventures. </p><p><span style="color: #800080"><strong>Heal</strong></span> - Centered Breath Monks will be good at this, but this isn't a traditional striker skill.</p><p><span style="color: #0000FF"><strong>Insight</strong> </span>-Centered Breath Monks will be good at this, but this isn't a traditional striker skill. It is however useful in skill challenges and it is good at picking up a specific 16th level Skill power.</p><p><span style="color: #00CCFF"><strong>Perception</strong></span>- It's the most used skill, so train it up!</p><p><strong><span style="color: #800080">Religion</span></strong>- It's based on a dump stat. However, some builds may have a use for it.</p><p><strong><span style="color: #0000FF">Stealth</span></strong> - If you train in it, you'll be as good as the Rogue.</p><p><strong><span style="color: #0000FF">Thievery</span></strong> - Train this, perception and stealth and you are the trap monkey. However, it's used less in skill challenges that you might think.</p><p></p><p></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></span></p><p><span style="color: #000000"><strong><span style="color: #FF0000">Arcana</span></strong>- This would require you to read books. </span></p><p><span style="color: #000000"><span style="color: #993366"><strong>Bluff </strong></span>- There is nothing worse than a bad liar. </span></p><p><span style="color: #000000"><strong>Dungeoneering</strong> - Based on a potential secondary, but it isn't essential </span></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>History</strong> </span>- Books again.</span></p><p><span style="color: #000000"><span style="color: #993366"><strong>Intimidate</strong></span> - There is nothing funnier than someone who only thinks he's scary.</span></p><p><span style="color: #000000"><strong>Nature</strong> - Based on a potential secondary, but it isn't essential </span></p><p><span style="color: #000000"><strong><span style="color: #FF0000">Streetwise</span></strong> - Monks don't do drugs</span></p></blockquote><p></p>
[QUOTE="MwaO, post: 6703341, member: 12749"] [b]Party Role[/b] [COLOR=#000000]Monks are strikers with some controller and defender built into them. Monks are one of the few classes that have clear leanings toward three different roles. [COLOR=#0000FF][B]Striker[/B] [/COLOR]- Monks do ok single target damage for a striker, but most traditions are at their best attacking multiple targets. [COLOR=#0000FF]Desert Wind[/COLOR] says otherwise. As for mobility, monks have out of the box mobility that often gives them extremely good positioning. Stone Fist and Iron Souls frequently need more out of the box support than the other styles. They're only Black Strikers because of it. [B]Controlle[/B]r - Monk are awesome minion killers, but they lack the hard control of a true controller or even a rogue. [COLOR=#3366FF]Eternal Tide[/COLOR] and [COLOR=#3366FF]Centered Breath[/COLOR]Monks upgrade this significantly because of how easily they can rinse and repeat Flurry of Blows at a distance once Paragon/Epic hit. Stone Fist has some options via feats to make all their daily powers add in both Daze(save ends) and Slow(save ends) [B]Defender[/B] - Monks can have great defenses, frequently as good or better than the party defender. This makes them very durable. Monk tactics also encourage mobs to attack them. [COLOR=#0000FF]Iron Souls[COLOR=#000000] can further[/COLOR][/COLOR] develop this monk tendancy to become solid secondary defenders. [B][COLOR=#FF0000]Leader[/COLOR][/B] - This is the only role that monks have no leaning toward. [B][U]Baseline Mechanics[/U][/B] [B]HP and [B]Surges [/B][/B]- These are standard for strikers. [COLOR=#0000FF]Iron Soul[/COLOR] have constitution as a secondary ability, which gives them a significant boost in durability. [COLOR=#0000FF][B]Proficiencies[/B][/COLOR] - No armor and a few simple weapons, but an awesome assortment of implements. Fortunately, monks do fine with these. [COLOR=#0000FF][B]AC[COLOR=#000000] - [/COLOR][/B][COLOR=#000000]Dexterity as a primary and [/COLOR][COLOR=#000000]Unarmored Defense means you'll start with a decent striker AC. [COLOR=#00CCFF]Iron Soul [/COLOR]get a +1 shield bonus if they aren't unarmed, which gives them nearly defender-level AC. [COLOR=#00CCFF]With feat support[/COLOR], monks can get an AC that is better than most defenders. [/COLOR] [B]NAD Defenses[/B] [/COLOR]- You get a +1 to all your NADs. [COLOR=#00CCFF]Centered Breath [/COLOR]and [COLOR=#00CCFF]Stone Fist[/COLOR] both get a scaling bonus to their weakest defense. Your NADs should be strong. [B]Other Defensive Bonuses[/B] - Desert Wind gets scaling fire resist. Eternal Tide gets to reduce forced movement like a Dwarf, and then shift. [B][U]Class Features[/U][/B] [B][COLOR=#800080]Unarmed Combatant[/COLOR] - [/B]Your weapon-based unarmed attacks are as good as a longsword. Except all your powers are implement-based and you gain benefits from holding weapons. Most builds won't ever use this feature, and even then it's only going to be for attacks of opportunity. And even if you wanted to use it for AoOs, it isn't clear why you'd cause yourself that many problems. [COLOR=#0000FF]Flurry of Blows[/COLOR]: This is monk's striker class feature, and it's a good one. Depending on the path you choose, you get different version of the Flurry of Blows power, which is a melee no action attack power. All versions share much in common, triggering once per round on a successful hit you make on your turn, targeting one or more adjacent enemies. There are, however, differences between them. A more advanced analysis of tradition-dependant playstyle, tactics and optimization strategies is provided in the tactics section at the end of this guide. [/COLOR][COLOR=#000000] [COLOR=#0000FF]Centered Flurry of Blows:[/COLOR] This is the tactical version of Flurry of Blows for Wisdom-focused monks. It does standard flurry of blow damage, but allows you to slide enemies around into disadvantageous positions, such into burst formations or zones. Centered Flurry of Blows is [COLOR=#00CCFF]awesome[/COLOR] with some feat support and/or item support. Goto Move: Slide targets into burst formation with minor action attack, then pound them with a burst. Personally, I think this is my favorite. Emphasis - the overall best Striker at-will move for Monk is a 12 Con, Lion's Den, Centered Breath, and bonus damage that adds to any non-extra damage, not just damage rolls is here. [COLOR=#0000FF][COLOR=#800080]Stone Fist Flurry of Blows:[/COLOR] [/COLOR]This is the brute force version of Flurry of Blows for strength-focused monks. It does 1 more damage than standard for flury of blows, but a little more if it affects a enemy that was not a target of the triggering attack. Basic problem here is that it isn't as good as Eternal Tide for the most part if you're a Str-based Monk and it is much worse at damage than a Desert Wind Monk. It does have the benefit of working properly with hybrids using online character builder...Goto Move: Pick powers that force targets adjacent. Now if only they'd be nice enough to stay there. Loves Furious Bull for this reason. It can spend feats to significantly upgrade its daily attack powers via daze(save ends) and slow(save ends) [COLOR=#00CCFF][B][COLOR=#000000]Iron Soul Flurry of Blows[/COLOR][/B][COLOR=#000000]:[/COLOR][/COLOR] This is the defender version of Flurry of Blows for Constitution-focued monks that use weapons as implements. It does standard flurry of blow damage. It prevents the target from shifting or taking OAs (if it wasn't the target of the triggering attack), which is [COLOR=#0000FF]strong[/COLOR]. This is the first tradition that has exclusive riders on powers. While it has hard control, it gets dinged because it doesn't have an easy way of forcing opponents to be next to it. Goto Move: Pick powers that force targets adjacent. [COLOR=#0000FF][B]Desert Wind Flurry of Blows[/B]:[/COLOR] This is the mobile version of Flurry of Blows for Charisma-focused monks. It does fire-damage flurry of blows and gives you a shift. It can be resisted, yet at the same time it opens up [COLOR=#00CCFF]a host of extra damage possibilities[/COLOR] with Blurred Ki Focus and any abilities that make targets vulnerable to Fire. If the enemy wasn't targeted by the triggering attack, it gives a -2 penalty to attack with any power that includes you, such as burst attacks. Goto Move: Set up extra fire damage with Blistering Flourish, then do another melee attack, preferably some sort of double-tap power such as Burning Brand, Low Slash, etc... High risk, high reward. Likes fighting Tofu or having a controller in the party to set up positioning. [B][COLOR=#0000FF]Eternal Tide Flurry of Blows[/COLOR][/B]: This is another defender version of Flurry of Blows for Strength-focused monks. It does 2 less than standard flurry of blow damage, but it has longer reach and a pull 1. If the enemy wasn't targeted by the triggering attack, they are slowed. The extended reach and pull allow the monk to target more enemies in bursts attacks on subsequent rounds, which compensates for the lower initial damage. [/COLOR] [COLOR=#000000][U][B]Ability Scores[/B][/U] [/COLOR] A monk's power is driven primarily by dexterity, with relatively little added power from secondary ability scores (which is different than most 4th edition classes). Monks have very few feats with ability prerequisites and have relatively few riders on powers, so they get less out of secondary abilities than other classes. As a result, I, and most other handbook writers, recommend a preracial 18 in dexterity for monks, a 14 in the secondary ability (that is determined by monastic tradition) and then an 11 in whatever other score you would like (probably constitution or strength). [B][COLOR=#0000FF]Strength[/COLOR][/B] - Secondary stat for Stone Fists and Eternal Tide. Fairly useful for athletics, multiclassing, and basic attacks. I recommend a preracial 14-16 for Stone Fists and Eternal Tide. [COLOR=#0000FF][B]Constitution[/B][/COLOR] - As a striker you still want this decent. I recommend a 14-16 for Iron Souls, and pre racial 10-13 for everyone else. Lion's Den wants an eventual 12 to ping damage. [COLOR=#FF9900][B]Dexterity [/B][/COLOR]- This is EVERYTHING. It affects your to hit, your damage, your defenses, intiative, and some skills. You want this as high as possible, so I strongly recommend a preracial 18. [B][COLOR=#FF0000]Intelligence[/COLOR][/B] - Dump it! U no need no books! [B][COLOR=#0000FF]Wisdom[/COLOR][/B] - The secondary stat for Centered Breaths. It also is used for some important skills and it boosts the most important NAD. I recommend a preracial 14-16 for Centered Breaths. [COLOR=#0000FF][B]Charisma[/B][/COLOR] - The secondary stat for Desert Winds. It also is used for some important skills and it boosts the most important NAD. I recommend a preracial 14-16 for Desert Winds. Some Monks might want an eventual +1 modifier here. [U][B]Skills [/B][/U] In general, you want to train skills that you are naturally good at to help the party out as much as possible in skill challenges. However, if your party is lacking a skill that you could train, you might want to pick it up even if you're not a natural in it. [URL="http://community.wizards.com/content/forum-topic/3735276#"]Hide[/URL] [B][COLOR=#0000FF]Acrobatics[/COLOR][/B]- This is a useful skill that you will already be good at. Some powers and feats require being trained in it. [B]Athletics[/B] - This helps with mobility, and therefore is useful. However, monks already are so mobile it isn't as essential as with other strikers. [COLOR=#800080][B]Diplomacy[/B] [COLOR=#00CCFF][COLOR=#000000]-[/COLOR] [/COLOR][/COLOR]Unless you are a [B][COLOR=#00CCFF]Desert Wind [/COLOR][/B]monk, others will be better at this. Most important social skill, though. [B]Endurance[/B] - This might be useful in some adventures. [COLOR=#800080][B]Heal[/B][/COLOR] - Centered Breath Monks will be good at this, but this isn't a traditional striker skill. [COLOR=#0000FF][B]Insight[/B] [/COLOR]-Centered Breath Monks will be good at this, but this isn't a traditional striker skill. It is however useful in skill challenges and it is good at picking up a specific 16th level Skill power. [COLOR=#00CCFF][B]Perception[/B][/COLOR]- It's the most used skill, so train it up! [B][COLOR=#800080]Religion[/COLOR][/B]- It's based on a dump stat. However, some builds may have a use for it. [B][COLOR=#0000FF]Stealth[/COLOR][/B] - If you train in it, you'll be as good as the Rogue. [B][COLOR=#0000FF]Thievery[/COLOR][/B] - Train this, perception and stealth and you are the trap monkey. However, it's used less in skill challenges that you might think. [COLOR=#000000][URL="http://community.wizards.com/content/forum-topic/3735276#"]Hide[/URL] [B][COLOR=#FF0000]Arcana[/COLOR][/B]- This would require you to read books. [COLOR=#993366][B]Bluff [/B][/COLOR]- There is nothing worse than a bad liar. [B]Dungeoneering[/B] - Based on a potential secondary, but it isn't essential [COLOR=#FF0000][B]History[/B] [/COLOR]- Books again. [COLOR=#993366][B]Intimidate[/B][/COLOR] - There is nothing funnier than someone who only thinks he's scary. [B]Nature[/B] - Based on a potential secondary, but it isn't essential [B][COLOR=#FF0000]Streetwise[/COLOR][/B] - Monks don't do drugs[/COLOR] [/QUOTE]
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