Trying to make a monk, cant figure out feats..

If you want to go with any kind of polearm, might I suggest that you look closely at taking Weapon Focus and following that up with either Pole Master or Pole Fighter (one is from PHB2, one is from DCv1) which then makes that kind of polearm into a Monk weapon for you.

In addition, examine the Combat Reflexes Feat tree: Stand Still, Hold the Line and Deft Opportunist can help you get the most out of your AoOs.
 

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Another take on a reach monk- especially an evil one- is to take certain feats that extend your innate reach.

Aberration Blood followed by Inhuman Reach gets you +5 Reach (see Lords of Madness).

Willing Deformity followed by Deformity (Tall) gets you +5 reach (see Heroes of Horror).

And yes, they stack.

IOW, you become Dhalsim from Street Fighter.
 

Personally, I'd recommend Martial Weapon Proficiency (Longbow) and getting a suitably strong, magically-enhanced composite longbow for your ranged weapon (a simple +1 composite longbow made for a 16 Strength should suffice, and you can probably get a handful of arrows with cold iron or alchemical silver arrowheads for those occasions where you need to deal with Damage Reduction monsters). If you don't just use a light crossbow with its single attack per round, anyway.

Other than the bow option, here are my feat suggestions. Power Attack isn't very useful for monks given their medium Base Attack Bonus and how much the feat favors two-handed weapons in 3.5.

Improved Natural Attack (Unarmed Strike) for your 6th-level feat (since it requires a +4 BAB), from the Monster Manual or System Reference Document's monster feats section (since monks can treat their unarmed strikes as natural weapons for purposes of improving them).

Stunning Fist may or may not be worthwhile for you, since plenty of melee opponents will have good Fortitude saves and won't be stunned often, plus some monsters are immune to it altogether. Improved Grapple may be a better choice for your 1st-level monk bonus feat.

Deflect Arrows or Combat Reflexes are both useful choices for your 2nd-level monk bonus feat, so take Deflect Arrows if you've run into a lotta enemy archers/javelineers/crossbowmen in your campaign (and thus expect to get shot at a lot with physical attacks), or Combat Reflexes otherwise.

Improved Trip is probably best for your 6th-level monk bonus feat.

So that leaves you with a 1st-level feat, 3rd-level feat, and 9th-level feat to choose, plus your human bonus feat if the character is human. Now, it's important to realize that as a monk, and with only 13 Constitution, you're not going to survive many full-attacks from monsters, fighters, barbarians, or the like. Tripping them with Improved Trip can help, but it won't always work, especially against the really big'uns and the quadrupeds or flyers.

I strongly recommend taking Spring Attack as your 9th-level feat, with Dodge as your 1st-level feat and Mobility as your 3rd-level feat. If you're playing a human monk, then use your racial bonus feat for Mobility and allocate your 3rd-level feat towards Weapon Focus (Unarmed Strike). You can take Improved Critical (Unarmed Strike) or something else later on at 12th-level, or Snap Kick from the Tome of Battle at 12th-level (Snap Kick can be used effectively with a Spring Attack!), and Bounding Assault from the Player's Handbook II later on at 15th-level to increase your number of attacks when using Spring Attack. The 18th-level feat could be whatever else ya like, maybe Improved Initiative.
 

If your going for the Guisarme or Longbow option then you are probably better off taking Monastic Training and then two levels of Fighter. This costs you a feat, but you get two back as well as Martial Wpn Proficiency.
There are many other options if you are multiclassing however.
 

Didnt know if your Human or not so i didn't include the extra feat, If you are Human i like Able Learner as that first feat to give you access to Use Magic Device as a class skill. this is a huge bonus since you can buff yourself and have a lot of extra utility abilities.
In fact, there's an entire guide devoted to this type of playstyle.
 
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Personally i wouldn't invest feats in getting my reach weapon to be a monk weapon. I don't think it's that important to flurry with it.

I use it mainly to get off AoO trips with a 10ft reach, then on my turn i can 5ft step and flurry stomp them with kicks. The penalty to attack from flurry is greatly off set by the opponent being prone.

I got stuck with power attack because it was a pre-rec for flying kick. i never made any use of it until i picked up a Guisarme and Improved Trip. I found that a full power attack with a two handed weapon on a prone opponent are tasty, especially when they are free ; )
 

IME, it can be extremely powerful or it can be next to useless.

When I used it against a pair of green dragons in a cave at an ENWorld gameday, it was the former. The Monk in question had a Greatspear and some potions of Enlarge Person, so she could get to them while they were flying about. FoB let her deal some decent damage, and the reach in general made her a nightmare for the dragons when they routinely provoked AoOs getting into range on the rest of the party.

While the AoOs were a blast, it was the FoB that actually got her enough extra hits to put the dragons into the "lets get the hell out of here" mindset.
 

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