Ability scores for Monk (28 point buy)

Thanee said:
Yeah, high Str is pretty good, but Wis is also very important (more so than Dex).
I'd think Dex would be more important than Wis. Dex affects initiative, AC, ranged attacks, and reflex saves. Wis only affects Will saves, AC (if Wis is 12+), Stunning Fist (which not every monk has) and Quivering palm DCs.

Thanee said:
For 28 PB I'd probably go 15 14 14 10 14 8
I recommend this as well. But just to throw out something that hasn't been suggested: 18, 14, 14, 8, 8, 8. Make it an orc: 22, 14, 14, 6, 6, 6. Though this would be better for a barbarian.
 

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sledged said:
I'd think Dex would be more important than Wis. Dex affects initiative, AC, ranged attacks, and reflex saves. Wis only affects Will saves, AC (if Wis is 12+), Stunning Fist (which not every monk has) and Quivering palm DCs.
Wisdom bonus to AC is better than Dex bonus to AC. Will saves take you out of order, Reflex saves "only" cause damage. Initiative: Most monks are well advised to go last. Ranged Attacks: Most monks are better at melee.
 

28 pb...

Does anyone role their characters anymore? It is a game and about having fun and I actually think DMs should give you some lattitude when it comes to making characters. Maybe even fudge the monk a little so he can hang witht he rest of the group and not be dumb as a stump and a child molester (low CHA) to do it. If you think it makes the game to easy to potentially have a character with high abilities, throw in some tougher monsters.
 

For a monk with only 28 points to spare ... I say bite the bullet and take a level adjustment. For some mean monk action, go Githzerai and get +4 inertial armor bonus, a +6 to your dex and a +2 to your wis. Sweet. +2 ECL.
 

Darklone said:
Wisdom bonus to AC is better than Dex bonus to AC.
That's true.

Darklone said:
Will saves take you out of order, Reflex saves "only" cause damage.
Better to be charmed/confused/feebleminded/scared silly/etc... than dead, but I can definitly see the benefit.

Darklone said:
Initiative: Most monks are well advised to go last. Ranged Attacks: Most monks are better at melee.
I'd at least like to have the option of when to take action instead of having the decision out of my hands. And the few monks I've seen make it to mid and high levels survived by initially hiding and picked off their enemies from afar from within the shadows.

All things considered you're trading dex AC for wis AC, which is a fair trade, reflex saves for will saves, another fair trade, but what are you getting in return for trading initiative and ranged attack bonuses? Stunning fist DC, which is optional to begin with, and Quivering Palm DC, which isn't received until 15th level and can only be used once a week.
 

Yeah right. But I do like Stunning Fist ;)

Especially with a good Wisdom to begin with and Ability Focus (since the monk now has sooo many nice other bonus feats).

For point buy though, I'd definitely go the Dex 14, Wis 14 route. :(

PS: Being charmed/dominated may be better for you than blasted with fireballs, but for your buddies :D?
 

As far as the Dex/Wis argument, either one has its advantages. Saves are not a great judge, because each stat has an advantage. And with monks getting all "good" saves, it only helps.

Problems with Dex:

Reflex has evasion and later improved evasion making it not as important to make that save because you are at half-damage no matter what.

Initiative, if its important to the character, can easily be enhanced with a feat.

Problems with Wis:

Willpower has the 4th-level still mind (which we always forget to apply) which gives you bonuses to those "save or I'm out of the fight" type spells.

******

Dex definitely is the advantage of ranged attacks. Although the Zen Archery feat does all you to use Wis for that as well.

Wis is probably the better investment in the long run because it enhances your flat-footed AC and also improves Stunning Fist and Quivering Palm. You suffer through the low levels with Reflex saves being weaker, but by 9th-level its no longer a problem.
 

I usually use a 30pt buy, and let monks have an additional 2 ability points wherever they want.

I think the rules should just double the Dex AC bonus instead of spreading the bonus across 2 abilities. That's another option.
 

I've seen a very effective 28 point buy monk (one of the most effective characters in my region of Living Greyhawk--though there are a lot of other monks who are less effective).

I think he started out as a barbarian:

Half-orc Bbn 1:
Str 17, Dex 14, Con 14, Int 8, Wis 14, Cha 6

After first level, he became an ex-barbarian and started advancing as a monk but he kept the extra hit points, extra speed, and the extra weapon proficiencies (which were very useful until mid levels). At fourth level, I'm guessing he increased his strength and put the rest of his stat bumps into wisdom.

He makes very good use of Stunning Fist, Expert Tactician (hit the foe again after stunning them), Roundabout Kick (hit the foe again after critting them), Improved Critical, etc.

Another highly effective half-orc monk I've seen:

Str 18, Dex 10, Con 14, Int 12, Wis 12, Cha 6

I'm not certain on the abilities and a power gamer would probably reduce his int to bump wisdom and/or dex. However he's pretty darn effective like that.

He makes good use of Improved Grapple and all sorts of grapple enhancing items and abilities (enlarge person, suregrip, etc) and tries to take the most dangerous foe out of the fight by pinning them. He functions best with a cleric standing right behind him and healing the copious amounts of damage he takes but that doesn't keep the character from working. Barbarians work that way too.
 


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