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Advice needed on tactics
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<blockquote data-quote="Cross" data-source="post: 2113810" data-attributes="member: 2766"><p>Hi, all. I've been running into a bit of a problem recently in my gaming group. We have a group of 6 characters, all roughly 10-11th level. We've got:</p><p></p><p>Earth Genasi Ftr 9</p><p>Sorceror 10</p><p>Cleric/Radiant Servant of Pelor 10</p><p>Rogue 11</p><p>Ftr/Rng/Order of the Bow Init 10</p><p>Tiefling Monk 10</p><p></p><p>I play the monk, and lately, I'm finding that I'm not able to have much impact or use in combat. Usually, it goes a little something like this:</p><p></p><p>1) Sorceror drops some mass damage hatred on team evil.</p><p>2) Archer/Sniper twangs off a full attack with his heavy, self-reloading crossbow of death, dropping about half the enemies left standing.</p><p>3) Fighter mops up the rest, power attacking for +16 points per shot.</p><p></p><p>Mostly, I stand in one place, and hope I might get to hurt something. *shrug* It's a little frustrating, mostly because I tried to build this monk correctly. I've got decent stats, good equipment, but I'll be damned if I can figure out how to make a contribution to this group. We don't need a scout (have two already). Don't need another warrior (honestly, the fighter is a meat shield for the sniper anyway), and besides, the damage I put out is so light compared to the 37 point-per-hit fighter or 20 point-per-bolt sniper, it's almost a waste to attack. </p><p></p><p>Thoughts? I guess I'm looking for some interesting tactics I can try out, ways I can support my team without getting in the way, particularly when fighting monsters with DR or when fighting critters that can't be disarmed.</p><p></p><p>BTW: In case it's helpful:</p><p></p><p><strong>Jalani X'chh, Tieflling Monk 10</strong></p><p>STR 14, DEX 18, CON 14, INT 14, WIS 20, CHA 6.</p><p></p><p><strong>Attacks:</strong></p><p>Unarmed Strike (Flurry): +12/+12/+7 at 2d8 + 2 (Specialized gear bumps damage up a notch)</p><p>MW Quarterstaff (Flurry): +10/+10/+5 at 1d6 + 2 (+18 on disarm attempt)</p><p></p><p><strong>Feats:</strong> Combat Expertise, Improved Disarm, Dodge, Deflect Arrows, Stunning Fist (DC 24 with special gear), Weapon Finesse, Weapon Focus (Unarmed).</p><p></p><p><strong>Skills:</strong> Balance 12, Climb 9, Hide 19, Jump 29, Listen 14, Move Silent 13, Spot 23, Tumble 19</p></blockquote><p></p>
[QUOTE="Cross, post: 2113810, member: 2766"] Hi, all. I've been running into a bit of a problem recently in my gaming group. We have a group of 6 characters, all roughly 10-11th level. We've got: Earth Genasi Ftr 9 Sorceror 10 Cleric/Radiant Servant of Pelor 10 Rogue 11 Ftr/Rng/Order of the Bow Init 10 Tiefling Monk 10 I play the monk, and lately, I'm finding that I'm not able to have much impact or use in combat. Usually, it goes a little something like this: 1) Sorceror drops some mass damage hatred on team evil. 2) Archer/Sniper twangs off a full attack with his heavy, self-reloading crossbow of death, dropping about half the enemies left standing. 3) Fighter mops up the rest, power attacking for +16 points per shot. Mostly, I stand in one place, and hope I might get to hurt something. *shrug* It's a little frustrating, mostly because I tried to build this monk correctly. I've got decent stats, good equipment, but I'll be damned if I can figure out how to make a contribution to this group. We don't need a scout (have two already). Don't need another warrior (honestly, the fighter is a meat shield for the sniper anyway), and besides, the damage I put out is so light compared to the 37 point-per-hit fighter or 20 point-per-bolt sniper, it's almost a waste to attack. Thoughts? I guess I'm looking for some interesting tactics I can try out, ways I can support my team without getting in the way, particularly when fighting monsters with DR or when fighting critters that can't be disarmed. BTW: In case it's helpful: [B]Jalani X'chh, Tieflling Monk 10[/B] STR 14, DEX 18, CON 14, INT 14, WIS 20, CHA 6. [B]Attacks:[/B] Unarmed Strike (Flurry): +12/+12/+7 at 2d8 + 2 (Specialized gear bumps damage up a notch) MW Quarterstaff (Flurry): +10/+10/+5 at 1d6 + 2 (+18 on disarm attempt) [B]Feats:[/B] Combat Expertise, Improved Disarm, Dodge, Deflect Arrows, Stunning Fist (DC 24 with special gear), Weapon Finesse, Weapon Focus (Unarmed). [B]Skills:[/B] Balance 12, Climb 9, Hide 19, Jump 29, Listen 14, Move Silent 13, Spot 23, Tumble 19 [/QUOTE]
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