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Advice on building a Elvish monk. What would you do and why (I'm new to 3e)
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<blockquote data-quote="Epametheus" data-source="post: 334405" data-attributes="member: 719"><p>A monk? Okay...</p><p></p><p>Some things to remember:</p><p></p><p>You're not the main front liner. You don't have the HP nor the offensive ability to go head-to-head with something nasty and win. Try using the Tumble skill to get behind things that the Fighter/Paladin/Barbarian/Psychic Warrior and flank 'em.</p><p></p><p>Stats: 40 point buy? Damn. Before racial mods (+2 Dex, -2 Con) are worked in, you could try:</p><p>Str: 16, Dex: 14, Con: 16, Int: 12, Wis: 14, Cha: 12.</p><p>Charisma is actually a very pointless stat for you, but it's good if ya want your monk to be flashy. Drop it to an 8 and give yourself a 16 wisdom or dexterity instead if ya don't care.</p><p></p><p>Tumble's the only skill that you'll actually need, though Jump is also a classic monk skill. Listen, Hide, and Move Silently help for being more ninja-like.</p><p></p><p>Feats? Dodge, Mobility, Spring Attack wouldn't be a bad chain, and you could complete it by 6th level if ya started on it from 1st. Spring Attack capitalizes on your movement rate. Power attack & Cleave or Weapon Focus: Unarmed Strike can also be useful.</p><p></p><p>Gear: While your kung fu stuff is good and all, you'll <em>need</em> a magic weapon (nunchucks or a kama, probably). Ki Strike advancement is very slow, so your fists will penetrate #/+1 DR by the time everything has +2 or +3 Dr (or +5 DR, if ya count adventurers with Stoneskin). Other important items are Cloaks of Resistance (improve your saving throws), Bracers of Armor (since you can't wear armor, this is the next best thing), a Monk's Belt (lets you haste yourself for 10 rounds; also grants more Stunfist attacks), and Boots of Striding and Springing (doubles your movement rate and gives a +10 to Jump checks).</p><p></p><p>Oh, yeah. Grapple spellcasters. Since their attack bonus is crap, you can actually win the check against one (grapple checks = Str bonus + base attack bonus + size modifiers). Or against an unprepared spellcaster, anyways. A Cleric with Divine Power up or a Wizard with Polymorph Self up is probably a bit much to handle. Anyways, if you can actually grapple the enemy in question, you'll stop them from casting spells, for the most part.</p><p></p><p>Good luck, I hope that helps.</p></blockquote><p></p>
[QUOTE="Epametheus, post: 334405, member: 719"] A monk? Okay... Some things to remember: You're not the main front liner. You don't have the HP nor the offensive ability to go head-to-head with something nasty and win. Try using the Tumble skill to get behind things that the Fighter/Paladin/Barbarian/Psychic Warrior and flank 'em. Stats: 40 point buy? Damn. Before racial mods (+2 Dex, -2 Con) are worked in, you could try: Str: 16, Dex: 14, Con: 16, Int: 12, Wis: 14, Cha: 12. Charisma is actually a very pointless stat for you, but it's good if ya want your monk to be flashy. Drop it to an 8 and give yourself a 16 wisdom or dexterity instead if ya don't care. Tumble's the only skill that you'll actually need, though Jump is also a classic monk skill. Listen, Hide, and Move Silently help for being more ninja-like. Feats? Dodge, Mobility, Spring Attack wouldn't be a bad chain, and you could complete it by 6th level if ya started on it from 1st. Spring Attack capitalizes on your movement rate. Power attack & Cleave or Weapon Focus: Unarmed Strike can also be useful. Gear: While your kung fu stuff is good and all, you'll [i]need[/i] a magic weapon (nunchucks or a kama, probably). Ki Strike advancement is very slow, so your fists will penetrate #/+1 DR by the time everything has +2 or +3 Dr (or +5 DR, if ya count adventurers with Stoneskin). Other important items are Cloaks of Resistance (improve your saving throws), Bracers of Armor (since you can't wear armor, this is the next best thing), a Monk's Belt (lets you haste yourself for 10 rounds; also grants more Stunfist attacks), and Boots of Striding and Springing (doubles your movement rate and gives a +10 to Jump checks). Oh, yeah. Grapple spellcasters. Since their attack bonus is crap, you can actually win the check against one (grapple checks = Str bonus + base attack bonus + size modifiers). Or against an unprepared spellcaster, anyways. A Cleric with Divine Power up or a Wizard with Polymorph Self up is probably a bit much to handle. Anyways, if you can actually grapple the enemy in question, you'll stop them from casting spells, for the most part. Good luck, I hope that helps. [/QUOTE]
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Advice on building a Elvish monk. What would you do and why (I'm new to 3e)
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