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General Tabletop Discussion
*Pathfinder & Starfinder
Advice on monk building.
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5124519" data-attributes="member: 35909"><p>Welcome to the boards!</p><p></p><p>The major problem with half-dragon is the level adjustment causing you to have very few HD (hit dice, d8 for monks). Say if you started with level 4 characters. Your hp would be 8 (first HD is maximized) + your constitution modifier. A level 4 human paladin would have hit points of 4d8 +4*con mod, which with first HD maxed, is more accurately 8 + 3d8 + 4*con mod. As is clear, you will die MUCH easier than the human, really one good melee attack could kill you, especially if it scores a critical hit.</p><p></p><p>Anyway, for a monk...how complex do you want it to be?</p><p>Note that monks can treat their unarmed strike as a natural weapon. Counter-intuitive as it may seem, they are they only ones who can do this, in other cases an unarmed strike is not a natural attack. That means the best monk feat in the game is actually in the monster manual: Improved Natural Attack (Unarmed Strike). That way a medium monk (like a human or elf) counts as a large monk for unarmed damage.</p><p>Pain Touch from Complete Warrior is a good feat. The round after the enemy you stunned suffers from that, he is nauseated. Which basically means taking him out of the fight an extra round.</p><p></p><p>Ability scores: Strength and wisdom are the most important scores, though constitution and dexterity are not far behind. Intelligence gives skill points and some feat access, but is otherwise not important. Charisma is absolutely worthless to you, the only possible benefit is qualifying for exalted feats in Book of Exalted Deeds. When buying magic items to increase ability scores, or raising them at every 4th level, keep that order of priorities in mind.</p><p></p><p>Feel free to stay straight monk. For permanent magic items, you want bracers of armor (but see below); ability enhancements for wisdom, strength, dexterity, and constitution; resistance bonus to saves; boots of striding and springing; ring of protection; and at higher levels a monk's belt. Do not waste your money on amulet of mighty fists, it is a disgusting ripoff (costs triple the price of enhancing swords and such).</p><p></p><p>For one-use items, you're basically limited to potions/oils (in game terms, the same thing, just some you drink, some you pour over an object). Enlarge Person (cost: 50 gp) is the single best combat booster you can get. Large size hurts your AC but gives you longer attack reach and a strength bonus. Potions of Mage Armor (cost: 50 gp each) can be used instead of buying bracers of armor. For 50 gp each, you get one hour of +4 AC that stacks with your monk AC bonus. Since your unarmed strike is both a manufactured weapon and a natural weapon, Oil of Magic Weapon and Oil of Magic Fang (cost: 50 gp) will both give you a +1 enhancement (+1 attack and damage; ignore damage reduction that is pierced by magic weapons) on your unarmed strikes for 1 minute. At higher levels when you can afford it, Oil of Greater Magic Weapon/Fang (cost: 750 gp) will give the same benefit, but for 5 hours. Of course, if you have an allied Wizard, Sorcerer, or Druid in the party, he could probably just cast these spells for you with his spells/day. Or you could buy him scrolls to use on you (scrolls cost half as much as potions, but only casters can use them).</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5124519, member: 35909"] Welcome to the boards! The major problem with half-dragon is the level adjustment causing you to have very few HD (hit dice, d8 for monks). Say if you started with level 4 characters. Your hp would be 8 (first HD is maximized) + your constitution modifier. A level 4 human paladin would have hit points of 4d8 +4*con mod, which with first HD maxed, is more accurately 8 + 3d8 + 4*con mod. As is clear, you will die MUCH easier than the human, really one good melee attack could kill you, especially if it scores a critical hit. Anyway, for a monk...how complex do you want it to be? Note that monks can treat their unarmed strike as a natural weapon. Counter-intuitive as it may seem, they are they only ones who can do this, in other cases an unarmed strike is not a natural attack. That means the best monk feat in the game is actually in the monster manual: Improved Natural Attack (Unarmed Strike). That way a medium monk (like a human or elf) counts as a large monk for unarmed damage. Pain Touch from Complete Warrior is a good feat. The round after the enemy you stunned suffers from that, he is nauseated. Which basically means taking him out of the fight an extra round. Ability scores: Strength and wisdom are the most important scores, though constitution and dexterity are not far behind. Intelligence gives skill points and some feat access, but is otherwise not important. Charisma is absolutely worthless to you, the only possible benefit is qualifying for exalted feats in Book of Exalted Deeds. When buying magic items to increase ability scores, or raising them at every 4th level, keep that order of priorities in mind. Feel free to stay straight monk. For permanent magic items, you want bracers of armor (but see below); ability enhancements for wisdom, strength, dexterity, and constitution; resistance bonus to saves; boots of striding and springing; ring of protection; and at higher levels a monk's belt. Do not waste your money on amulet of mighty fists, it is a disgusting ripoff (costs triple the price of enhancing swords and such). For one-use items, you're basically limited to potions/oils (in game terms, the same thing, just some you drink, some you pour over an object). Enlarge Person (cost: 50 gp) is the single best combat booster you can get. Large size hurts your AC but gives you longer attack reach and a strength bonus. Potions of Mage Armor (cost: 50 gp each) can be used instead of buying bracers of armor. For 50 gp each, you get one hour of +4 AC that stacks with your monk AC bonus. Since your unarmed strike is both a manufactured weapon and a natural weapon, Oil of Magic Weapon and Oil of Magic Fang (cost: 50 gp) will both give you a +1 enhancement (+1 attack and damage; ignore damage reduction that is pierced by magic weapons) on your unarmed strikes for 1 minute. At higher levels when you can afford it, Oil of Greater Magic Weapon/Fang (cost: 750 gp) will give the same benefit, but for 5 hours. Of course, if you have an allied Wizard, Sorcerer, or Druid in the party, he could probably just cast these spells for you with his spells/day. Or you could buy him scrolls to use on you (scrolls cost half as much as potions, but only casters can use them). [/QUOTE]
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Advice on monk building.
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