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*Pathfinder & Starfinder
Beefing up a monk
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<blockquote data-quote="Doctor Shaft" data-source="post: 2647038" data-attributes="member: 25737"><p>You should definitely look at the monk as the "jack-of-all-trades" class in D&D. They can do, in one form or another, nearly all the things that the other classes can do, wrapped in a neat little package. About the only thing a monk can't do in some form is control animals.  Otherwise, they can imitate some small aspect of every other class. You should build your monk with versatility in mind.</p><p></p><p>If you don't start out with really awesome stats or an abundance of magical items, then you shouldn't play a monk if the DM just sets up a vanilla, raw damage campaign. There's no such thing as a pure monk, or monk with mostly monk levels, that excels at damage output and being a straight combat master. Their role is to be able to do a variety of things that either A) makes them hard to kill or B) allows them to control the map with their movement and skills.  </p><p></p><p>I even play a monk using the point buy system. He has the following stats.</p><p></p><p>14, 14, 14, 13, 14, 10</p><p></p><p>Not the most efficient build out there, but he's extremely versatile, I think. He can't serve as a tank, and he'll get hit more often than not because he's not exactly a "dex" build, but he's very well rounded. There's almost never been a time where I've found my monk unable to participate in a task. If he wants to hide and move silently, he can do it reasonably well. If he wants to fight, he can do it reasonably well.  Dump stat is not going to be str, and in retrospect i wish i'd just dumped more power into his str, but so be it.  </p><p></p><p>Some people say a monk should be some kind of high AC monster. I disagree. I think a monk is all about being a low AC trickster. You don't wear armor for a reason. Don't try too hard making up for it.  Sure, you can use feats like expertise in conjuntion with fighting defensively and skills like tumble to get out of harms way and cause havoc, and the spring attack chain is very effective as well, but trying to create a monk that is "naturally" hard to hit is an excercise in futility.  Why waste the resources? </p><p></p><p>Monk's belt always works. Oriental Adventures has some of the coolest monk feats out there, and it again relies on a monk being a trickster rather than a full-out damage guy.  If you have low AC and then use karmic strike, you can capitilize on the fact that you don't expect your opponent to really miss their attacks against you. So why waste all that time trying to dodge something you have no hopes of dodging? Might as well hit back with something vicious, I say.</p></blockquote><p></p>
[QUOTE="Doctor Shaft, post: 2647038, member: 25737"] You should definitely look at the monk as the "jack-of-all-trades" class in D&D. They can do, in one form or another, nearly all the things that the other classes can do, wrapped in a neat little package. About the only thing a monk can't do in some form is control animals. Otherwise, they can imitate some small aspect of every other class. You should build your monk with versatility in mind. If you don't start out with really awesome stats or an abundance of magical items, then you shouldn't play a monk if the DM just sets up a vanilla, raw damage campaign. There's no such thing as a pure monk, or monk with mostly monk levels, that excels at damage output and being a straight combat master. Their role is to be able to do a variety of things that either A) makes them hard to kill or B) allows them to control the map with their movement and skills. I even play a monk using the point buy system. He has the following stats. 14, 14, 14, 13, 14, 10 Not the most efficient build out there, but he's extremely versatile, I think. He can't serve as a tank, and he'll get hit more often than not because he's not exactly a "dex" build, but he's very well rounded. There's almost never been a time where I've found my monk unable to participate in a task. If he wants to hide and move silently, he can do it reasonably well. If he wants to fight, he can do it reasonably well. Dump stat is not going to be str, and in retrospect i wish i'd just dumped more power into his str, but so be it. Some people say a monk should be some kind of high AC monster. I disagree. I think a monk is all about being a low AC trickster. You don't wear armor for a reason. Don't try too hard making up for it. Sure, you can use feats like expertise in conjuntion with fighting defensively and skills like tumble to get out of harms way and cause havoc, and the spring attack chain is very effective as well, but trying to create a monk that is "naturally" hard to hit is an excercise in futility. Why waste the resources? Monk's belt always works. Oriental Adventures has some of the coolest monk feats out there, and it again relies on a monk being a trickster rather than a full-out damage guy. If you have low AC and then use karmic strike, you can capitilize on the fact that you don't expect your opponent to really miss their attacks against you. So why waste all that time trying to dodge something you have no hopes of dodging? Might as well hit back with something vicious, I say. [/QUOTE]
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