Building a Monk

Ruslanchik

First Post
I'm working on a combat-oriented monk build and would like your input:

Unarmed strike and a quaterstaff will be the only weapons for flavor reasons. Short of having a godly strength score, how can I hit frequently and with power?

I'm thinking Stunning Fist, Power Attack, and Improved Natural Attack. Not sure what else.

Advice on feats (most books are acceptable, though I only have core, Complete Warrior, Adventurer, Divine, and Arcane, and XPH), PrCs, and items would be greatly appreciated.

I'm not really going for the whole min/max thing, just a viable character that will be fun to play and not end up in the recycle bin.

Thanks.
 

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Power Attack's going to be sitting in the back of the closet, though you might get some use out of Cleave. This is primarily due to the Monk's 3/4 BAB, although the expense of keeping your weapon (fists or Qstaff) relevant will also make your to-hit lower than a full BAB class.

Focus on Strength instead of Dex if you want to hit and do damage. If you want to play a sneaky mage-grappler who's otherwise useless in combat, then go Dex.

What levels and point-buy are we talking here?
 





Ruslanchik said:
I'm working on a combat-oriented monk build and would like your input:

Unarmed strike and a quaterstaff will be the only weapons for flavor reasons. Short of having a godly strength score, how can I hit frequently and with power?

I'm thinking Stunning Fist, Power Attack, and Improved Natural Attack. Not sure what else.

Advice on feats (most books are acceptable, though I only have core, Complete Warrior, Adventurer, Divine, and Arcane, and XPH), PrCs, and items would be greatly appreciated.

I'm not really going for the whole min/max thing, just a viable character that will be fun to play and not end up in the recycle bin.

Thanks.
A quick monk done in eTools:

Unknown, Male Half-Orc Mnk5: CR 5; Medium Humanoid (Orc); HD 5d8+10(Monk) ; hp 36; Init +2; Spd 40; AC:18 (Flatfooted:16 Touch:17); BAB +3/Grap +11; +7 (1d8+4, Unarmed strike); +5 (1d6+4, Javelin); SQ: Darkvision (Ex): 60 ft.; RF: Orc Blood; AL LG; SV Fort +6, Ref +6, Will +6; STR 19, DEX 14, CON 14, INT 10, WIS 14, CHA 6.
Skills: Balance +10, Climb +10, Hide +6, Jump +12, Listen +4, Move Silently +6, Spot +4, Tumble +8.

Feats: Ability Focus, Combat Reflexes, Improved Grapple, Improved Unarmed Strike, Stunning Fist (5/day, save DC 16).
Possessions:
Weapons: Javelin (1 gp).
Goods: Coin: gp (1499) (1,499 gp).
Magic: Wondrous: Bracers of Armor +1 (1,000 gp); Wondrous: Amulet of Natural Armor +1 (2,000 gp); Ring: Protection +1 (2,000 gp); Ring: Sustenance (2,500 gp).
 

Quarterstaff: Check out the quarterstaff fighting style feat in Complete Warrior. Then use Power Attack on charges and flurry with your Imp Nat Attack in full attack actions.

Max out Str, Con and Wis. If you go half-orc, you can have a 16 in all three stats with 12 in dex... But if you don't need too many feats:
str 16, dex 12, con 14, wis 16, int 10, cha 8+ Imp Toughness if you don't have enough hitpoints.
 


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