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Challenging the enlarged monk
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<blockquote data-quote="DanMcS" data-source="post: 1676604" data-attributes="member: 6530"><p>I play a similarly levelled monk. At that level, you start looking for bonuses like an increase to size, because honestly, a 10thish level monk is a character begging for a whupping.</p><p></p><p>By mid levels, a monk starts to have the best AC in the party. Mine hovered around 28, next-best in the party is low 20s. It totally doesn't matter.</p><p></p><p>A monk is strongest in combat when he gets lots of attacks, from combat reflexes or flurrying. That means he has to be up in melee. The monsters you'll be fighting at mid-levels eat melee men for lunch. A CR 7 hill giant has an attack bonus of +16. The CR 9 stone giant has a +17. They hit your monk most of the time, and their damage output is such that you can't stick around for a full attack.</p><p></p><p>And don't get me started on the monsters with improved grab. A CR 6 shambling mound has a +15 grapple check, and one of those ripped my character a new one. Mid CR monsters have insane grapple bonuses.</p><p></p><p>Midlevel melee type monsters have the low CRs they do because, in spite of their high hps and massive damage, by that time parties will typically be flying or otherwise massively mobile, peppering the monsters with ranged attacks and spells. A monk does none of these things.</p><p></p><p>Against humanoid opponents, a monk shines. In the past couple sessions, my monk has been the mook-killer, holding off a halfdozen 5th level fighters and a swarm of goblins. Meanwhile, the paladin, rogue, wizard, psion, and fighter were off dealing with the actual opponents, which my monk couldn't really hit. Had I been large, I would have been a better mook killer, but still not much of a threat to the main opposition.</p><p></p><p>The way to challenge a midlevel monk, even an enlarged one, is with monsters. He can't take them well at all.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1676604, member: 6530"] I play a similarly levelled monk. At that level, you start looking for bonuses like an increase to size, because honestly, a 10thish level monk is a character begging for a whupping. By mid levels, a monk starts to have the best AC in the party. Mine hovered around 28, next-best in the party is low 20s. It totally doesn't matter. A monk is strongest in combat when he gets lots of attacks, from combat reflexes or flurrying. That means he has to be up in melee. The monsters you'll be fighting at mid-levels eat melee men for lunch. A CR 7 hill giant has an attack bonus of +16. The CR 9 stone giant has a +17. They hit your monk most of the time, and their damage output is such that you can't stick around for a full attack. And don't get me started on the monsters with improved grab. A CR 6 shambling mound has a +15 grapple check, and one of those ripped my character a new one. Mid CR monsters have insane grapple bonuses. Midlevel melee type monsters have the low CRs they do because, in spite of their high hps and massive damage, by that time parties will typically be flying or otherwise massively mobile, peppering the monsters with ranged attacks and spells. A monk does none of these things. Against humanoid opponents, a monk shines. In the past couple sessions, my monk has been the mook-killer, holding off a halfdozen 5th level fighters and a swarm of goblins. Meanwhile, the paladin, rogue, wizard, psion, and fighter were off dealing with the actual opponents, which my monk couldn't really hit. Had I been large, I would have been a better mook killer, but still not much of a threat to the main opposition. The way to challenge a midlevel monk, even an enlarged one, is with monsters. He can't take them well at all. [/QUOTE]
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