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<blockquote data-quote="MarauderX" data-source="post: 1548838" data-attributes="member: 9990"><p>Huh? Why? Did I miss something?</p><p></p><p>Anyway, I built a monk around certain gimmicks in OA, in particular Great Throw and Grappling Block. The associated feats, such as Combat Reflexes, Expertise, and Improved Trip & Disarm also help out later in the battles to boost AC when needed. </p><p></p><p>Depending on your point build, I went with the following for a 32 point buy:</p><p>STR 14</p><p>DEX 14</p><p>CON 12</p><p>INT 14</p><p>WIS 16</p><p>CHA 8</p><p></p><p>As I went I added ability points to Dex, but I wish I had gone Str instead to keep up with the Str of larger/stronger opponents. </p><p></p><p>1st level: Fighter, for the extra feat and hit points you will need later</p><p>2nd: Fighter again, same reasons</p><p>3rd: Wizard; only 1 level will give you enough to help yourself instead of relying on mage/cleric buffs - Enlarge & mage armor become your best spells.</p><p>4th and after: Monk. </p><p></p><p>At 6th level he had Great Throw and his speed was already faster than anyone else in the party. His saves are excellent, especially for Will (Wizard level) and Fort (2 levels of Fighter) on top of the monk's all-around good saves. AC ends up being 15 to start, but with mage armor its 19, and that's without any magic enhancement. Oh, and add a +1 for dodge too. </p><p></p><p>The gimmick he has is the Great Throw. He can take a full round action to flurry touch attacks and toss 2 opponents to the ground for the same damage he would do with an unarmed strike. With 3.5 he gets AoOs if they try to stand up while in his threatened area; with Combat Reflexes he gets to try to throw (again) more than one. Enlarged, his area of threatened space just got larger, his Str is better though his AC is reduced - not a problem if he already buffed using mage armor. </p><p></p><p>He has Tumble maxed out so that he can use his fast movement and tumble to get to the back lines before anyone else. If he does a double move he still gets AoOs on anyone casting. Should he get surrounded he can tumble out of danger rather easily once he reaches 6th level or so, and can toss people into any surrounding 5' square he wants - over railings, into pits, lava, another mook caster, wherever. </p><p></p><p>At 9th level he will get Grappling Block, another nice feat from OA which turns a potential hit into a disarm. Should he be surprised, this will work much better against foes that will tag him if he doesn't have a chance to get is mage armor up yet.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1548838, member: 9990"] Huh? Why? Did I miss something? Anyway, I built a monk around certain gimmicks in OA, in particular Great Throw and Grappling Block. The associated feats, such as Combat Reflexes, Expertise, and Improved Trip & Disarm also help out later in the battles to boost AC when needed. Depending on your point build, I went with the following for a 32 point buy: STR 14 DEX 14 CON 12 INT 14 WIS 16 CHA 8 As I went I added ability points to Dex, but I wish I had gone Str instead to keep up with the Str of larger/stronger opponents. 1st level: Fighter, for the extra feat and hit points you will need later 2nd: Fighter again, same reasons 3rd: Wizard; only 1 level will give you enough to help yourself instead of relying on mage/cleric buffs - Enlarge & mage armor become your best spells. 4th and after: Monk. At 6th level he had Great Throw and his speed was already faster than anyone else in the party. His saves are excellent, especially for Will (Wizard level) and Fort (2 levels of Fighter) on top of the monk's all-around good saves. AC ends up being 15 to start, but with mage armor its 19, and that's without any magic enhancement. Oh, and add a +1 for dodge too. The gimmick he has is the Great Throw. He can take a full round action to flurry touch attacks and toss 2 opponents to the ground for the same damage he would do with an unarmed strike. With 3.5 he gets AoOs if they try to stand up while in his threatened area; with Combat Reflexes he gets to try to throw (again) more than one. Enlarged, his area of threatened space just got larger, his Str is better though his AC is reduced - not a problem if he already buffed using mage armor. He has Tumble maxed out so that he can use his fast movement and tumble to get to the back lines before anyone else. If he does a double move he still gets AoOs on anyone casting. Should he get surrounded he can tumble out of danger rather easily once he reaches 6th level or so, and can toss people into any surrounding 5' square he wants - over railings, into pits, lava, another mook caster, wherever. At 9th level he will get Grappling Block, another nice feat from OA which turns a potential hit into a disarm. Should he be surprised, this will work much better against foes that will tag him if he doesn't have a chance to get is mage armor up yet. [/QUOTE]
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