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Help build 9th level monk.
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<blockquote data-quote="Lamoni" data-source="post: 1694394" data-attributes="member: 12680"><p>Well, since we are starting our campaign a little later than expected, I have more time to try and help the party's monk. However I don't really know what advice to give her. Monk's seem very difficult to play.</p><p></p><p>Things that I read about monk's say to play to their strengths, but also to remember that you aren't a tank and therefore to avoid staying in melee. Sounds like good advice, but isn't the monk's flurry ability one of their strengths? Having no need of weapons is also a strength, but doesn't that force them into melee without the HP or AC to survive?</p><p></p><p>Anyway, I did have several ideas and there are some basic decisions that were fairly easy to make like choosing stunning fist and combat expertise. However choosing between trip and disarm is more difficult since we never used trip and only tried to disarm someone (unsuccessfully) one time.</p><p></p><p>The monk is starting at 9th level, will be human, and we have access to Complete Warrior and Oriental Adventures (actually the DM has access to them and we are allowed to use things from them). I also don't remember the exact stats, but she did roll high and you can assume the following 17, 17, 16, 13, 13, 11. One decision she has made is to ignore ranged combat and rely on speed on the ground or a fly spell for flying opponents so no need to spend a feat on martial weapon proficiency (longbow).</p><p></p><p>Any advice you can give will help, but I am looking for both feats and ideas on how to play them that will make the monk effective in combat without dying. The other party members will be a half-dragon barbarian, a sorcerer with a rogue cohort (who prefers to hide during battles), and an NPC cleric that we can count on to help heal, but not much else. I can give more information if you need it, but I think I'll stop now before I make the post too long with thoughts and build ideas that I already scrapped.</p></blockquote><p></p>
[QUOTE="Lamoni, post: 1694394, member: 12680"] Well, since we are starting our campaign a little later than expected, I have more time to try and help the party's monk. However I don't really know what advice to give her. Monk's seem very difficult to play. Things that I read about monk's say to play to their strengths, but also to remember that you aren't a tank and therefore to avoid staying in melee. Sounds like good advice, but isn't the monk's flurry ability one of their strengths? Having no need of weapons is also a strength, but doesn't that force them into melee without the HP or AC to survive? Anyway, I did have several ideas and there are some basic decisions that were fairly easy to make like choosing stunning fist and combat expertise. However choosing between trip and disarm is more difficult since we never used trip and only tried to disarm someone (unsuccessfully) one time. The monk is starting at 9th level, will be human, and we have access to Complete Warrior and Oriental Adventures (actually the DM has access to them and we are allowed to use things from them). I also don't remember the exact stats, but she did roll high and you can assume the following 17, 17, 16, 13, 13, 11. One decision she has made is to ignore ranged combat and rely on speed on the ground or a fly spell for flying opponents so no need to spend a feat on martial weapon proficiency (longbow). Any advice you can give will help, but I am looking for both feats and ideas on how to play them that will make the monk effective in combat without dying. The other party members will be a half-dragon barbarian, a sorcerer with a rogue cohort (who prefers to hide during battles), and an NPC cleric that we can count on to help heal, but not much else. I can give more information if you need it, but I think I'll stop now before I make the post too long with thoughts and build ideas that I already scrapped. [/QUOTE]
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