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Help on a melee monk build?


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Monk/Paladin--

Str, Wis, Cha, Con 16: 40 points
Dex 14: 6 points
Int 12: 4 points

Yum.

Leveling stat boosts can go into Str, Wis, or Cha. Str for pure offense. Wis for defense and a boost to Stunning Fist. Cha for defense (and a little offense with Divine Might and Smite Evil).

Your saves will all be +10 or higher, and can easily be boosted into the +15 or higher range.
 


Goddess FallenAngel said:
Which book is the Duskblade in?.... It doesn't sound familiar.

PHB II - It is a fighter/mage class with best BAB and the ability to channel spells through attacks. (Int-based caster with limited spell list)

Another possibility -

Monk/Dervish (lead in to dervish with either fighter or scout) - There is a feat (I think in PHB II) which allows you to use your unarmed strike as a slashing weapon, so you could use a dervish dance unarmed. This could be a lot of fun for a ridiculously mobile martial artist.

-Stuart
 

I'm a HUGE fan of the Monk/Druid combination - Wildshape to something Large/Huge for additional strength bonus to make up for lack of BAB, throw in the increased damage dice for the size increase, and beat the crap out of whatever is facing you. Or grapple smaller targets to death. In addition, you get a nice high WIS bonus synchronicity.
 


Where you are going to get very powerful Gestalts is when you have a strong concept that one class is already good for, and you can drop another class on top and get nice synergies without even spending a feat or adjusting a stat.

Monk/Druid: Just build a normal Druid who likes to fight claw-to-toe and add those yummy Monk abilities.

Monk/Ranger or Monk/Fighter: Pumps up the Monk where it is strong, and adds flavor and options.

Paladin/Sorceror: This looks good at first but it is overrrated. Are you planning on being a strong Paladin and crappy Sorceror because you need to work around the arcane failure for armor? Or are you planning on being a strong Sorceror and crappy brawler because you cannot wear any real armor?

My personal fav...

Druid/Rogue: Just make you Druid as you normally would. The best parts about being a Rogue synergize automatically. Skill points are fabulous for the Druid and sneaking while in animal form is crazy fun. The Sneak Attack is incredible for a character that can get multiple attacks relatively early (claw/claw/bite while wildshaped) plus has extra resources for setting up that Flank (summoned animal, Animal Companion).
 

Boring or not, Monk/Fighter is a grand option. You get extra feats and can use them to beef up your monkiness (CW has a tactical feat just for monks, and CW, PHB II, CV and ToB:Bo9S have great feats for unarmed combat). And nothing like getting some weapon specialization for unarmed attacks. What books are you allowed to use?

I am a big believer in STR uber-alles for monks so I would go 1/2-Orc.

Str: 16 points = 20 (increase to 21 at 4th and 22 at 8th)
Int: 4 points = 10 (Tumble, Jump, Listen, Spot, you don't need anything else if you are "meelee dude")
Wis: 10 points = 16
Dex: 10 points = 16
Con: 10 points = 16
Chr: 0 points = 6 (dump stat)

[I just realized that I have outed myself as an old gamer. Can anyone else spot it?]. :)

It is a pity that you don't go LG, because then you could go Monk/Fighter with Vow of Poverty (from BoED) and get a simply SICK number of feats! If so, I recommend Human for maximum Feats. And then up the chr a bit to get some choice exalted feats.
 

Here's a different take:

Monk 1/Fighter 4/Warshaper 2|Druid 7

Dumpstat your physicals (except, with the new rules, Con). Fight in your alternate form. Warshaper grants awsome bonuses.

The lack of BAB is made up by better Strength and many, many attacks.
 
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That would be your stat order, Particle. ;) Geezer.

I'd second Monk/Knight actually. They get those very cool "calling you out" abilities that work just great for a martial artist.
 

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