Help with Designing a Monk

If you do decide to take the Spring Attack route, consider the Expeditious Dodge feat from Races of the Wild instead of Dodge. If you move 40 feet or more during your turn, you gain +2 dodge to AC until the beginning of your next turn. And it can be used instead of Dodge for feat and PrCl prereqs.
 

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Thanks for all of the detailed and thoughtful replies. I really appreciate it, again.

I like the build by Arkhandus (although I realized earlier that TWF needs a DEX 15) but since I'm the DM, what the hell, I don't mind bumping one stat up one point to get a well rounded character.

This NPC is essentially the compainion fighter for the PC's to help round out their group. The have a Elf Wizard with Substitution levels, a Scout, a Swashbuckler, a Cleric, and a Spellthief. The group is absolutely new to the game, and as such, I'm constantly tickled by them trying to figure out what a kobold is, why their CONs drop when the stirge stings them, why skeletons reduce slashing damage. It's all just too much fun.

Giving them a character like this monk will help them all develop their characters, right now they are more fun than my 14/15 year old game group, all of which are power hungry and jaded.

My advice to all DM's. Drop the guys who know how to play and get two girls and three guys who have no idea about DnD except that maybe it's fantasy! It the greatest thing out there. What's a stirge? Classic!!

Aluvial
 

Aluvial said:
Ok, I see the Wisdom to AC bonus now

Well, I am a bit inclined to think that +1 AB and +1 to all damage rolls is better value than a mere +1 to AC. And I'm not certain, but I think that items such as bracers fo armour, rings of protection, monks' belts, amulets of natural armour, and stones of good luck (which add to AC without constituting armour[//i] are more readily come by than items that add to monk's unarmed AB and damage.

So I am inclined to put a monk's best stat in Strength.
 

Arkhandus said:
<snip> or three attacks at +4/+4/+4 total (+3 BAB, +3 Str, +1 feat, +1 enhancement, -2 flurry, -2 two-weapon fighting) for 1d6+4/1d6+4/1d6+4 damage (+3 Str, +1 enhancement).
I could be wrong, but I'm pretty sure that if you are using the two-weapon fighting and the Flurry of Blows techniques together, that one of the damage amounts will be 1d6+2, as the monk doesn't get to add their full strength bonus to the strike derived as a result of two-weapon fighting - for FoB, yes, for TWF, no.

The attack bonuses look alright, but damage is 1d6+4/1d6+4/1d6+2 (+1 half strength rounded down, +1 enhancement).

I think that the 3.5e FAQ has the detail for it.
 

The FAQ also says that any weapon you use as part of your flurry is treated as a main-hand weapon, and is therefore unavailable for use as an off-hand attack.

Whether or not you think that FAQ entry is worth the bits it takes to download it is another matter entirely.
 

Arkhandus said:
As a monk, Armor Class is nearly a lost cause, so don't expect to be dodging many attacks.

<snip>

Please stay away from the Book of Exalted Deeds and the Vow of Poverty.
*Ark wouldn't touch BoVD or BoED with a 10-foot pole*
Vow of poverty is a way to keep a monk's AC relevant (is it well-balanced - probably not), among other things. Bascially, you're using it to substitute for all magic items. Eventually, with all the magic items possible stacked up, it's possible to get a decent AC on a monk, but frankly, if there's a Druid in your party, the Druid should become your best friend - that's easier (on the Monk), and will kick in much sooner.
 

Note how the SRD part I quoted says that, during a flurry of blows, they treat all successful attacks essentially as one-handed primary attacks.

I don't take the 3.5 FAQ seriously. I would if someone sensible, logical, and rules-knowledgeable actually wrote it.
 

Arkhandus said:
Str 16, Dex 14, Con 12, Int 10, Wis 18, Cha 8
....
L1(1F): Two-Weapon Fighting
....


It should be noted that you don't qualify for the two handed weapon fighting feat as your dex is not a 15.
 


Monk's are MUCH better at defense than offense.

I'd go with:

Str 10, Dex 16, Con 12, Int 14, Wis 18, Cha 8

And always, always, take the defensive magic items when you can (saving throw and armor bonuses).

A monk's job is not really to beat up on opponents so much as to survive.
 

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