Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help with Designing a Monk
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arkhandus" data-source="post: 2611307" data-attributes="member: 13966"><p>As a monk, Armor Class is nearly a lost cause, so don't expect to be dodging many attacks. Still, a high-Wis/high-Dex monk is classic, so I'm not going to suggest a more brutish/effective alternative. I strongly suggest you go for Spring Attack as your upcoming 6th-level feat, because sometimes you'll face enemies that just pulverize your monk's poor-AC-and-modest-HP butt with full-attack actions, and when that comes up, you'll want to dash up to an opponent, smack 'em once, and move on another 10-15 feet, to prevent them from full-attacking you. Once your Strength reaches 18 at 8th-level, your +1/+1 quarterstaff will deal fairly decent damage when striking with a charge, AoO, spring attack, or standard attack action (1d8+7).</p><p></p><p>Str 16, Dex 14, Con 12, Int 10, Wis 18, Cha 8</p><p>L1: Weapon Focus (Quarterstaff)</p><p>L1(1F): Two-Weapon Fighting</p><p>L1(1H): Dodge</p><p>L2(1M): Stunning Fist</p><p>L3: Mobility</p><p>L3(2M): Combat Reflexes</p><p>L4: +1 Strength</p><p></p><p>Your Base Attack Bonus will be +3. When you do a full-attack action, you will be able to either make a single two-handed quarterstaff attack at +8 total (BAB +3, Str +3, feat +1, enhancement +1) for 1d6+5 damage (+1 enhancement, +4 Str for using it as a two-hander rather than a double weapon that round), or two attacks with the quarterstaff at +6/+6 total (+3 BAB, +3 Str, +1 feat, +1 enhancement, -2 flurry) for 1d6+4/1d6+4 damage (+3 Str for using each end as effectively one-handed, +1 enhancement), 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).</p><p></p><p>Your extra attack from the flurry of blows could be an unarmed strike instead of a quarterstaff strike (attack bonus would be 2 points lower since you wouldn't have Weapon Focus nor a +1 enhancement with the unarmed strike, and the damage would be 1 point lower for lack of the enhancement), but I'd only advise it when you want to use Stunning Fist, or once your unarmed damage dice exceed your +1/+1 magic quarterstaff in damage efficiency (not sure though if monks can use TWF with unarmed strikes alone though in 3.5).</p><p></p><p>Your AC will be 16, 17 against your Dodge target; pretty shabby, but it's typical of a low-level monk with no bracers of armor/amulet of natural armor/ring of protection/gloves of dexterity/periapt of wisdom. Convince the party's arcane caster that it would be really helpful to cast Mage Armor on you, and convince the party's divine caster that it would be really helpful to cast shield of faith or barkskin on you (as appropriate), because you'll protect them so they don't have to worry about getting hit. Hopefully. With the spells your AC should reach the lower-to-mid 20's and that'll help you tank for the party, keeping enemies preoccupied against shooting or smacking the casters.</p><p></p><p>A tactic you could use (at 6th-level onward) is to Spring Attack at an enemy, stun them, and move onward to within close reach of another enemy, or at least get in the way of an opponent's direct path to the casters. That way they'll either suffer an AoO when they move past you to reach the more fragile characters, or they'll have to confront you rather than charging headlong into the poor casters' ranks. Alternatively, you can save your Stunning Fist attack for the round to use with an AoO; when an opponent tries to move past or away from you to reach an ally, you can smack them with Stunning Fist to end their movement (assuming they fail the Fort save). Your Stunning Fist DC at 4th-level should be 15, but it'll go up to 16 when you gain another level. It'll put your Wisdom to good use.</p><p></p><p>Improved Natural Attack apparently might be useful (according to the debate in the forum), but I'd say it can wait. As for Ability Focus, isn't that Monster Manual feat only applicable to racial/monster special abilities?</p><p></p><p>Please stay away from the Book of Exalted Deeds and the Vow of Poverty.</p><p>*Ark wouldn't touch BoVD or BoED with a 10-foot pole*</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2611307, member: 13966"] As a monk, Armor Class is nearly a lost cause, so don't expect to be dodging many attacks. Still, a high-Wis/high-Dex monk is classic, so I'm not going to suggest a more brutish/effective alternative. I strongly suggest you go for Spring Attack as your upcoming 6th-level feat, because sometimes you'll face enemies that just pulverize your monk's poor-AC-and-modest-HP butt with full-attack actions, and when that comes up, you'll want to dash up to an opponent, smack 'em once, and move on another 10-15 feet, to prevent them from full-attacking you. Once your Strength reaches 18 at 8th-level, your +1/+1 quarterstaff will deal fairly decent damage when striking with a charge, AoO, spring attack, or standard attack action (1d8+7). Str 16, Dex 14, Con 12, Int 10, Wis 18, Cha 8 L1: Weapon Focus (Quarterstaff) L1(1F): Two-Weapon Fighting L1(1H): Dodge L2(1M): Stunning Fist L3: Mobility L3(2M): Combat Reflexes L4: +1 Strength Your Base Attack Bonus will be +3. When you do a full-attack action, you will be able to either make a single two-handed quarterstaff attack at +8 total (BAB +3, Str +3, feat +1, enhancement +1) for 1d6+5 damage (+1 enhancement, +4 Str for using it as a two-hander rather than a double weapon that round), or two attacks with the quarterstaff at +6/+6 total (+3 BAB, +3 Str, +1 feat, +1 enhancement, -2 flurry) for 1d6+4/1d6+4 damage (+3 Str for using each end as effectively one-handed, +1 enhancement), 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). Your extra attack from the flurry of blows could be an unarmed strike instead of a quarterstaff strike (attack bonus would be 2 points lower since you wouldn't have Weapon Focus nor a +1 enhancement with the unarmed strike, and the damage would be 1 point lower for lack of the enhancement), but I'd only advise it when you want to use Stunning Fist, or once your unarmed damage dice exceed your +1/+1 magic quarterstaff in damage efficiency (not sure though if monks can use TWF with unarmed strikes alone though in 3.5). Your AC will be 16, 17 against your Dodge target; pretty shabby, but it's typical of a low-level monk with no bracers of armor/amulet of natural armor/ring of protection/gloves of dexterity/periapt of wisdom. Convince the party's arcane caster that it would be really helpful to cast Mage Armor on you, and convince the party's divine caster that it would be really helpful to cast shield of faith or barkskin on you (as appropriate), because you'll protect them so they don't have to worry about getting hit. Hopefully. With the spells your AC should reach the lower-to-mid 20's and that'll help you tank for the party, keeping enemies preoccupied against shooting or smacking the casters. A tactic you could use (at 6th-level onward) is to Spring Attack at an enemy, stun them, and move onward to within close reach of another enemy, or at least get in the way of an opponent's direct path to the casters. That way they'll either suffer an AoO when they move past you to reach the more fragile characters, or they'll have to confront you rather than charging headlong into the poor casters' ranks. Alternatively, you can save your Stunning Fist attack for the round to use with an AoO; when an opponent tries to move past or away from you to reach an ally, you can smack them with Stunning Fist to end their movement (assuming they fail the Fort save). Your Stunning Fist DC at 4th-level should be 15, but it'll go up to 16 when you gain another level. It'll put your Wisdom to good use. Improved Natural Attack apparently might be useful (according to the debate in the forum), but I'd say it can wait. As for Ability Focus, isn't that Monster Manual feat only applicable to racial/monster special abilities? 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* [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help with Designing a Monk
Top