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How do you're monk's contribute to the party?
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<blockquote data-quote="Malcolm" data-source="post: 803504" data-attributes="member: 11180"><p>If you get an item equal value to a +2 stat item may I suggest instead: Bag of holding, Hewards Handy Haversack (both good for holding stuff that you don't want to be weighed down by), Brooch of Shielding (you avoid most other spells, add Magic Missle to the list!), Boots of Striding and Springing, Googles of Nightvision (if you don't go with Celestial), Rope of Climbing, Dust of Appearance (track those pesky mages!), or other Misc. gear that does not give stat bonuses.</p><p></p><p>Stat bonuses items are more available than other types of gear I've found, plus you can get buffs from casters in your group if you are falling far behind. As the Monk you will be last on your groups list of "stat item X" so don't be afraid to get hand-me-downs. The other classes will need stat items more than you do. You'll want mauverability, speed, and "strange effect the NPC wasn't expecting X!"</p><p></p><p>Trip = pick your targets and this isn't a problem. Trip is a touch attack, opposible using either Str or Dex; mages and clerics are usually lacking in both areas. I usually Trip without much fail, though I make sure that I have at least one Bull Strength variation on with my groups. Here's the kicker: Even if you fail at the Trip attempt most casters will become horrified at what you tried to do and will either </p><p>a.) Run away from you, ignoring your friends. or</p><p>b.) Try their best to kill you!</p><p></p><p>(plus if you fail the first Trip during a Flurry, simply keep declaring Trip attacks)</p><p></p><p>With the power of Offensive spells in Area of Effect combat, each round that a caster is Not casting said spells but is trying to wipe you out is a good one. They will know you for a Monk-type and usually skip the Reflex DC AoEs; your Fighter, Mage, and Cleric types will thank you. </p><p>Your best bud = A Rogue to Flank with. You can manuever around faster than most Fighters, and if all you do for the round is 1 attack to Stun, it sets up your Rogue friend beautifully. If need be, setup combat tactics with the Rogue ahead of time: Move out and Ready an action, let your own caster-type "nuke" the enemy caster, then you both Partial Charge as your Readied action and hit the enemy-caster at the same time!</p><p>I've done this before correctly and smoothly with a group where we all readied off the enemy-caster (cleric) and dropped him in concert before he could even act the first round. After that his support tanks and casters were easy pickings.</p><p></p><p>My 2cents.</p><p></p><p>Edit: for a different Flavor on your Celestial Monk, ask your GM if he/she approves Sacred Fist. This will limit you in some ways, but has definite play and role-playing opportunities.</p></blockquote><p></p>
[QUOTE="Malcolm, post: 803504, member: 11180"] If you get an item equal value to a +2 stat item may I suggest instead: Bag of holding, Hewards Handy Haversack (both good for holding stuff that you don't want to be weighed down by), Brooch of Shielding (you avoid most other spells, add Magic Missle to the list!), Boots of Striding and Springing, Googles of Nightvision (if you don't go with Celestial), Rope of Climbing, Dust of Appearance (track those pesky mages!), or other Misc. gear that does not give stat bonuses. Stat bonuses items are more available than other types of gear I've found, plus you can get buffs from casters in your group if you are falling far behind. As the Monk you will be last on your groups list of "stat item X" so don't be afraid to get hand-me-downs. The other classes will need stat items more than you do. You'll want mauverability, speed, and "strange effect the NPC wasn't expecting X!" Trip = pick your targets and this isn't a problem. Trip is a touch attack, opposible using either Str or Dex; mages and clerics are usually lacking in both areas. I usually Trip without much fail, though I make sure that I have at least one Bull Strength variation on with my groups. Here's the kicker: Even if you fail at the Trip attempt most casters will become horrified at what you tried to do and will either a.) Run away from you, ignoring your friends. or b.) Try their best to kill you! (plus if you fail the first Trip during a Flurry, simply keep declaring Trip attacks) With the power of Offensive spells in Area of Effect combat, each round that a caster is Not casting said spells but is trying to wipe you out is a good one. They will know you for a Monk-type and usually skip the Reflex DC AoEs; your Fighter, Mage, and Cleric types will thank you. Your best bud = A Rogue to Flank with. You can manuever around faster than most Fighters, and if all you do for the round is 1 attack to Stun, it sets up your Rogue friend beautifully. If need be, setup combat tactics with the Rogue ahead of time: Move out and Ready an action, let your own caster-type "nuke" the enemy caster, then you both Partial Charge as your Readied action and hit the enemy-caster at the same time! I've done this before correctly and smoothly with a group where we all readied off the enemy-caster (cleric) and dropped him in concert before he could even act the first round. After that his support tanks and casters were easy pickings. My 2cents. Edit: for a different Flavor on your Celestial Monk, ask your GM if he/she approves Sacred Fist. This will limit you in some ways, but has definite play and role-playing opportunities. [/QUOTE]
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