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How do you're monk's contribute to the party?
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<blockquote data-quote="Storminator" data-source="post: 803613" data-attributes="member: 305"><p>If you have a lot of spell casters, get them to cast the stat bump spells on you, and save your money. If you are lucky enough to have a druid, he can give you Magic Fang as well. For 2K, the Ring of Jumping is your best friend. You'll jump out of this world. Boots of Springing and Striding are OK, but you're already really fast. I gave mine to the fighter so he could get to the combat before it was over. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Some sort of weapon enhancement is pretty essential if you're ever going to tangle with the tough monsters (or fighters). Granted you won't want to, but sometimes you have to. After my monk went 3 or 4 sessions without significant hp loss I got the Vicious ability from S&F. It does an extra 2d6 damage, but I take 1d6 each time. With evasion, huge save, self healing, and a really good AC, it was an easy trade.</p><p></p><p>Look at all the "kill the mage" advice. This path does NOT require Spring Attack. SA is for jumping in, belting the fighter, and getting away before he full round attacks you. If you aren't going for the fighters, you can put the feat elsewhere. Mobility, however, is essential. You'll move so much that the +4 to AC is vital. </p><p></p><p>If your DM lets you use it, pick up Beyond Monks by Chainmail Bikini. The feats in there make your monk so much cooler. They're a bit powerful, so check with the DM. I've found it's money well spent. It makes a monk both more effective and more fun to play.</p><p></p><p>PS</p></blockquote><p></p>
[QUOTE="Storminator, post: 803613, member: 305"] If you have a lot of spell casters, get them to cast the stat bump spells on you, and save your money. If you are lucky enough to have a druid, he can give you Magic Fang as well. For 2K, the Ring of Jumping is your best friend. You'll jump out of this world. Boots of Springing and Striding are OK, but you're already really fast. I gave mine to the fighter so he could get to the combat before it was over. :) Some sort of weapon enhancement is pretty essential if you're ever going to tangle with the tough monsters (or fighters). Granted you won't want to, but sometimes you have to. After my monk went 3 or 4 sessions without significant hp loss I got the Vicious ability from S&F. It does an extra 2d6 damage, but I take 1d6 each time. With evasion, huge save, self healing, and a really good AC, it was an easy trade. Look at all the "kill the mage" advice. This path does NOT require Spring Attack. SA is for jumping in, belting the fighter, and getting away before he full round attacks you. If you aren't going for the fighters, you can put the feat elsewhere. Mobility, however, is essential. You'll move so much that the +4 to AC is vital. If your DM lets you use it, pick up Beyond Monks by Chainmail Bikini. The feats in there make your monk so much cooler. They're a bit powerful, so check with the DM. I've found it's money well spent. It makes a monk both more effective and more fun to play. PS [/QUOTE]
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