How to Maximize a Monk/Druid?

kpdezend

First Post
Hello all, I have been thinking that it would be really cool to make a Monk that later becomes a Druid, since Supernatural abilities do not change when a Druid shape changes, and he would retain his (A) bonus to AC (B) bonus to attacks and (C) his ability to hit creatures that require a magic to hit.

What I am thinking is taking 4 levels of Monk and then 5 or 6 levels of Druid and then continuing as either a Druid or taking the Shifter Prestige class from Masters of the Wild (assuming that the Shifter Prestige class is converted over to 3.5). My Questions are:

1. What do you guys think of this combo?

2. Do you think 4 levels of Monk and the rest as druid/whatever is the right way to go?

3. What Feat progression would you suggest?

4. What other things would you suggest (magic items to try to get, skills to work on, etc.)?

Thanks guys, I have been mulling this character over for about forever and I cannot wait to play him and see how he turns out.

- Kent -
 

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I think it's a pretty good idea. Remember also that you don't lose your class abilities when you wildshape... So when you turn into that Ape, things like your improved unarmed damage sticks around...which is good, since you're essentially a Large monk, and will do more damage.

Also, check with your DM about how Flurry of Blows will work with your new shape. Since you get the new shape's attack routine (claw, claw, bite, for example), you'll need to work out whether a FoB adds in another claw attack, or can even be done in your new form, etc.

Spider
 

It is a highly effective combo, but I would suggest that four levels of monk is too much. Sure, it gives you ki strike/magic, but that's what magic fang is for (and the wizard in your party may even make it permanent if your real nice). I'd say one level of Monk, two if you really want evasion, five levels of druid, then as much shifter as you can.

Feats - you probably want some things that take advantage of you shifting into a larger form, i.e. combat reflexes, etc. If you decide just to do druid, natural spell is essential. I would personally go for the whirlwind attack progression - since the feat says one attack against all enemies within reach. And when you've wildshaped into something with a 15' reach, that becomes pretty scary. Multiattack would be good. Feats aren't a major deal however, since you gain access to the feats of the creatures you shift into (at least with the shifter). So, I would suggest picking youre 3 or so favorite combat forms well in advance, and planning your feats so there is no real overlap between what the creature has and what you have selected.
If the DM would allow it for all forms you shift into, take improved natural attack(claw) and (bite). Again, if the DM allows it, take that feat from savage species that lets you use a supernatural ability while in changed shape, and get the beholders eye rays or something.

Magic - Boost wisdom as much as you can - more important for a straight monk/druid than a shifter, but still important. check to see if armor with the wild ability still counts as armor worn (for encumbrance purposes) when you've wildshaped (it has melded with your body after all). If your DM allows it, +1 (or higher) wild dragonscale full plate is the way to go for the armor bonuses stacking with the wisdom/dex, natural armor. etc. Inherent bonuses are good, they will apply to your new ability scores, and you need no equipment for them

Skills - whatever you want really. you gain the racial skill bonuses and size adjustments of the creatures you shift into, so you can make a very decent scout without spending many skill points. i would say to pick knowledge skills and spot/listen, maybe some diplomacy or something.

For sheer killing power, assuming you can't get beholder eye rays or a ancient dragons breath weapon, you should probably go with shifter to give you access to shapes like the jarilith (18-20/x3 crits), damage output on a pounce is 60-106 if all attacks hit, not counting crits or any buffing.

It's a fun concept, and I've wanted to play one of these for ages now, but my DM's would never allow me to (probably because I'm a horrible munchkin when I play, and this combo is so asking to be broken). :) There's piles more information on a character like this, a search of this board or the wizards one will find you huge threads with ideas and combos.
 
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From the SRD under Monk:

"AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. "

So the Dragonhide Fullplate would negate the Wis bonus to AC.


I'd take Improved Grapple and Improved Trip. Granted some wildshapes have those special attacks, but the bonuses are nice to have all the time. Plus, big critters tripping and grabbing just gets nasty.

Don't overlook Shillelagh with a quarterstaff at low levels. Whack Whack!!
 

Nice

I think you may be right about only 1 or 2 levels... although the fast movement and extra damage are very appealing for the 4th level monk. I will take you suggestion and check up on creatures in the MM that I might change to and investigate further.

- Kent -
 

Grant_Stoom said:
From the SRD under Monk:

"AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. "

So the Dragonhide Fullplate would negate the Wis bonus to AC.

But, on the other hand, the armor melds into the new form, while still providing the AC bonus. So you're not actually wearing the armor. I guess it depends on the DM's interpretation of unarmored. Since equipment melded into your form doesn't encumber you, I would personally rule that the armor is not restricting your movement, and it's all good. Of course, when unshifted, the armor would negate the AC bonus from wisdom, but this kind of character could spend 100% of their time shapeshifted.
 

jabberwocky said:


But, on the other hand, the armor melds into the new form, while still providing the AC bonus. So you're not actually wearing the armor. I guess it depends on the DM's interpretation of unarmored. Since equipment melded into your form doesn't encumber you, I would personally rule that the armor is not restricting your movement, and it's all good. Of course, when unshifted, the armor would negate the AC bonus from wisdom, but this kind of character could spend 100% of their time shapeshifted.

The basis for your line of thought is flawed, though. Armor melded into the form becomes nonfunctional, and doesn't provide any benefit whatsoever. Here is the quote from the Alter Self spell, which is the basis (via Polymorph's reference to it) for how equipment melds.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional.

Regards,

Skaros

p.s. edited to replace the quote from the SRD with the correct one...cut and past the wrong sentence. LOL
 
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Skaros said:


The basis for your line of thought is flawed, though. Armor melded into the form becomes nonfunctional, and doesn't provide any benefit whatsoever.


But this is the entire point of the Wild enchantment, it specifically allows a shapeshifted character to retain the AC bonus from the armor melded into his or her form.
 

jabberwocky said:


But this is the entire point of the Wild enchantment, it specifically allows a shapeshifted character to retain the AC bonus from the armor melded into his or her form.

Nice! I hadn't even seen that one in the new rules.

Carry on,

Skaros
 

Would the monk movement increases cross over into the animal form?

Suddenly having a cheetah that can move 70 instead of 50, that's an extra 200ft on a sprint charge...
 

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