Saeviomagy said:Albeit run by someone with no concept of what tactics are.
You have only one thing that you can do. Punch people.
All your items are focussed towards... punching people.
It's the same for summoned monsters, shapeshifted druids and giants. All they do is hit people.
The difference is that a monk has the potential to be more than that. The monk can use ranged weapons for a start.
I mean honestly - who builds a combatant and then doesn't buy a single ranged weapon?
Finally - look at your skills. Balance. Jump. Climb. Tumble.
And what did you do? Ran up to the giant and pounded it.
Also note - your druid is now out of spells. By the book, you should be having around about 5 encounters a day. Druid's not looking too good now, is he?
Finally - if you'd had a slow fighter in the party... perhaps you should wait for the giant to close so everyone is in the fight? That's just a little bit of tactics for you...
Scion said:Potential best acthere is a difference.
Say you have an arcane caster, everyday they cast a mage armor on you at the beginning of the day. Now you are at 25, for a very long time. They cast cats grace on you (as it is the only enhancement you are missing) for an extra probably 2 points, now you are at 27.
27 for a 6th level character is definately not shabby!
Later on in the game you pick up some bracers of armor, get a few more items for boosting up ac in other ways, +6 item to wis and dex, and your ac can be the highest out of any other character class.
Potentials![]()
Ankh-Morpork Guard said:Oh, and I would DEFINITELY suggest you look through Oriental Adventures if you haven't already. If your DM will allow it, you can really get some nice combat feats. Could make you feel like your Monk is more useful/unique.![]()
Brother MacLaren said:Agree with tactical movement advantage for fighter-types. Not only is it effective, it's fun in that chess-player way. The character I swapped out (because we needed some healing ability) was a rogue who was going to go the reach-weapon fighter route. Light armor, tumble, combat reflexes, spring attack - would have been a neat combination. A monk could do much the same thing,

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.