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Looking for some Build Suggestions (Monk)
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<blockquote data-quote="MarauderX" data-source="post: 1367611" data-attributes="member: 9990"><p>You could copy my monk if you would like. Essentially he is going the self-reliant route.</p><p>1st - Fighter, for the extra feat, Max HP at 1st level, and your party needs a meat shield early on.</p><p>2nd - Fighter, again for the extra feat, BAB and HP. Work the feats so that you aren't wasting any for you monk levels later on. </p><p>3rd - Wizard. This is the only wizard level, but will come in more handy when you cast Mage Armor & Enlarge on yourself, as well as the other extras like Flare, Dancing Lights, True Strike, Prestidigitation, etc. Plus, get a familiar and now you can scribe scrolls in case the spells you memoried aren't the ones you now need.</p><p>4th - Monk. You shed the armor and your AC drops... which is why you need Mage Armor more than ever. Your damage will be weaker as well, but you get to use flurry of blows and stunning fist to make up for it, well kinda. </p><p>5th and on - Monk. Again, just keep building on the monk and the damage, speed and feats will add up to go for what you need, whether it's a Str or Dex based monk. </p><p></p><p>These stats are what I have for my 7th level monk build, followed by what I would suggest based on encounters. I went for the feats from OA, and got Great Throw; thing is, his lower Str kinda hinders him vs. fighter-type opponents. But using 3.5 rules and flurry of blows, with a full round attack he makes 2 attempts to throw someone, and if they try to stand he gets the AoO with Combat Reflexes. The Int=14 is necessary if you are looking for Expertise, which is a pre-req for many of the cooler feats. Later (9th level) he will be getting Grappling Block. </p><p></p><p>Str: 14 16</p><p>Dex: 14 14</p><p>Con: 12 12</p><p>Int: 14 14</p><p>Wis: 16 14</p><p>Cha: 8 8 </p><p></p><p>As a suggestion, you may want to start building around the Spring attack feat, as your movement may be a deciding factor in many a fight in the future. Moving 40' per round really helps; add on the fact you can move before and after your attack, you can move into position to jump people or cast a spell the next round. Plus it could make for an interesting character change when your armor clad fighter-mage sheds it all and goes into combat unarmed. Imagine the shock on the other players, let alone any BBEG that has been harassing the party since level 1.</p><p></p><p>Keep in mind the extra feats are really the bonus to this build - use them wisely to get the extra goodies for your monk that you might not have otherwise had access to.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1367611, member: 9990"] You could copy my monk if you would like. Essentially he is going the self-reliant route. 1st - Fighter, for the extra feat, Max HP at 1st level, and your party needs a meat shield early on. 2nd - Fighter, again for the extra feat, BAB and HP. Work the feats so that you aren't wasting any for you monk levels later on. 3rd - Wizard. This is the only wizard level, but will come in more handy when you cast Mage Armor & Enlarge on yourself, as well as the other extras like Flare, Dancing Lights, True Strike, Prestidigitation, etc. Plus, get a familiar and now you can scribe scrolls in case the spells you memoried aren't the ones you now need. 4th - Monk. You shed the armor and your AC drops... which is why you need Mage Armor more than ever. Your damage will be weaker as well, but you get to use flurry of blows and stunning fist to make up for it, well kinda. 5th and on - Monk. Again, just keep building on the monk and the damage, speed and feats will add up to go for what you need, whether it's a Str or Dex based monk. These stats are what I have for my 7th level monk build, followed by what I would suggest based on encounters. I went for the feats from OA, and got Great Throw; thing is, his lower Str kinda hinders him vs. fighter-type opponents. But using 3.5 rules and flurry of blows, with a full round attack he makes 2 attempts to throw someone, and if they try to stand he gets the AoO with Combat Reflexes. The Int=14 is necessary if you are looking for Expertise, which is a pre-req for many of the cooler feats. Later (9th level) he will be getting Grappling Block. Str: 14 16 Dex: 14 14 Con: 12 12 Int: 14 14 Wis: 16 14 Cha: 8 8 As a suggestion, you may want to start building around the Spring attack feat, as your movement may be a deciding factor in many a fight in the future. Moving 40' per round really helps; add on the fact you can move before and after your attack, you can move into position to jump people or cast a spell the next round. Plus it could make for an interesting character change when your armor clad fighter-mage sheds it all and goes into combat unarmed. Imagine the shock on the other players, let alone any BBEG that has been harassing the party since level 1. Keep in mind the extra feats are really the bonus to this build - use them wisely to get the extra goodies for your monk that you might not have otherwise had access to. [/QUOTE]
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