D&D 3E/3.5 Monk 3.5

I don't really concur with Stunning Fist being too weak... but we had this discussion pretty often.

I just don't see especially with the DC boosting feats and multiclassing, how that DC is sooo easy to make. I've seen fighters of same and higher level fail that save pretty often... after all, it's about as high as your wizards highest level save DCs.

The worst thing IMHO is: you have to hit to stun him.
 

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Plane Sailing said:
1d10/x3 damage and 10ft reach is a killer combination, especially since you still threaten and fight at 5ft using your unarmed combat at no penalty for holding the glaive. It gives a lot of potential tactics for different situations, and gives you a bit of punch at low levels.
Check that one wih your DM. Some people (like me, for example) would not allow you to threaten at both 5 ft and 10 ft unless you did take TWF penalties.

The point has been much argued without any real conclusion AFAIK.


glass.
 



glass said:
Check that one wih your DM. Some people (like me, for example) would not allow you to threaten at both 5 ft and 10 ft unless you did take TWF penalties.

The point has been much argued without any real conclusion AFAIK.

I'm surprised that there has been argument about it (in a not very surprised way!). I might look up some of the threads to see how the arguments developed.

Even if a DM didn't allow threatening both areas at the same time, I think it would still be a very workable combination, especially with free Combat Reflexes at 2nd level. The only thing that you'd lose if you didn't threaten both areas is that archers/spellcasters could take the 5ft step and do their thing, rather than being foiled by threatening both areas.

One of the neat combinations that a monk with a reach weapon can do is this:

Ready an attack for when someone approaches you. When they approach, whack them, and whack them again with the AoO as they close to strike you. On your next action, tumble 15ft away and ready an action to smack them again. If they don't have any option other than to fight you, you can end up getting two attacks for every one of theirs - and you might get them deciding to fight someone else instead :)

(This technique could be used by anyone with tumbling and a reach weapon of course).
 

You've said that you want straight monk, which is cool. I'll just note that I've seen an interesting rogue/monk in play (interesting because the monk is good at getting into flanking positions and getting sneak attack on all flurry hits, and of course if a stunning fist actually works you get sneak attack damage on your subsequent attacks against him. They guy played a Rog1/Monkx and it was a good combo.

The only downside is that I've never yet seen a monk actually manage to stun anything - ever! Bizarre, I know :)
 

Plane Sailing said:
The only downside is that I've never yet seen a monk actually manage to stun anything - ever! Bizarre, I know :)
It's called Stunning Fist for a reason... because all the players and DM sit around stunned for a round after it is successfully executed!

And then there is the close cousin of Stunning Fist..... Flurry of Misses!

Darklone has obviously had better luck than our monks in that we rarely see a stun..... which is due in part to the reason that Darklone identified - you have to hit first!

My experiences and observations on Stunning Fist is that it is (usually) only attempted against something pretty nasty because of the limited uses per day. Then you have the problem of hitting said nasty, which, being nasty, the monk tries to FoB to maximum damage, which (when combined with only a medium BAB and limited striking enhancement) makes a hit uncertain. And then the nasty often has a decent Fort save in any case.... So it really is stacked against the monk in many cases. Personally, I love Weakening Touch - particularly for a trip-based or grappling monk - in order to make good use of the Stunning Fist uses - just like a Ray of Enfeeblement.
 

Sounds right. Our monks learned fast to do the same thing as the paladin... Don't wait to use your Smite/Stun! If you wait till the big baddy comes, you'll end up wasting your attempts on misses.

Against BBEG cohorts and other dudes, stunning fist proved to be very useful... e.g. the monk has just to look for a fightertype of his own level and he'll do fine - especially against light armored fighter dudes.

Ah well and clerics. Our monk always stunned clerics. Don't ask me why, must be the same weird thing about our dice why the dwarven fighter with con 20 always failed Fort saves DC 12. Not 13, not 11, but 12.
 

Getting Big is really important. Potions of Enlarge Person, a friendly wizard, a dip into cleric levels with the Strength domain, whatever it takes -- you need to get large size for hte Reach and grapple/trip bonuses.
 

I am currently playing a Monk (Monk6/Shou Disciple 3) in GwydApLlew's table-top game, and I have to share several observation's that I have made during the course of the game.

Armor Class is (usually) very easy to come by. Admittedly I had started with exceptional stats for my character (12/18/12/14/16/14) and have come across Gloves of Dexterity +2 and a Periapt of Wisdom +2 to assist, and had to have a Ring of Protection and Natural Armor custom-crafted, but I'm sitting at an AC of 27 presently with Dodge and the Shou Disciple Improved Dodge ability putting me up to 29 against one opponent. Until you get higher levels, keep potions of Mage Armor handy if you can (As referenced by a previous poster). Potions/Oils of Magic Weapon are also quite nice. I haven't gone into Enlarge Person yet, but it's on the listing.

Your mobility is your best friend, regardless of what kind of build you're pursuing. I'm playing a psionic monk varient and have picked up "Up the Walls" (instead of Slow Fall) and am going to grab "Speed of Thought" with my next feat, putting my ground speed at 60' with ultimate mobility. With Tumble, Balance, and Jump as class skills...there should never be an excuse for you not getting anywhere you need to be, in a hurry, once your speed gets its first increase and adjoining +4 to jump checks.

My Feat progression from Monk was Stunning Fist, Deflect Arrows, and Improved Trip. I should have taken Combat Reflexes instead of Deflect Arrows however...as my Kama of Sweeping has allowed me to take many more AoO's than I have ability to take them. Stunning FIst has been...well, hit-or miss. However, the benefits of the Stunned condition far outweigh the chances of missing with the Stunning Fist, and with 7/day, I can afford to burn through them.

Improved Natural Attack is something I am going to be picking up, as is Freezing the Lifeblood (Complete Warrior, I know it's outside your booklisting) and Ability Focus: Stunning Fist (Since my ST allows it to work with all Stunning Fist varients). Though with Shou Disciple I think it'll almost be moot to pick up Improved Natural Attack as with a Monk Belt and those three levels I'm dropping 2d6 unarmed.

It all really depends on what aspect you want to take.
Mobility/Skirmisher: Spring Attack Tree, Stunning Fist/Deflect Arrows/Improved Trip

Power: Power Attack + Cleave with Improved Natural Attack, Improved Grapple/Combat Reflexes/Improved Trip

Chain-Gun Combat Tripper: EWP Spiked Chain, Stunning Fist/Combat Reflexes/Improved Trip
 

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