D&D 3E/3.5 Monk 3.5

Stunning fist has a DC that scales with a character's level. If it never works, it's because you're not using it right. Essentially, is has the same DC range as a spell, so anyone who says "never use Stunning Fist, it never works" should throw in "and never cast spells with saving throws, either."

Level 14 monk stunning fist: 10 + 7 + Wis modifier
Level 14 wizard casting 7th level spell: 10 + 7 + Int modifier

So the only real difference should be that Wis is usually the second highest stat after Str, rather than the highest (as with a wizard's Int).

Since stunning fist does not preclude your regular attack, the fact that you might miss is a non-issue.

Also, a monk is only missing 5 points of BAB by level 20, which is 25%. It is significant, but should not render you unable to hit anything. If the fighter can hit reliably, you can hit reasonably reliably, and you have flurry of blows. Very high AC opponents, such as enemy blakckguards or dragons, may give you more problems, but then again, flurry of blows means those natural 20s will roll around, sometime.

If you plan to stick mainly with unarmed strikes and thrown weapons, Weapon Focus is extremely efficient, and Improved Critical can enlarge your offensive potential considerably. Str boosting items, amulets of mighty fists, spells, rings of minor spell storing, and the like should virtually guarantee you can hit something at the appropriate level.

I suspect most of the monk complaints spring from

1) people who have not played a lot of monk, and thus have a small pool of experience to draw on
2) who have fellow players with some relatively more maximized characters in those scenarios
3) and have gone into battle against +4 to +6 CR opponents with little advance preparation
4) and who expect monks to generate "big numbers" rather than decent damage numbers, the occasional stun or grapple, and neutralizing carefully chosen targets (low AC high threat, such as spellcasters, many Large creatures, and mobile enemies)

I also suspect that attempting to create a Weapon Finesse monk without really good ability rolls has resulted in some relatively weaker builds lacking Str and Wis. A monk really doesn't need Dex, yet there is often the impulse to base them on Dex (I guess because they seem like they should be really agile).

Wis adds to AC as well as Dex does, does not add to ranged attacks, and does add to Stunning Fist. Your Wis bonus does not go away if you are flat-footed. Wis should almost always take precedence over Dex, although you want your Dex as high as possible as you can get it.

AC wise, it's important to use a variety of sources. It's much cheaper and more practical to get bracers of armor and a ring of protection than to simply to get very high rated bracers. The real tough choice for a monk is the neck slot: the periapt of wisdom, amulet of mighty fists, and amulet of natural armor are all tempting. My inclination is to suggest an amulet of mighty fists, an incandescent blue ioun stone (+2 Wis), and the occasional potion of barskin. However, it's reasonable to own both an amulet of mighty fists and an amulet of natural armor and to switch them out as needed, replacing the other with expendable magics.
 

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pawsplay said:
Stunning fist has a DC that scales with a character's level. If it never works, it's because you're not using it right. Essentially, is has the same DC range as a spell, so anyone who says "never use Stunning Fist, it never works" should throw in "and never cast spells with saving throws, either."

Level 14 monk stunning fist: 10 + 7 + Wis modifier
Level 14 wizard casting 7th level spell: 10 + 7 + Int modifier

So the only real difference should be that Wis is usually the second highest stat after Str, rather than the highest (as with a wizard's Int).
...
Soooo right. Personally I distinguish between Wis monks, str monks and dex monks. The first ones are interesting and effective, the second ones pure damage dishers and the third ones: lone survivors.

Add Ability Focus to your DCs up there and the monk is better than the wizard. With just one feat that's in the core books and has no real prerequisites.
 

pawsplay said:
Stunning fist has a DC that scales with a character's level. If it never works, it's because you're not using it right. Essentially, is has the same DC range as a spell, so anyone who says "never use Stunning Fist, it never works" should throw in "and never cast spells with saving throws, either."

Tell me about it... last Sunday I cast 6 Will save spells vs an elemental and it saved against every one...

:)

Being serious though - you have a good point - the numbers really ought to add up to it being worthwhile. It is just that in the four monks I've seen with stunning fist, I can't remember even one stun actually coming off. It's just bad luck, but there you have it!

Amulet of mighty fists is so stunningly (hah) overpriced that I don't know monks that go for it - much better to get a GMW from a friendly caster if at all possible.

Cheers
 

Plane Sailing said:
Being serious though - you have a good point - the numbers really ought to add up to it being worthwhile. It is just that in the four monks I've seen with stunning fist, I can't remember even one stun actually coming off. It's just bad luck, but there you have it!

Ja, i had a dwarven fighter in my group who made it to level 3 having only ever landed three blows with his dwarven waraxe, with which he had Weapon Focus :)
 

pawsplay said:
Level 14 monk stunning fist: 10 + 7 + Wis modifier
Level 14 wizard casting 7th level spell: 10 + 7 + Int modifier

There is one HUGE difference you aren't mentioning, wizards can target 3 different saves, monks only one. If a wizard sees a big beefy monster he'll target reflex or will, a monk doesn't have that luxury. For PCs its already a big difference, for many monsters that's a save difference of 10! Further, monks have to spread their stats out. Most wizards only need con and int.

Further, the monks to hit is a big factor because you have to declare what attack is going to be a stunning fist. That attack has to hit (so flurry doesn't help you) and then they have to fail their save. That combines to a pretty low effect rate.
 


The problem with Stunning Fist is that the low Fort targets you have the best chance to stun are the ones you can probably neutralize through a grapple with greater chance of success. When my monk approached such a target, I pretty much always grappled unless I thought they had Freedom of Movement. And then tripping looks pretty attractive to set up the enemy for a nasty full attack - although you can use Stun on the free attack from improved trip, IIRC.
 

Victim said:
And then tripping looks pretty attractive to set up the enemy for a nasty full attack - although you can use Stun on the free attack from improved trip, IIRC.

That's a pretty nasty combo actually. You trip him to get a +4 to attack rolls, and then stun him. He's out for a round, and then on the next round he has to stand up. It gives you time for your party to surround the guy, and that's a lot of AOOs you can provoke that way.

Tripping hasn't been mentioned much on this thread, and it should get a good look. The problem with grappling is that it relies on BAB, which is only medium for a monk. As levels go up creatures get bigger, stronger, and have more HD (more BAB). That's a 3 way hit to the monk. Now bigger and stronger hurts tripping, but the scale isn't as fast, so often you have a better chance to trip than to grapple. Further it doesnt' force you to stay on the front lines and hold the guy while he's buddies pound on you.
 

Stalker0 said:
There is one HUGE difference you aren't mentioning, wizards can target 3 different saves, monks only one. If a wizard sees a big beefy monster he'll target reflex or will, a monk doesn't have that luxury. For PCs its already a big difference, for many monsters that's a save difference of 10! Further, monks have to spread their stats out. Most wizards only need con and int.

Not every spell is appropriate for every creature in the first place. A base save difference of 10 is only possible for a 51 HD creature, so I assume you mean with modifiers, which brings a lot of factors into play.

Sure, SF is probably not at its most effective against giants. But then, spells of any kind are not as good against drow.

Bottom line, the Stunning Fist DC scales appropriately. Against certain opponents, it will not be extremely effective. And, of course, some opponents are immune to stun. But I never said, "stunning fist is as effective as a wizard's entire spell arsenal."

My point is only that SF should not be difficult to get into play.

Further, the monks to hit is a big factor because you have to declare what attack is going to be a stunning fist. That attack has to hit (so flurry doesn't help you) and then they have to fail their save. That combines to a pretty low effect rate.

Yes, you have to declare. But since it's 1/day/level, and can only be used once a round, that can amount to most if not all of your attacks against likely opponents at mid levels.
 

pawsplay said:
Yes, you have to declare. But since it's 1/day/level, and can only be used once a round, that can amount to most if not all of your attacks against likely opponents at mid levels.

What that means is that you can't one attempt per round. At mid to high levels, 2 rounds may be all you have in a combat. Yes, you can use the feat many many times per day, but its still only once per round. And that's the key, when you factor in that a monk has to

1) Declare the stun
2) Successfully hit the creature with that attack
3) The creature must fail the fort save.

Then its easy to see why some monks have trouble stunning.
 

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