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Monk 3.5
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<blockquote data-quote="Technik4" data-source="post: 3418665" data-attributes="member: 7211"><p>From my experience with monks, the key is a good working knowledge of combat. Monks can usually get to almost any square, but you have to know why you are going and what you are doing with all your movement and AC. Some helpful hints:</p><p></p><p>-Get in flanking position with a rogue or a fighter and fight defensively. They'll appreciate the flanking bonus (especially the rogue) and if the monster is silly enough to attack you, your AC is probably better.</p><p></p><p>-Get to the enemy wizard/sorc and grapple/stunning fist them. Pursue them if they try and back off. Shifting their focus from getting the monk off their back from devastating the party with magical attacks is a huge boon for the whole party.</p><p></p><p>-Stunning Fist can be very good, usually in conjunction with other bonuses. Make sure its as good a chance of hitting as possible (charge into a flanking position for a +4 to hit). Don't stress the low DC so much as actually landing a hit (but keep in mind the enemy that is most likely to fail the save and go for them).</p><p></p><p>I have played a half-orc monk, but don't necessarily recommend it. Monks really do use all their stats (except Charisma). Lower skill points hurts. I'd say Human is probably the best choice, but you can do nice things with elf (finessed unarmed strike) or dwarf (you quickly overcome the movement negatives, and everything else is gravy).</p><p></p><p>Definitely convince someone to be a potion guy (or talk to the dm). Monks live and die based on magical healing since they usually dont have the durability of a front-line fighter, but are expected to be there at least some of the time. Double-moving away, drinking a potion and moving back in are important maneuvers in games I've played.</p></blockquote><p></p>
[QUOTE="Technik4, post: 3418665, member: 7211"] From my experience with monks, the key is a good working knowledge of combat. Monks can usually get to almost any square, but you have to know why you are going and what you are doing with all your movement and AC. Some helpful hints: -Get in flanking position with a rogue or a fighter and fight defensively. They'll appreciate the flanking bonus (especially the rogue) and if the monster is silly enough to attack you, your AC is probably better. -Get to the enemy wizard/sorc and grapple/stunning fist them. Pursue them if they try and back off. Shifting their focus from getting the monk off their back from devastating the party with magical attacks is a huge boon for the whole party. -Stunning Fist can be very good, usually in conjunction with other bonuses. Make sure its as good a chance of hitting as possible (charge into a flanking position for a +4 to hit). Don't stress the low DC so much as actually landing a hit (but keep in mind the enemy that is most likely to fail the save and go for them). I have played a half-orc monk, but don't necessarily recommend it. Monks really do use all their stats (except Charisma). Lower skill points hurts. I'd say Human is probably the best choice, but you can do nice things with elf (finessed unarmed strike) or dwarf (you quickly overcome the movement negatives, and everything else is gravy). Definitely convince someone to be a potion guy (or talk to the dm). Monks live and die based on magical healing since they usually dont have the durability of a front-line fighter, but are expected to be there at least some of the time. Double-moving away, drinking a potion and moving back in are important maneuvers in games I've played. [/QUOTE]
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