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<blockquote data-quote="zeb.hillard" data-source="post: 3419470" data-attributes="member: 46030"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>It all really depends on what aspect you want to take.</p><p>Mobility/Skirmisher: Spring Attack Tree, Stunning Fist/Deflect Arrows/Improved Trip</p><p></p><p>Power: Power Attack + Cleave with Improved Natural Attack, Improved Grapple/Combat Reflexes/Improved Trip</p><p></p><p>Chain-Gun Combat Tripper: EWP Spiked Chain, Stunning Fist/Combat Reflexes/Improved Trip</p></blockquote><p></p>
[QUOTE="zeb.hillard, post: 3419470, member: 46030"] 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 [/QUOTE]
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