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<blockquote data-quote="Technik4" data-source="post: 3428224" data-attributes="member: 7211"><p>8,10,12,13,14,16</p><p></p><p>Those are not great stats for a monk character. But here is what I would do:</p><p></p><p>Human, Dex-'Monk'ey4</p><p>Hp: 33, AC: 15, Init: +3</p><p>Movement: 40 ft.</p><p>Atk: +6 (1d8) or Flurry of Blows +4/+4 (1d8)</p><p></p><p>Str 10</p><p>Dex 16</p><p>Con 14 (+1 level adj)</p><p>Int 12</p><p>Wis 14</p><p>Cha 8</p><p></p><p>Feats: Dodge, Mobility, Weapon Finesse</p><p>Bonus Monk Feats: Improved Unarmed Strike, Stunning Fist (DC 14, 4x per day), Combat Reflexes (3 additional AoO)</p><p></p><p>This would be a great build for a campaign that has a lot of non-combat challenges. For Skill Points you have 6 skills you can max which lets you play a back-up rogue (though not a face-man) or you can spread them around (like I always seem to do) like this:</p><p></p><p>4th level (42 skill points)</p><p>Climb (Str) 5 + 0 = +5</p><p>Hide (Dex) 5 + 3 = +8</p><p>Jump (Str) 5 + 0 = +5</p><p>Listen (Wis) 5 + 2 = +7</p><p>Move Silently (Dex) 5 + 3 = +8</p><p>Sense Motive (Wis) 5 + 2 = +7</p><p>Spot (Wis) 5 + 2 = +7</p><p>Tumble (Dex) 7 + 3 = +10</p><p></p><p>Out of combat you are a grim man who doesn't say much, but a great judge of character who can make reasonably intelligent guesses about plots/riddles. In combat you can tumble around the battle, flanking foes. Fighting Defensively is a good option because you get an additional +3 AC for your -4 attack (practically on par with Combat Expertise).</p><p></p><p>Any way you slice it, the 16 needs to go towards your attribute that attacks - either Str or Dex. If you had 2 16s (or even a 15) then I think my build would be much stronger with the higher Wisdom (15+1 at 4th level to 16).</p><p></p><p>I like Nail's build better as a human too - you end up with a lower attack bonus (but the human's bonus feat could be Weapon Focus - Unarmed Strike so you're really only missing 1 point of damage per swing), but can max 2 more skills (or spread them around). I find that the jump from 16 Str to 18 is critical with 2-handed weapon users, not characters like monks (and thus not worth the Half-Orc commitment of -2 stats overall).</p></blockquote><p></p>
[QUOTE="Technik4, post: 3428224, member: 7211"] 8,10,12,13,14,16 Those are not great stats for a monk character. But here is what I would do: Human, Dex-'Monk'ey4 Hp: 33, AC: 15, Init: +3 Movement: 40 ft. Atk: +6 (1d8) or Flurry of Blows +4/+4 (1d8) Str 10 Dex 16 Con 14 (+1 level adj) Int 12 Wis 14 Cha 8 Feats: Dodge, Mobility, Weapon Finesse Bonus Monk Feats: Improved Unarmed Strike, Stunning Fist (DC 14, 4x per day), Combat Reflexes (3 additional AoO) This would be a great build for a campaign that has a lot of non-combat challenges. For Skill Points you have 6 skills you can max which lets you play a back-up rogue (though not a face-man) or you can spread them around (like I always seem to do) like this: 4th level (42 skill points) Climb (Str) 5 + 0 = +5 Hide (Dex) 5 + 3 = +8 Jump (Str) 5 + 0 = +5 Listen (Wis) 5 + 2 = +7 Move Silently (Dex) 5 + 3 = +8 Sense Motive (Wis) 5 + 2 = +7 Spot (Wis) 5 + 2 = +7 Tumble (Dex) 7 + 3 = +10 Out of combat you are a grim man who doesn't say much, but a great judge of character who can make reasonably intelligent guesses about plots/riddles. In combat you can tumble around the battle, flanking foes. Fighting Defensively is a good option because you get an additional +3 AC for your -4 attack (practically on par with Combat Expertise). Any way you slice it, the 16 needs to go towards your attribute that attacks - either Str or Dex. If you had 2 16s (or even a 15) then I think my build would be much stronger with the higher Wisdom (15+1 at 4th level to 16). I like Nail's build better as a human too - you end up with a lower attack bonus (but the human's bonus feat could be Weapon Focus - Unarmed Strike so you're really only missing 1 point of damage per swing), but can max 2 more skills (or spread them around). I find that the jump from 16 Str to 18 is critical with 2-handed weapon users, not characters like monks (and thus not worth the Half-Orc commitment of -2 stats overall). [/QUOTE]
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