FluidDragon
First Post
High Elvish Monk
STR 16
Dex 15 +2 = 17
Con 12 -2 = 10
Int 13
Wis 16
Cha 8
Feats
Mnk 1: Improved Grapple
1st: Combat Expertise
Mnk 2: Combat Reflexes
3rd: Exotic Weapon Spiked Chain
Mnk 6: Improved Trip
6th: Improved Disarm
9th: Expert Tactician? I'm not sure after this...
I was originaly going to get spiked chain at 1st but then noticed that the pre-req was BaB +1, bugger. So I decided to take Combat Expertise at 1st even though I couldn't use it till 2nd. The only reason I picked this feat up is to get both Improved Trip and Disarm.
Maxed out tumble, balance, jump. I'll keep the sneak skills up to but not as high. Some cc heal (acupuncture).
The abilities were rolled with 4d6 drop the lowest arange to suit ammounts to a 37pt buy
My thoughts:
I aranged the ability scores like this for the following reasons;
1. The biggest problem I see with monks is that they are so dependant upon ability scores. I put the 16 in STR because this will always help him hit AND cause damage. I think that STR is more important to a monk than DEX because there is no way for monks to increase damage potential (specialization, favored prey, sneak attack, rage; only power attack but monks have a hard time hitting as it is so I don't think power attack is a viable feat for monks). If they have a super high DEX and low STR they HAVE to spend a feat on Weapon Finesse which I think is a waste of a precious feat.
2. I put a 16 in WIS because the AC bonus stays with you unless you are immobile. In some instances you will loose your dex bonus to AC but not WIS. Also any WIS buffing items we find will more than likely go to the CLERIC who will make much better use of them. I find it much more likely to get DEX enhancing items. Plus the bonus to WILL SAVES and SPOT, LISTEN are very helpfull.
Tactics: The 3.5 monk seems to be designed for the spiked chain. It has reach, does decent damage, is easier to enchant than a staff, can be used for tripping and give +2 bonus to disarms. I figured it is well worth the cost of the feat. Too bad I can't get it at 1st level! With a high DEX, Combat Relfexes, and Improved Trip and Improved Disarm all at range, you can use your first attack to make a Improved Trip (Touch Attack) with a very good chance of success, followed by another free attack at +4 (prone) for a disarm atttempt (+2 spiked chainchain, +4 Feat I.D., +4 Prone) total +10 on the disarm. If the opponent tries to pick up his weapon or stand up I get an AoO, upto 4 per round, follow up attacks to deal damage normally. This will keep him unarmed and on the ground.
For other opponents and spell casters monks make the best use out of the Improved Grappling Feat. Having a high STR and the +4 to grapple checks will be very advantageous, also the attack roll to initiate a grapple is a touch attack. Good against all manner of opponents, and the damage is lethal and monks do thier unarmed damage which is higher than anyone else.
I'm not a big fan of stunning attacks. It sucks at low levels, and you only get so many. Plus the DC is usually rather easy to beat if you have a halfway decent FORT Save. I think Improved Grapple is a better choice and can get more use.
I'm not sure about monsters though. This is where I come up alittle weak. If I can't grapple them and can't use the spiked chain to greatest effect, then I'm rather stuck. I have a +3 to hit and damage which is good but I'm rather at a loss for what feats and strategies to pick up after 6th. I'm pretty much limited to the core rules.
Any ideas or critisizms? What do you think about this build?
STR 16
Dex 15 +2 = 17
Con 12 -2 = 10
Int 13
Wis 16
Cha 8
Feats
Mnk 1: Improved Grapple
1st: Combat Expertise
Mnk 2: Combat Reflexes
3rd: Exotic Weapon Spiked Chain
Mnk 6: Improved Trip
6th: Improved Disarm
9th: Expert Tactician? I'm not sure after this...
I was originaly going to get spiked chain at 1st but then noticed that the pre-req was BaB +1, bugger. So I decided to take Combat Expertise at 1st even though I couldn't use it till 2nd. The only reason I picked this feat up is to get both Improved Trip and Disarm.
Maxed out tumble, balance, jump. I'll keep the sneak skills up to but not as high. Some cc heal (acupuncture).
The abilities were rolled with 4d6 drop the lowest arange to suit ammounts to a 37pt buy

My thoughts:
I aranged the ability scores like this for the following reasons;
1. The biggest problem I see with monks is that they are so dependant upon ability scores. I put the 16 in STR because this will always help him hit AND cause damage. I think that STR is more important to a monk than DEX because there is no way for monks to increase damage potential (specialization, favored prey, sneak attack, rage; only power attack but monks have a hard time hitting as it is so I don't think power attack is a viable feat for monks). If they have a super high DEX and low STR they HAVE to spend a feat on Weapon Finesse which I think is a waste of a precious feat.
2. I put a 16 in WIS because the AC bonus stays with you unless you are immobile. In some instances you will loose your dex bonus to AC but not WIS. Also any WIS buffing items we find will more than likely go to the CLERIC who will make much better use of them. I find it much more likely to get DEX enhancing items. Plus the bonus to WILL SAVES and SPOT, LISTEN are very helpfull.
Tactics: The 3.5 monk seems to be designed for the spiked chain. It has reach, does decent damage, is easier to enchant than a staff, can be used for tripping and give +2 bonus to disarms. I figured it is well worth the cost of the feat. Too bad I can't get it at 1st level! With a high DEX, Combat Relfexes, and Improved Trip and Improved Disarm all at range, you can use your first attack to make a Improved Trip (Touch Attack) with a very good chance of success, followed by another free attack at +4 (prone) for a disarm atttempt (+2 spiked chainchain, +4 Feat I.D., +4 Prone) total +10 on the disarm. If the opponent tries to pick up his weapon or stand up I get an AoO, upto 4 per round, follow up attacks to deal damage normally. This will keep him unarmed and on the ground.
For other opponents and spell casters monks make the best use out of the Improved Grappling Feat. Having a high STR and the +4 to grapple checks will be very advantageous, also the attack roll to initiate a grapple is a touch attack. Good against all manner of opponents, and the damage is lethal and monks do thier unarmed damage which is higher than anyone else.
I'm not a big fan of stunning attacks. It sucks at low levels, and you only get so many. Plus the DC is usually rather easy to beat if you have a halfway decent FORT Save. I think Improved Grapple is a better choice and can get more use.
I'm not sure about monsters though. This is where I come up alittle weak. If I can't grapple them and can't use the spiked chain to greatest effect, then I'm rather stuck. I have a +3 to hit and damage which is good but I'm rather at a loss for what feats and strategies to pick up after 6th. I'm pretty much limited to the core rules.
Any ideas or critisizms? What do you think about this build?