Multi-classing the monk

francisca

I got dice older than you.
Has anyone here taken the multi-class restriction off the monk in your campaign?

If so, what effect has it had? Are multi-classed monks as unbalanced as they appear? Have you had to compensate the other classes in some way to re-balance?

Thanks!
 

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I don't enforce the multiclassing restrictions against Paladins and Monks, but no one ever took advantage of that fact. I'm curious how a multiclassed monk looks good to you. They are like a spellcaster in that you need to keep them single classed for them to be effective, since their abilities grow in a nonlinear fashion. If you get to 20th level, but only have 10 levels of monk, none of those low level abilities will be very useful.

Taking one level of Monk might be attractive, since you get +2 to all your saves, and wisdom bonus to AC, but neither of these benefits is worth trading off a point of BAB or losing a spellcasting level, IMHO.
 

I believe there was some official commentary that said that the paladin and the monk multiclassing was flavor only, and that the classes would not be unbalanced with multiclassing.

So, yeah, I've taken it off. And I haven't had ANYONE take advantage of it yet.

But, then again, my PC's are kinda wary of multiclasses. ;)
 

Zerovoid said:
I'm curious how a multiclassed monk looks good to you.

Oh, I don't know if they look good to me. I just see people wishing there was no restriction for the monk and paladin, and someone usually says something like: "Are you nuts, that would un-balance the game!!"

So, I just wanted to hear what people who had actually done it had to say about the issue.

Your points are well taken. Thanks for the feedback..
 

Paladin 3/Sorceror X is actually a fairly decent combination. You lose out three levels of spellcasting, in exchange for hit points, Base Attack Bonus, immunity to disease, immunity to fear, smiting, and access to Divine feats-- and the ability to apply your highest stat to all of your saving throws.

Use your one Smite per day for whenever something Evil gets too close to you, or use Divine Might with your (otherwise useless) Turn Undead ability. Since Divine Might requires Power Attack, if you have the opportunity to cast True Strike (an obligatory spell for you), you can Divine Might, full Power Attack, and Smite. That may not drop the monster, but it'll probably be enough to convince it to go back to dancing with your friend, the Tank.

There was also a 2e variant class buried in the Encyclopedia Magica (I think) called the Paramander, which was basically a slightly watered down Paladin, with the full LG and Code of Conduct restrictions, that gained Mage spells.

Monk/Psychic Warrior seems like an intuitive combination to me, and there are a couple Prestige Classes custom-built for this combination-- but, for some reason, they don't combine well with the Monk's unarmed bonuses. I think those PrCs need corrected, but it's a non-issue with my group-- I'm the only player who plays either Monk or Psychic Warrior.

Monk/Paladin is itself an interesting combination, though it isn't particularly effective. If you take a couple levels of Monk (I'd reccomend four, for Lightning Fists), then follow Paladin until you qualify for Sacred Fist, you have an interesting unarmed character-- though it's a very stat-dependent combination.

Monk/Rogue is actually a fairly competent combination, though your unarmed damage and your speed will lag-- but, the Sneak Attack and the additional skills make for an effective skirmisher and ambusher. It's also an easy way into most of the Ninja PrCs, which tend to synergize well with both Monk and Rogue.
 


We created "orders" for both paladins and monks. Each "order" can freely multiclass with one other class. It adds flavor to the different monks and paladins.

OfficeRonin
 

Richards said:
We had a monk/psion in our campaign. It made perfect sense to me: focus the body, focus the mind.

Johnathan

I agree with this post, a Monk/Psion or a Monk/Psychic Warrior would be pretty good. Also a Monk/Ftr wouldn't be too bad since you get a large compliment of feats from being a Fighter.
 

Actually. I liked the Paladin/Monk idea. The combination I ended up going with was an unarmored paladin (once his Monk levels got high enough for it to help) with a reach weapon. When enemies closed, he simply dropped his pole arm and went monk-y style on them.

Definitely not the most effective combat person, but when you combine the best base saves in the game with Divine Grace, you're looking at someone who can stay on his feet for a lot longer than anyone else in almost any situation beyond a straight "You're in a pit with ten ogres" bloodbath. And a paladin/monk can be a hoot to roleplay.

The only real disadvantage that I remember was that you had to either roll really well or make some tough decisions with point buy: Both classes like a high strength, Dex is important if you're not wearing armor, both classes want Con, Paladin spells and some Monk abilities need Wisdom, and the Paladin's best power relies on Charisma, which is a dump-stat for most monks. I ended up dumping Intelligence and relying on the fact that I was human to keep my skill points at a nice level.

-Tacky
 

Our DM house-ruled that in one campaign.

We had a monk/rogue (that was impressive, sneak attack with a Flurry of Blows while flanking) and an (at the end) Monk 1/Druid 16. The wisdom bonus to AC really helped the low AC of the various wildshapes, not to mention the Evasion.

The druid/monk was really nice for that player since he could really help himself out just by boosting his Wisdom -- AC, Will Saves, Spell DCs, bonus spells, and Stunning Fist DC, all in one stat.

And given the druid's pathetic armor selection anyway, it wasn't that much of a loss.

Sure the PC had to be Lawful Neutral, but the DM was nice enough to create an order of militant druids for him. It worked.
 

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