Playing Monks

mo

First Post
Hi. I have just started playing a half-orc Monk character. The concept is a half-orc monastry based around the idea of personal and physical discipline to overcome the orcish taint within, and the eventual transcendance of the orcish self (outsider at level 20 that is). The idea works well so the character is generally fun to play.

The problem is that the party doesn't have a fighter character so the bulk of the duties fall upon my monk, and he seems underpowered for the task. And on top of this, the monk seems to lack out-of-combat skills, with the exception of jumping over walls

So I was wondering how other people have found the monk, whether you think monks are underpowered, and am interested in any house rules which people have used for monks? (I'm a newbie on the boards so apols if this is old ground for discussion).

Thanks.
 

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Monks can be very cool to play, but they are not tanks. You don't have the hit points or AC (usually) to stand in the frontline. Your best bet is to keep moving around, and use hit-and-run tactics. Consider hiring an NPC cohort or two, to fill the frontline fighter role.
 

I think the only house rule that I have for monks is that I replaced the siangham with the quarterstaff.

Some other people have allowed them to swap their Deflect Arrows and Improved Trip feats for other relevant ones.

You could get some ideas from Oriental Adventures for additional monk goodies.

I personally don't think the monk class is underpowered - it has a great niche as a survivor class.

Perhaps you could post your character's details; then I and others might be able to suggest useful options for you to consider for the future development of the character.

Regards,
 

I think it is always possible to play a game without the standard character "arryay". It might become a bit tougher if the DM does not design his own adventures fitting to the group, but even then, I think, it can still work.

Monks can be very terrifying if they`re grappling. Most enemies aren`t that good in this situation, and all other characters gain some other beniftis - no enemy reach, Dex Bonus denied...
Obviously, it can become quite dangerous for the monk, but that is a risk he has to take.
Monks will suffer from two problems:
Lack of Enhancementbonus to Attack Rolls & Damage (and damagereduction)
Low AC.

So try to get in situations where it is difficult to get good blows at you. (Spring Attack / Tumble is very important for these things)

Out of Combat Skills for the Monk is mainly Diplomacy, I think. If you`re an Half Orc, you might suffer a -2 penalty to this skill, but who cares? Get some ranks in the skill, and you can compensate it.

Monks can assist rogues in many situations (tumble into the right position for flanking, accompany while spying)

Oh, and I must say, Oriental Adventures has some good monk options. (Stunning Fists? Who cares?)

Mustrum Ridcully
 

Plane Sailing said:

Perhaps you could post your character's details; then I and others might be able to suggest useful options for you to consider for the future development of the character.

Regards,

Thanks for your responses. My Monk's basic stats are as follows:

Half-Orc
Level 2
HP 10

Str 18
Dex 18
Con 8
Int 10
Wis 14
Cha 9

Climb 5
Jump 5
Balance 4
Tumble 5
Literacy 1
(With strength + synergies his jump is already getting fun)

Feat: Dodge (am thinking of heading toward spring attack)
 

I had an idea about my monk taking a level of another class (which my DM allows for monks). This runs into favoured class issues for a half-orc but I think my DM is going to let my get away with monk has his favoured class, due to his being raised in a monastry

(If you are interested in the nature vs nuture debate my DM started a thread on it a week or so back http://www.enworld.org/messageboards/showthread.php?s=&threadid=12703 )

Anyway, I thought he might take a level of ranger (my DM uses Monte Cook's ranger), based around the idea that we could be a kind of bounty hunter: tracking, unarmed fists dealin subdual damage, fast on his feet....
 

We have a 12th level monk who has always been pretty effective. Like the others have said he is not a front line fighter but can mix it up from time to time.

My suggestions are: TUMBLE everywhere, take advantage of fighting definsivly and maybe go with expertise, and make sure you use all the special powers monks get as often as possible. Flurry of Blows and Stunning fist are good, don't forget them.
 

Half-Orc
Level 2
HP 10

Str 18
Dex 18
Con 8
Int 10
Wis 14
Cha 9


Well there's one of your problems with this monk right there. Did you not read what the main ability score is for this race? It's Wisdom! Looks like you just chose the Half-Orc race for the exact reason of combat, and that's why he'll be less helpful out of combat.
 

I would suggest that you get some sort of spiked/enchanted gauntlet at the first available opportunity. We have a monk in our Scarred Lands campaign and while he's no fighter, the flurry of blows using an enchanted gauntlet kicks butt.

Also, give the monk a missle weapon. If they'res nothing for the monk to engage in HtH, he'll at least be somewhat useful from long range.

Beef up your monk with some non-penalizing mithryl chain, bracers, cloaks, etc.
 
Last edited:

Don21584 said:
Well there's one of your problems with this monk right there. Did you not read what the main ability score is for this race? It's Wisdom! Looks like you just chose the Half-Orc race for the exact reason of combat, and that's why he'll be less helpful out of combat.

Well, I can see why you might think that is why I did it, but it was more that I like the story idea out orcish taints and monks (see mty first post). But also Wison seemed to be less helpful with the skills which Monks are most likely to use, that is why i took a higher dex rather than a higher wis. And in light to the advice about keeping mobile and tumbling about, that still seems like a good idea.
 

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