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Please help me build a monk better at combat!
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<blockquote data-quote="Roman" data-source="post: 1702114" data-attributes="member: 1845"><p>Hello everyone! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I am playing in a combat-heavy campaign and we have had several deaths of characters throughout the course of the campaign. Our greatest hit, however, came last session as our highest level character (and also one with best stats) who was a multiclassed fighter6/ranger1 died in heroic combat to save a town from strange demonic constructs. In fact, all of us almost died in that fight, but ultimately only he bit the dust. This means that my Monk will be one of the two primary frontline fighters and I am looking for recommendations about what abilities/feats/skills/etc to select in the future to accomplish this role well. </p><p></p><p>Our party consists of the following: </p><p></p><p>Regulars: </p><p></p><p>Castela - 5th (or maybe now 6th) level Cleric - unlike Simon [a cleric mentioned later], Castela uses the spell point system from Unearthed Arcana.</p><p></p><p>Jaris Slade - 7th level Monk (advanced to 7th level at the end of last session and is currently probably the highest level character). This is my character. </p><p></p><p>Ragnar - Fighter5/Cleric1 (after the death of the fighter/ranger this is our group's primary combatant) </p><p></p><p>Simon - 6th level Cleric (may be 7th level now after the last session, but I think he is still at level 6) </p><p></p><p>????? - 5th level Wizard (this is the new character the player of the deceased fighter/ranger is creating - I do not know the name yet) </p><p></p><p></p><p>The following three people are still in the game but are rarely present due to RL issues. This may change in the future, but at least for now assume that at most 1 is present in any given session and even that is unlikely:</p><p></p><p>Ramir - 5th level Rogue (is no longer present at most sessions due to work schedule, but sometimes still shows up) </p><p></p><p>!!!!! - 5th level Wizard (played by the player of another deceased character, but he also does not come to most sessions any longer due to work schedule - he has not come long enough now so that I forgot his character's name, since the character was fairly new anyway his old one having died) </p><p></p><p>!!!!! - 2nd level Bard (the player also has not attended gaming sessions due to RL issues - for so long that I again cannot remember his character's name - how long he has been absent is attested to by the fact that the bard is still at 2nd level)</p><p></p><p></p><p>All characters are human (apart from Ramir who is a hafling, but as I mentioned already he is mostly absent)</p><p></p><p></p><p>The campaign uses 3.0 rules as a baseline, though occassionally some rules from 3.5 sneak in too. </p><p></p><p></p><p>We all have good stats (though none are as good as those of the deceased fighter/ranger) thanks to the special generation method used by the DM and here they are for my Monk: </p><p></p><p>Str. 16/+3 </p><p>Dex. 15/+2 </p><p>Con. 16/+3 </p><p>Int. 10/+-0 (or possibly 11/+-0, I cannot precisely remember) </p><p>Wis. 18/+4 </p><p>Cha. 13/+1 (or possibly 14/+2, I cannot precisely remember) </p><p></p><p>Jaris has all the standard features of a 3.0 Edition 7th level Monk, so I will only describe the things that one can choose. </p><p></p><p></p><p>Feats: </p><p></p><p>Improved Initiative </p><p>Combat Reflexes </p><p>Weapon Focus (Unarmed) </p><p>Dodge </p><p></p><p></p><p>Skills: (all are maxed out - the differences are due to key abilities)</p><p></p><p>Hide: 12 </p><p>Listen: 14 </p><p>Move Silently: 12 </p><p>Tumble: 12 </p><p></p><p>!! I forgot that as a human Jaris gets extra skill points, but I realized this now and can apply them retroactively - perhaps I will put them into jump, but I am not sure yet!!</p><p></p><p></p><p></p><p>Weapons: </p><p>Fists/Feet/Etc. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p>Staff </p><p>Sling </p><p>Dagger </p><p>Knife </p><p></p><p></p><p>Magic Items: </p><p></p><p>Permanent - Bracers of Defense +2 </p><p>Temporary - Potion of Heal, Potion of Cure Light Wounds </p><p></p><p></p><p>Mundane Items: </p><p></p><p>Standard adventuring stuff - nothing special </p><p></p><p></p><p>Money: 800 gp </p><p></p><p></p><p></p><p>Some aggregate stats: </p><p></p><p>Saves</p><p></p><p>Fortitude: 8 </p><p>Reflex: 7 </p><p>Will: 9 </p><p></p><p>AC: 19 (20 with Dodge) </p><p></p><p>Melee Attack: +8 </p><p>Ranged Attack: +7</p><p>Unarmed Attack: +9/+6 </p><p></p><p>Unarmed Damage: 1d8+3 </p><p>Damage with Staff: 1d6+3</p><p></p><p></p><p>Thanks for your help!</p></blockquote><p></p>
[QUOTE="Roman, post: 1702114, member: 1845"] Hello everyone! :) I am playing in a combat-heavy campaign and we have had several deaths of characters throughout the course of the campaign. Our greatest hit, however, came last session as our highest level character (and also one with best stats) who was a multiclassed fighter6/ranger1 died in heroic combat to save a town from strange demonic constructs. In fact, all of us almost died in that fight, but ultimately only he bit the dust. This means that my Monk will be one of the two primary frontline fighters and I am looking for recommendations about what abilities/feats/skills/etc to select in the future to accomplish this role well. Our party consists of the following: Regulars: Castela - 5th (or maybe now 6th) level Cleric - unlike Simon [a cleric mentioned later], Castela uses the spell point system from Unearthed Arcana. Jaris Slade - 7th level Monk (advanced to 7th level at the end of last session and is currently probably the highest level character). This is my character. Ragnar - Fighter5/Cleric1 (after the death of the fighter/ranger this is our group's primary combatant) Simon - 6th level Cleric (may be 7th level now after the last session, but I think he is still at level 6) ????? - 5th level Wizard (this is the new character the player of the deceased fighter/ranger is creating - I do not know the name yet) The following three people are still in the game but are rarely present due to RL issues. This may change in the future, but at least for now assume that at most 1 is present in any given session and even that is unlikely: Ramir - 5th level Rogue (is no longer present at most sessions due to work schedule, but sometimes still shows up) !!!!! - 5th level Wizard (played by the player of another deceased character, but he also does not come to most sessions any longer due to work schedule - he has not come long enough now so that I forgot his character's name, since the character was fairly new anyway his old one having died) !!!!! - 2nd level Bard (the player also has not attended gaming sessions due to RL issues - for so long that I again cannot remember his character's name - how long he has been absent is attested to by the fact that the bard is still at 2nd level) All characters are human (apart from Ramir who is a hafling, but as I mentioned already he is mostly absent) The campaign uses 3.0 rules as a baseline, though occassionally some rules from 3.5 sneak in too. We all have good stats (though none are as good as those of the deceased fighter/ranger) thanks to the special generation method used by the DM and here they are for my Monk: Str. 16/+3 Dex. 15/+2 Con. 16/+3 Int. 10/+-0 (or possibly 11/+-0, I cannot precisely remember) Wis. 18/+4 Cha. 13/+1 (or possibly 14/+2, I cannot precisely remember) Jaris has all the standard features of a 3.0 Edition 7th level Monk, so I will only describe the things that one can choose. Feats: Improved Initiative Combat Reflexes Weapon Focus (Unarmed) Dodge Skills: (all are maxed out - the differences are due to key abilities) Hide: 12 Listen: 14 Move Silently: 12 Tumble: 12 !! I forgot that as a human Jaris gets extra skill points, but I realized this now and can apply them retroactively - perhaps I will put them into jump, but I am not sure yet!! Weapons: Fists/Feet/Etc. ;) Staff Sling Dagger Knife Magic Items: Permanent - Bracers of Defense +2 Temporary - Potion of Heal, Potion of Cure Light Wounds Mundane Items: Standard adventuring stuff - nothing special Money: 800 gp Some aggregate stats: Saves Fortitude: 8 Reflex: 7 Will: 9 AC: 19 (20 with Dodge) Melee Attack: +8 Ranged Attack: +7 Unarmed Attack: +9/+6 Unarmed Damage: 1d8+3 Damage with Staff: 1d6+3 Thanks for your help! [/QUOTE]
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