WalterKovacs
First Post
For the monk, as a halfing he can go with Con/Dex for his stats, and if he gets Psionic Power (or the character builder), he can get the powers for the Con secondary build. The monk is better as a burst striker than a single target striker, so if he's not getting himself into a group of enemies and doing damage to multiple targets, he's going to be weaker than a single target striker (like say, a rogue). The group should actually do well with the monk and warden in the thick of things and the wizard/psion hopefully having some powers and/or feats that can:
(a) slide the enemies around to keep them next to his allies
(b) slow/immobilize enemies to keep them next to his allies, or out of the fight for some melee types
(c) so bursts/blasts that can leave his allies out of it, or at least make it less likely he hits them.
As for the dreamform and trap stuff:
A) Most traps, especially at paragon tier, don't just get set off and stop working. When triggered, they will continue to "go off" until disabled. Since the dream form can't actually disable the traps (except hitting it with damaging effects) triggering it won't really help to disable it. It may alert the party to there being traps, but sometimes it's better to bypass a trap, than to "turn it on" if the party is going to have to pass that way one way or the other.
B) He cannot pick up items with that form or make arcana checks. The only things you can do are what is listed in the power, which is use your powers through the square it originates and flank. (As well as see/hear).
C) As per conjuration rules, he has to end his turn within the same range as the original power (in this case 10) in order to keep the conjuration from disappearing. This also means he has to keep line of effect to the conjuration, so he may be able to stay out of the traps range or back from the front lines of the battle, but if there are say ... artillery or other ranged people in the battle, they should be able to see him.
(a) slide the enemies around to keep them next to his allies
(b) slow/immobilize enemies to keep them next to his allies, or out of the fight for some melee types
(c) so bursts/blasts that can leave his allies out of it, or at least make it less likely he hits them.
As for the dreamform and trap stuff:
A) Most traps, especially at paragon tier, don't just get set off and stop working. When triggered, they will continue to "go off" until disabled. Since the dream form can't actually disable the traps (except hitting it with damaging effects) triggering it won't really help to disable it. It may alert the party to there being traps, but sometimes it's better to bypass a trap, than to "turn it on" if the party is going to have to pass that way one way or the other.
B) He cannot pick up items with that form or make arcana checks. The only things you can do are what is listed in the power, which is use your powers through the square it originates and flank. (As well as see/hear).
C) As per conjuration rules, he has to end his turn within the same range as the original power (in this case 10) in order to keep the conjuration from disappearing. This also means he has to keep line of effect to the conjuration, so he may be able to stay out of the traps range or back from the front lines of the battle, but if there are say ... artillery or other ranged people in the battle, they should be able to see him.