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Seventh Level Monk
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<blockquote data-quote="nittanytbone" data-source="post: 3514257" data-attributes="member: 35709"><p>Just a few thoughts:</p><p></p><p><strong>Size</strong></p><p></p><p>Monks benefit a LOT by "getting big." Getting large size gives you reach for your Combat Reflexes feat, grants a sizeable bonus to your Grapple/Trip checks, and improves your damage. I'd suggest potions of Enlarge Person or a Wand of Enlarge Person if you can trust the sorcerer to use it on you when you really need it.</p><p></p><p><strong>Skills</strong></p><p></p><p>I wouldn't bother with escape artist. Your grapple check will probably be better than your escape artist check anyways.</p><p></p><p>Also, I wouldn't bother half-maxing Spot and Listen. I'd prefer to have one of the two of them maxed and the other with nothing. If you half-max them, then a serious sneaky threat like a rogue will easily beat both. If you max one of them, then you have a fair chance of actually detecting the threat.</p><p></p><p>I also noticed that your group has no rogue (unless the ranger is picking up one level of Rogue or Scout for the trapfinding ability, which I HEARTILY suggest). I would suggest that you should invest in at least one rank of Disable Device/Open Lock cross-class, and perhaps some Search cross-class as well if you can swing it. Your dwarven stone-cutting will allow you to at least search for traps on stone surfaces and one rank in the other skills will let you try to disarm (and use evasion if it goes sour...) or make an Aid Another attempt.</p><p></p><p>Tumble doesn't need to be maxed; enough ranks so that you can reliably make a DC15 check should be enough. Don't forget the +2 synergy from Jump.</p><p></p><p>Pick up 5 ranks in Balance so that you're not flat-footed anymore when balancing or hit with a Grease spell. Rogues love that stuff.</p><p></p><p><strong>Stunning Fist</strong></p><p></p><p>I like to take Stunning Fist as a bonus feat because it is very hard to pick up any other way due to the somewhat steep pre-reqs. It is great for use against casters and can allow you to force a save-or-be-screwed effect. Improved Grapple is easy to pick up.</p><p></p><p><strong>Power Attack</strong></p><p></p><p>PA really comes into its own when using a two-handed weapon. You will not be. I'd ditch it. Improved Bullrush isn't really worth it. You're better off with Ability Focus or even Dodge. Dwarven Defender can be a decent PrC for a dwarvish Monk and Dodge is a pre-req thereof. You'll want to squeeze in four levels of a full BAB class if you think your campaign will go to level 20, and Fighter or DD make fair choices. More AC is always good.</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 3514257, member: 35709"] Just a few thoughts: [B]Size[/B] Monks benefit a LOT by "getting big." Getting large size gives you reach for your Combat Reflexes feat, grants a sizeable bonus to your Grapple/Trip checks, and improves your damage. I'd suggest potions of Enlarge Person or a Wand of Enlarge Person if you can trust the sorcerer to use it on you when you really need it. [B]Skills[/B] I wouldn't bother with escape artist. Your grapple check will probably be better than your escape artist check anyways. Also, I wouldn't bother half-maxing Spot and Listen. I'd prefer to have one of the two of them maxed and the other with nothing. If you half-max them, then a serious sneaky threat like a rogue will easily beat both. If you max one of them, then you have a fair chance of actually detecting the threat. I also noticed that your group has no rogue (unless the ranger is picking up one level of Rogue or Scout for the trapfinding ability, which I HEARTILY suggest). I would suggest that you should invest in at least one rank of Disable Device/Open Lock cross-class, and perhaps some Search cross-class as well if you can swing it. Your dwarven stone-cutting will allow you to at least search for traps on stone surfaces and one rank in the other skills will let you try to disarm (and use evasion if it goes sour...) or make an Aid Another attempt. Tumble doesn't need to be maxed; enough ranks so that you can reliably make a DC15 check should be enough. Don't forget the +2 synergy from Jump. Pick up 5 ranks in Balance so that you're not flat-footed anymore when balancing or hit with a Grease spell. Rogues love that stuff. [B]Stunning Fist[/B] I like to take Stunning Fist as a bonus feat because it is very hard to pick up any other way due to the somewhat steep pre-reqs. It is great for use against casters and can allow you to force a save-or-be-screwed effect. Improved Grapple is easy to pick up. [B]Power Attack[/B] PA really comes into its own when using a two-handed weapon. You will not be. I'd ditch it. Improved Bullrush isn't really worth it. You're better off with Ability Focus or even Dodge. Dwarven Defender can be a decent PrC for a dwarvish Monk and Dodge is a pre-req thereof. You'll want to squeeze in four levels of a full BAB class if you think your campaign will go to level 20, and Fighter or DD make fair choices. More AC is always good. [/QUOTE]
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