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Seventh Level Monk
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<blockquote data-quote="Sejs" data-source="post: 3514368" data-attributes="member: 4910"><p><strong>Skills:</strong> Don't sweat escape artist. You're a good enough grappler that you'll be just as well off using that to break out of a hold. As others have said - pick up some Balance (at least 5 ranks), and some Jump. </p><p></p><p>So at 7th, something along the lines of:</p><p>Balance (5 ranks) (+2 from Tumble)</p><p>Jump (7 ranks) (+2 from Tumble, +4 for having a 40' speed)</p><p>Listen (11 ranks)</p><p>Spot (11 ranks)</p><p>Tumble (10 ranks) (+2 from Balance, +2 from Jump)</p><p></p><p><strong>Feats:</strong> Don't sweat Power Attack and Improved Bull Rush; Power Attack comes into its own only when you're using two-handed weapons, and only if you have an accuracy surplus. As a monk, you're playing catch-up on account of your 3/4 bab. Take Stunning Fist as your 1st lvl bonus feat, then take Improved Grapple on its own. If you don't take Stunning Fist as a bonus feat, you have to meet the pre-reqs, which are rather stiff (BAB +8). Stunning Fist is a bonifide caster and rogue killer. Very handy. So that in mind, I'd suggest:</p><p></p><p>Monk Feats (1st, 1st, 2nd, 6th): Improved Unarmed Strike, Stunning Fist, Combat Reflexes (though consider Deflect Arrows if AoOs don't show up in your games that often), Improved Trip.</p><p></p><p>Character Feats (1st, 3rd, 6th): Improved Grapple, Weapon Focus [Unarmed Strike], and Ability Focus [Stunning Fist]. Replace Weapon Focus [Unarmed Strike] with Improved Natural Attack, pending DM approval.</p><p></p><p><strong>Magic Items:</strong> At 7th level you're looking at 19k to spread around. Now, assuming we don't want to put all our eggs in one basket (Boots of Speed, Monk's Belt) there are a few things we can look at. Nittany nailed it with how awesome Enlarge Person is for a monk, especially one with Combat Reflexes and Improved Trip. A wand would run 750gp, potions 250gp per (but the potions are CL 5; a CL 1 potion would cost 50gp).</p><p></p><p>Gloves of Ogre Power are great. Strength and Wisdom are really the monk's meat and potatoes. Toss on a Periapt of Wisdom +2 as well and you're down 8k, to 11k remaining.</p><p></p><p>A Ring of Sustenance is nice. With a decent wisdom, maxed ranks in Listen and Spot, and your native darkvision, you'd make a damn fine watchman. Cutting your sleep requirements down push that even further. 2.5k for the ring brings us to 8.5k left.</p><p></p><p>A Ring of Protection +1 helps your AC a bit for a low cost of 2k. Another option would be to pick up a Wand of Mage Armor for 750g and have a caster ally use it on you when trouble looks to be a'brewin. Leaves you with either 6.5k or 7.75k depending on which option you go with.</p><p></p><p>Drop the rest into something that'll add an enhancement bonus to your attacks and damage. Amulet/Glove of Mighty Fists, etc. Or, hell, ask your DM if you can have a pair of fist irons that are just enchanted as standard weapons, but only serve to augment your unarmed strikes. Something like that.</p></blockquote><p></p>
[QUOTE="Sejs, post: 3514368, member: 4910"] [b]Skills:[/b] Don't sweat escape artist. You're a good enough grappler that you'll be just as well off using that to break out of a hold. As others have said - pick up some Balance (at least 5 ranks), and some Jump. So at 7th, something along the lines of: Balance (5 ranks) (+2 from Tumble) Jump (7 ranks) (+2 from Tumble, +4 for having a 40' speed) Listen (11 ranks) Spot (11 ranks) Tumble (10 ranks) (+2 from Balance, +2 from Jump) [b]Feats:[/b] Don't sweat Power Attack and Improved Bull Rush; Power Attack comes into its own only when you're using two-handed weapons, and only if you have an accuracy surplus. As a monk, you're playing catch-up on account of your 3/4 bab. Take Stunning Fist as your 1st lvl bonus feat, then take Improved Grapple on its own. If you don't take Stunning Fist as a bonus feat, you have to meet the pre-reqs, which are rather stiff (BAB +8). Stunning Fist is a bonifide caster and rogue killer. Very handy. So that in mind, I'd suggest: Monk Feats (1st, 1st, 2nd, 6th): Improved Unarmed Strike, Stunning Fist, Combat Reflexes (though consider Deflect Arrows if AoOs don't show up in your games that often), Improved Trip. Character Feats (1st, 3rd, 6th): Improved Grapple, Weapon Focus [Unarmed Strike], and Ability Focus [Stunning Fist]. Replace Weapon Focus [Unarmed Strike] with Improved Natural Attack, pending DM approval. [b]Magic Items:[/b] At 7th level you're looking at 19k to spread around. Now, assuming we don't want to put all our eggs in one basket (Boots of Speed, Monk's Belt) there are a few things we can look at. Nittany nailed it with how awesome Enlarge Person is for a monk, especially one with Combat Reflexes and Improved Trip. A wand would run 750gp, potions 250gp per (but the potions are CL 5; a CL 1 potion would cost 50gp). Gloves of Ogre Power are great. Strength and Wisdom are really the monk's meat and potatoes. Toss on a Periapt of Wisdom +2 as well and you're down 8k, to 11k remaining. A Ring of Sustenance is nice. With a decent wisdom, maxed ranks in Listen and Spot, and your native darkvision, you'd make a damn fine watchman. Cutting your sleep requirements down push that even further. 2.5k for the ring brings us to 8.5k left. A Ring of Protection +1 helps your AC a bit for a low cost of 2k. Another option would be to pick up a Wand of Mage Armor for 750g and have a caster ally use it on you when trouble looks to be a'brewin. Leaves you with either 6.5k or 7.75k depending on which option you go with. Drop the rest into something that'll add an enhancement bonus to your attacks and damage. Amulet/Glove of Mighty Fists, etc. Or, hell, ask your DM if you can have a pair of fist irons that are just enchanted as standard weapons, but only serve to augment your unarmed strikes. Something like that. [/QUOTE]
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