Some ideas for a Monk Fix

in the current rules the extra attack is o ly with a full attack while flurry. my lvl 9 monk with PA is something like 13 13 13 8 8 for attacks 1d8 +11 with temple sword. +23 or so to trip with the sword.

really its been a fun character I don't feel underpowered though dr irks me. my AC is 32 buffed how is this char weak?
Monks traditionally have good AC, but depending on the point buy they either don't normally have great AC and a good offense.
Things such as point buy, treasure, and the campaign itself are a factor. In humanoid based games they do a lot better than ones with monsters because the CMD's are lower when fighting humanoids.
 

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in my case I went with balanced stats and 16 14 14 10 14 10 so T at lvl 9 I have 18 str 18 dex on 20 pt buy. I know the traditional problems of the class but so far dr has been my only issue. I actually pinned a nabasu for 3 rounds while my party killed his friend last session. unfortunately even with 32 cmd keeping him pinned was hard


I have read examples where monks were super strong but usually that's from ALOT of gear. I think people just have to play to the class's strengths I'll be getting imp crit temple sword next level and rolling 3 dice with perfect strike I expect to gins things.


that said in our current game I'm wholly reliant on my party to deal with the coming boss fight. ie I need see invus and greater invisible or I'll be rolling save or die every round with only 50 50 chance of success I may hide :P
 

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