Glade Riven
Adventurer
Just looking around at things, the dwarf makes the closest thing I've seen to a perfect race for the Monk class. So I did a build for fun:
The bonus to Con and Wis makes a Dwarf monk more survivable. Slow and Steady counters any encumbrance issues for loads, so speed boosts later in the Monk's class are unaffected by how much a dwarf carries. Adding Spell Resistance to an already hard-to-hit monk through alternative racial traits makes him very survivable.
Thoughts?
I did decide to go with the Monk of the Four Winds alternative build from the AGP, and a few alternative racial traits.Ulfur Thorvalder
Dwarf Monk(Of the Four Winds)
Rolls: 14 16 13 12 16 13
STR: 13 (+1) DEX: 16 (+3) CON: 16 (+3) INT: 13 (+1) WIS: 18 (+4) CHA: 10 (+0)
Racial Traits:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces the hardy racial trait.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or f loors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
1st level Monk abilities: AC Bonus, Flurry of Blows, Elemental Fist (APG, replaces Stunning Fist), Bonus Feat (Dodge)
1st level feat: Weapon Finesse
The bonus to Con and Wis makes a Dwarf monk more survivable. Slow and Steady counters any encumbrance issues for loads, so speed boosts later in the Monk's class are unaffected by how much a dwarf carries. Adding Spell Resistance to an already hard-to-hit monk through alternative racial traits makes him very survivable.
Thoughts?
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