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General Tabletop Discussion
*Pathfinder & Starfinder
What are some good monk hybrids for a Kara Tur kung fu game?
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<blockquote data-quote="mneme" data-source="post: 5715103" data-attributes="member: 59248"><p>Ok, the first thing to look at re monk hybrids is what you lose and what you can get back:</p><p></p><p>Basically, the only thing you -keep- is the access to monk powers (good!) and your choice of flurry. What you lose is unarmed combatant (losable; most monks don't fight unarmed anyway), extra path features (annoying, but dealable with), and unarmored combattant (which is very signfiicant; you've only got cloth prof and you've lost your option to make cloth + a feat be equivalent to hide + light shield).</p><p></p><p>This means that:</p><p></p><p>1. You want to usually be attacking with monk powers. Otherwise, the only thing you're getting out of being a monk is the movement powers (which are cool, and do provide -some- benefit to, say, a fighter/monk). So your best multiclass options are usually going to be classes that can do their thing without using up your standard action -- leaders, non-fighter defenders.</p><p>2. If you intend to be in melee, you're going to probably be spending your hybrid talent to wear better armor. Otherwise, you're a melee-er in cloth armor without a bonus = not good.</p><p></p><p>So that said:</p><p></p><p>Defender:</p><p>Paladin, Warden. Maybe Battlemind. (hmm. a Henkyokai Warden would be nicely flavorful--Crab, maybe, or Badger?)</p><p></p><p>Leader: (All leaders are fine. Some are better than others)</p><p></p><p>Runepriest (mediocre healing, but decent buff; note that you don't care about rune states), Sentinel Druid (pretty fantastic; gain a pet, a heal, and steal a druid controller at will for when you can't hit wit ha monk burst or blast power), Cleric, Shaman, and Ardent all seem quite viable. Sentinel Druid seems particularly fantastic.</p><p></p><p>Controller:</p><p></p><p>Controllers, like hybrid monks, mostly do stuff when they use their standard action. This is a problem for you; the other side of this, however, is that the controller package is pretty powerful independant of class features (at will ranged powers with a burst, it turns out, are really good). So it's not actually that bad a trade for a controller to lose class features for the mobility of a monk at will power. I'd avoid Int-based controllers (because you want to be able to use Dex for the cases where monk damage is better than the range/power of a controller attack), and Seekers are still terrible, so Druid or Invoker. Druid can be a Sentinel (but not if the party Leader is a Sentinel, as fun as multiple pets can be) or Wild druid and still pack a burst attack. Either way, the pattern is to take a Monk power that lets you get out of harm's way (Fallen Needle is notable, as it's a minor action shift or extra move, and the attack is strong against a single target; also good are Crane's Wings (to jump to a secure location), 5 Storms for the double shift, or Lion's Den for the +1 to defenses whenever you use your move action to shift.</p></blockquote><p></p>
[QUOTE="mneme, post: 5715103, member: 59248"] Ok, the first thing to look at re monk hybrids is what you lose and what you can get back: Basically, the only thing you -keep- is the access to monk powers (good!) and your choice of flurry. What you lose is unarmed combatant (losable; most monks don't fight unarmed anyway), extra path features (annoying, but dealable with), and unarmored combattant (which is very signfiicant; you've only got cloth prof and you've lost your option to make cloth + a feat be equivalent to hide + light shield). This means that: 1. You want to usually be attacking with monk powers. Otherwise, the only thing you're getting out of being a monk is the movement powers (which are cool, and do provide -some- benefit to, say, a fighter/monk). So your best multiclass options are usually going to be classes that can do their thing without using up your standard action -- leaders, non-fighter defenders. 2. If you intend to be in melee, you're going to probably be spending your hybrid talent to wear better armor. Otherwise, you're a melee-er in cloth armor without a bonus = not good. So that said: Defender: Paladin, Warden. Maybe Battlemind. (hmm. a Henkyokai Warden would be nicely flavorful--Crab, maybe, or Badger?) Leader: (All leaders are fine. Some are better than others) Runepriest (mediocre healing, but decent buff; note that you don't care about rune states), Sentinel Druid (pretty fantastic; gain a pet, a heal, and steal a druid controller at will for when you can't hit wit ha monk burst or blast power), Cleric, Shaman, and Ardent all seem quite viable. Sentinel Druid seems particularly fantastic. Controller: Controllers, like hybrid monks, mostly do stuff when they use their standard action. This is a problem for you; the other side of this, however, is that the controller package is pretty powerful independant of class features (at will ranged powers with a burst, it turns out, are really good). So it's not actually that bad a trade for a controller to lose class features for the mobility of a monk at will power. I'd avoid Int-based controllers (because you want to be able to use Dex for the cases where monk damage is better than the range/power of a controller attack), and Seekers are still terrible, so Druid or Invoker. Druid can be a Sentinel (but not if the party Leader is a Sentinel, as fun as multiple pets can be) or Wild druid and still pack a burst attack. Either way, the pattern is to take a Monk power that lets you get out of harm's way (Fallen Needle is notable, as it's a minor action shift or extra move, and the attack is strong against a single target; also good are Crane's Wings (to jump to a secure location), 5 Storms for the double shift, or Lion's Den for the +1 to defenses whenever you use your move action to shift. [/QUOTE]
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What are some good monk hybrids for a Kara Tur kung fu game?
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