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General Tabletop Discussion
*Pathfinder & Starfinder
What is the best way to create effective Monk only with core rules?
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<blockquote data-quote="Christian" data-source="post: 235156" data-attributes="member: 381"><p>Oh, and one more thing. (Geez! I must be getting senile!) Strength is a lot more useful for a monk than most people seem to appreciate. Monks get more multiple attacks than even a fighter, and even more when the flurry; and unlike a two-weapon fighter, <em>their full Strength bonus is added to each and every attack</em>! This can really start to add up ... With a 32-point buy, I would do something like:</p><p></p><p>Str 14</p><p>Dex 16</p><p>Con 12</p><p>Int 13</p><p>Wis 14</p><p>Cha 9</p><p></p><p>There's something to be said for switching the Wisdom and Dexterity, actually. Your loss is in ranged attack ability and Reflex saves; your gain is in flat-footed Armor Class, Will saves, and save DC's for your special attacks (eg. Stunning Fist). Depends how much ranged combat you expect to see, really.</p><p></p><p>You don't have to worry about spending a feat on Weapon Finesse here-a waste of a feat for only a +1 to hit. I wouldn't do Weapon Focus either, for the same reason. You'll do plenty of combat damage without those bonuses-you need to focus more on defense. I'd look at Dodge, Expertise, Mobility, Alertness, Improved Initiative in my primary feat list ...</p><p></p><p>I strongly recommend playing a human-the bonus feat and skill points will really be handy. Good skills to start with are Tumble, Tumble, and Tumble. Oh, and don't forget Jump-it gives a synergy bonus to Tumble. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Spot and Listen are good skills for anyone, but especially useful for a Monk; Climb is also good (anything to help your overall mobility ...), Swim for the same reason, maybe Move Silenty & Hide if you're going to focus on scouting.</p></blockquote><p></p>
[QUOTE="Christian, post: 235156, member: 381"] Oh, and one more thing. (Geez! I must be getting senile!) Strength is a lot more useful for a monk than most people seem to appreciate. Monks get more multiple attacks than even a fighter, and even more when the flurry; and unlike a two-weapon fighter, [i]their full Strength bonus is added to each and every attack[/i]! This can really start to add up ... With a 32-point buy, I would do something like: Str 14 Dex 16 Con 12 Int 13 Wis 14 Cha 9 There's something to be said for switching the Wisdom and Dexterity, actually. Your loss is in ranged attack ability and Reflex saves; your gain is in flat-footed Armor Class, Will saves, and save DC's for your special attacks (eg. Stunning Fist). Depends how much ranged combat you expect to see, really. You don't have to worry about spending a feat on Weapon Finesse here-a waste of a feat for only a +1 to hit. I wouldn't do Weapon Focus either, for the same reason. You'll do plenty of combat damage without those bonuses-you need to focus more on defense. I'd look at Dodge, Expertise, Mobility, Alertness, Improved Initiative in my primary feat list ... I strongly recommend playing a human-the bonus feat and skill points will really be handy. Good skills to start with are Tumble, Tumble, and Tumble. Oh, and don't forget Jump-it gives a synergy bonus to Tumble. :D Spot and Listen are good skills for anyone, but especially useful for a Monk; Climb is also good (anything to help your overall mobility ...), Swim for the same reason, maybe Move Silenty & Hide if you're going to focus on scouting. [/QUOTE]
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What is the best way to create effective Monk only with core rules?
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