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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="shurai" data-source="post: 237422"><p>Shin-</p><p></p><p>I disagree with the people who suggest starting with fighter and multiclassing into monk, for one simple reason: You'll be sacrificing eight skill points, and the points you do get will need to be dropped into less-useful skills (although fighters do get Jump and Climb, which are potentially useful for monks).</p><p></p><p>I also disagree with multiclassing with a level or two of sorcerer; I'd rather have a level or two of wizard or cleric, because it matches the monk's ability scores more closely. If you think wizard is a little out of character for a monk, just imagine him with a sacred scroll instead of a spellbook, which he 'studies to obtain wisdom' at the start of each day, and for his spells he chants and performs bits of kata (like the monks in 3x3 Eyes).</p><p></p><p>The Monk, probably more than any other class, is hard to play at low levels, but at higher levels they really start to shine. You're in better shape than most monks ought to be though, because high point-buy favors classes that benefit most from high ability scores.</p><p></p><p>Here's my favorite kind of monk to play:</p><p></p><p>Human. Extra feat, yum! Extra skill points are great! This character gets seven skill points per level!</p><p></p><p>Feats: Dodge, Mobility. I'd skip Expertise, because when you have many ranks in Tumble you can Fight Defensively almost as effectively. (Normally Fight Defensively is -4 to hit for +2 to AC, but with many ranks in Tumble, it improves to -4/+3.) Alertness is a great choice at 3rd level, as is Improved Initiative. Also, Weapon Finesse is great for some monks, but not a good idea for this monk.</p><p></p><p>Skills to focus on: Tumble, Move Silently, Hide, Diplomacy, Listen, a little Spot, Jump, and a little Knowledge (Arcana). (Notice that Diplomacy and Knowledge (Arcana) are both a class skill for monks. This is very useful in many roleplaying situations, and often ignored.) Also, a piece of advice for higher-level play: Once you've got 10 ranks in a skill, you can probably spend a few levels on some other skill and not sacrifice too much.</p><p></p><p>Here's how I would assign ability scores:</p><p>Str 14</p><p>Dex 14</p><p>Con 12</p><p>Int 14</p><p>Wis 16</p><p>Cha 8</p><p></p><p>I purposely sacrificed a high dexterity for the sake of other abilities, because in general I believe that you should not have to compete with the fighter in terms of armor class . . . If you really min/maxed you could do it, but you'd have to make big sacrifces. This monk will need to be careful, but wariness is a sign of enlightenment, grasshopper. A high armor class will come with time. Have patience! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Anyway, this monk is almost a replacement for a rogue in a typical D&D party. That's why I love monks! Played one way, they can replace fighters, but played another, they can replace rogues or to some extent bards.</p><p></p><p>Don't let these folks kid you too much. Monks can arrange their abilities almost however they like and still reap big benefits. If you have a lot of strength, your combat pays off. Dex and wis are obvious. Con makes many hit points and great Fort saves. Int will give you skill points.</p><p></p><p>Anyway, there's my two cents.</p><p></p><p>Matane!</p><p></p><p>-S</p></blockquote><p></p>
[QUOTE="shurai, post: 237422"] Shin- I disagree with the people who suggest starting with fighter and multiclassing into monk, for one simple reason: You'll be sacrificing eight skill points, and the points you do get will need to be dropped into less-useful skills (although fighters do get Jump and Climb, which are potentially useful for monks). I also disagree with multiclassing with a level or two of sorcerer; I'd rather have a level or two of wizard or cleric, because it matches the monk's ability scores more closely. If you think wizard is a little out of character for a monk, just imagine him with a sacred scroll instead of a spellbook, which he 'studies to obtain wisdom' at the start of each day, and for his spells he chants and performs bits of kata (like the monks in 3x3 Eyes). The Monk, probably more than any other class, is hard to play at low levels, but at higher levels they really start to shine. You're in better shape than most monks ought to be though, because high point-buy favors classes that benefit most from high ability scores. Here's my favorite kind of monk to play: Human. Extra feat, yum! Extra skill points are great! This character gets seven skill points per level! Feats: Dodge, Mobility. I'd skip Expertise, because when you have many ranks in Tumble you can Fight Defensively almost as effectively. (Normally Fight Defensively is -4 to hit for +2 to AC, but with many ranks in Tumble, it improves to -4/+3.) Alertness is a great choice at 3rd level, as is Improved Initiative. Also, Weapon Finesse is great for some monks, but not a good idea for this monk. Skills to focus on: Tumble, Move Silently, Hide, Diplomacy, Listen, a little Spot, Jump, and a little Knowledge (Arcana). (Notice that Diplomacy and Knowledge (Arcana) are both a class skill for monks. This is very useful in many roleplaying situations, and often ignored.) Also, a piece of advice for higher-level play: Once you've got 10 ranks in a skill, you can probably spend a few levels on some other skill and not sacrifice too much. Here's how I would assign ability scores: Str 14 Dex 14 Con 12 Int 14 Wis 16 Cha 8 I purposely sacrificed a high dexterity for the sake of other abilities, because in general I believe that you should not have to compete with the fighter in terms of armor class . . . If you really min/maxed you could do it, but you'd have to make big sacrifces. This monk will need to be careful, but wariness is a sign of enlightenment, grasshopper. A high armor class will come with time. Have patience! :P Anyway, this monk is almost a replacement for a rogue in a typical D&D party. That's why I love monks! Played one way, they can replace fighters, but played another, they can replace rogues or to some extent bards. Don't let these folks kid you too much. Monks can arrange their abilities almost however they like and still reap big benefits. If you have a lot of strength, your combat pays off. Dex and wis are obvious. Con makes many hit points and great Fort saves. Int will give you skill points. Anyway, there's my two cents. Matane! -S [/QUOTE]
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What is the best way to create effective Monk only with core rules?
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