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What's Up With The Monk?
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<blockquote data-quote="Christian" data-source="post: 299193" data-attributes="member: 381"><p>Some small tweaks as alternatives, and expanding on some points (and answering some later objections):</p><p></p><p>Attributes: I'd consider switching 1-2 points of Dex, Con, or Wis into Strength. Giving up 1 point of AC or 7 hit points for +1 to hit and damage on each unarmed attack and a better chance to successfully Trip opponents is a positive trade, IMO.</p><p></p><p>Items: </p><p>The friendly neighboorhood druid who made that Amulet of Natural Armor for him might have been better persuaded to make a couple of potions of Greater Magic Fang (at caster level 6, for a +2 enhancement) instead. (Not listed on the standard potion chart, but obviously it's a core item.) As with the stat-boosting potions, this should be downed at the first sign of trouble-duration is hours, not rounds or minutes.</p><p></p><p>Tactics:</p><p>This guy would obviously be familiar with the layout of the catacombs-use it! His biggest weakness will always be ranged attacks; he should choose his battlefield so that, after his spring attack, he's around a corner or somesuch, if possible.</p><p></p><p>If he can't do that, he has one primary target: the wizard. Everyone else has to make attack rolls and risk his Deflect Arrows against their ranged attacks. The wizard is much more dangerous (despite the monk's good saves). Also, the wizard will have a poor Fortitude save-take advantage of that by using Stunning Fist before he springs away.</p><p></p><p>Along the lines of the 'broken floors' suggestion, obstacles will be the monk's friends. Pits and/or barricades that he can leap, ladders & staircases, narrow spaces-all of these slow pursuit and spread out the enemies, both of which will enhance his ability to use hit & run tactics.</p><p></p><p>Finally, if he's ever stuck (hopefully briefly) in one spot & is using full attacks, here's a good rule of thumb about when to use Flurry of Blows: use Flurry of Blows. The math has been posted in the past on this forum, but the upshot is that flurrying is nearly always at least as good, and often better, than making the normal attacks. It's usually best in the heat of combat not to try to think too much about it, but just to focus on taking down the opposition & fighting your way out of the corner you're in.</p></blockquote><p></p>
[QUOTE="Christian, post: 299193, member: 381"] Some small tweaks as alternatives, and expanding on some points (and answering some later objections): Attributes: I'd consider switching 1-2 points of Dex, Con, or Wis into Strength. Giving up 1 point of AC or 7 hit points for +1 to hit and damage on each unarmed attack and a better chance to successfully Trip opponents is a positive trade, IMO. Items: The friendly neighboorhood druid who made that Amulet of Natural Armor for him might have been better persuaded to make a couple of potions of Greater Magic Fang (at caster level 6, for a +2 enhancement) instead. (Not listed on the standard potion chart, but obviously it's a core item.) As with the stat-boosting potions, this should be downed at the first sign of trouble-duration is hours, not rounds or minutes. Tactics: This guy would obviously be familiar with the layout of the catacombs-use it! His biggest weakness will always be ranged attacks; he should choose his battlefield so that, after his spring attack, he's around a corner or somesuch, if possible. If he can't do that, he has one primary target: the wizard. Everyone else has to make attack rolls and risk his Deflect Arrows against their ranged attacks. The wizard is much more dangerous (despite the monk's good saves). Also, the wizard will have a poor Fortitude save-take advantage of that by using Stunning Fist before he springs away. Along the lines of the 'broken floors' suggestion, obstacles will be the monk's friends. Pits and/or barricades that he can leap, ladders & staircases, narrow spaces-all of these slow pursuit and spread out the enemies, both of which will enhance his ability to use hit & run tactics. Finally, if he's ever stuck (hopefully briefly) in one spot & is using full attacks, here's a good rule of thumb about when to use Flurry of Blows: use Flurry of Blows. The math has been posted in the past on this forum, but the upshot is that flurrying is nearly always at least as good, and often better, than making the normal attacks. It's usually best in the heat of combat not to try to think too much about it, but just to focus on taking down the opposition & fighting your way out of the corner you're in. [/QUOTE]
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