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What's Up With The Monk?
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<blockquote data-quote="apsuman" data-source="post: 304308" data-attributes="member: 1769"><p>Ok, </p><p></p><p>After an iffy net connection, I have finally come up with my first (with possible alternatives to follow) level 7 monk.</p><p></p><p>But first, some explanation...</p><p></p><p>30 point by, every feat and magic item comes from the phb and dmg.</p><p></p><p>I wanted to really play with the possibilies, at one time I had a monk with expertise, power attack, improved disarm, sunder, a belt of giant str, and his fav weapon was a quaterstaff (a non-monk weapon). His tactic was to trip, disarm or sunder your weapons. But bowing to the logic of the thread, a barbarian could do the same thing, so I decided on something a little more... expected.</p><p></p><p>I did not want them to be slaves to a single magic item, if so, I would have chosen boots of striding and springing. </p><p></p><p>I chose human for the extra feat and skill points. It made the 10 Int easier to handle. Also, I thought of switching the STR with the WIS and taking weapon finesse, but from early on in this thread I said that people should not try to max just dex and wis, so I followed my own advise here. The attribute bonus at level 4 would have gone into either STR or DEX (one of them started at 15).</p><p></p><p>Also, unlike the 6 CHR and 6 INT fighter (or was it a barbarian?), i tried to make a character I would like to play and imagine I would make over the course of 7 levels.</p><p></p><p>Finally, I tried to make a monk that would be the protector of the catacomb and chose items accordingly, I did not try to maximize his versus a party of 5. Other wise I would have chosen 4 beads of force for my magic items.</p><p></p><p>Feel free to inspect and correct my math.</p><p></p><p>Zo, level 7 human monk.</p><p></p><p>Str 16</p><p>Dex 16</p><p>Con 12</p><p>Int 10</p><p>Wis 14</p><p>Cha 8</p><p></p><p>HP 42</p><p></p><p>AC : 10 + 3 dex + 2 wis + 1 monk = 16</p><p>17 w/Dodge</p><p>20 Hasted</p><p>21 hasted w/dodge</p><p></p><p>BAB +5/+2</p><p>AAB +5 +3 str +1 magic kama = +9</p><p>+9/+6 or +7/+7/+4 with flurry</p><p></p><p></p><p>Feats: Dodge, Mobility, Spring Attack, power attack</p><p></p><p>Saves: Fort +6 Ref +8 Will +7</p><p></p><p>Skills:</p><p></p><p>Skill points : 50</p><p>Listen : 9 + 2 = +11</p><p>Tumble : 10 + 3 = +12 </p><p>Jump : 5 +3 = +8</p><p>Hide : 9 +3 = +12</p><p>Move Silent : 10 +3 = +13 </p><p>Climb : 5 + 3 = +10</p><p>Swim : 2 + 3 = +5</p><p></p><p></p><p>Items:</p><p>Kama +1 : 2302 gp</p><p>Cloak of Arachnia: 6000 gp</p><p>Brooch of Shielding : 1500 gp</p><p>Monk's Belt: 9000</p><p>2 potions of Cure light wounds : 100 gp</p><p>1 potion of jumping : 50 gp</p><p></p><p>total : 18952 gp</p><p></p><p>Tactics: </p><p></p><p>The cloak and the brooch provide protection from two spells that might otherwise put a quick stop to the monk.</p><p></p><p>The Cloak will cast a web as per the spell once per day. This would effectively hold fast the entire party, or at least slow them considerably (-2 to their attacks AND -4 to thier DEX). The cloak allows half speed movement in the web for the wearer. </p><p></p><p>Using the haste from the belt, simply engaging the casters in the web first is probably the best bet. At -2 to thier AC and -2 to their BAB, casters would be beaten in short order. The kama would do 1d6+1+3 (str) for an average of 7.5 per hit. A level 6 wizard with a 14 con and a toad familiar would have on average, 34 HP, that's five hits. Depending on how you would rule, using the improved trip to trip them in the web (if possible) then prone they would be +4 easier to hit, combined with a power attack, they meet their end sooner. </p><p></p><p>There might be some real benefit to using improved trip on everyone he can reach. Simply spring in, trip them, then get a free smack, then spring out. Getting up would be a feat in and of itself inside a web, and they would still not have moved from their start spot.</p><p></p><p>Without the web, this guy would stay behind the group, try to be silent and hide, pick the best time, run in and attack, placing himself at the point where he would be attacked by the fewest number. The extra partial action makes that stunning attempt easier to attempt. Engage for a few rounds, then as HP are dropping, evade then heal himself, and take potions, then come back. Primary targets should be wizards, and/or clerics. Taking out the cleric first might be the easiest way to cripple the party, but it should be harder than taking out the wizard.</p><p></p><p>I chose the magic items I did for a few reasons. First, I wanted to protect my character from a few spells that can really hurt a monk, magic missle, and web. Second, the best advantage of the monk is the mobility, putting others in a web while being able to move about it really helps keep the distace from the barbarian and fighter while allowing access to the wizard and cleric. The haste option from the belt allows that necessary partial action to do so many useful things, like take that extra attack or step back.</p><p></p><p>After this monk is picked apart (which I am sure it will be) I will post alternatives.</p><p></p><p></p><p>g!</p></blockquote><p></p>
[QUOTE="apsuman, post: 304308, member: 1769"] Ok, After an iffy net connection, I have finally come up with my first (with possible alternatives to follow) level 7 monk. But first, some explanation... 30 point by, every feat and magic item comes from the phb and dmg. I wanted to really play with the possibilies, at one time I had a monk with expertise, power attack, improved disarm, sunder, a belt of giant str, and his fav weapon was a quaterstaff (a non-monk weapon). His tactic was to trip, disarm or sunder your weapons. But bowing to the logic of the thread, a barbarian could do the same thing, so I decided on something a little more... expected. I did not want them to be slaves to a single magic item, if so, I would have chosen boots of striding and springing. I chose human for the extra feat and skill points. It made the 10 Int easier to handle. Also, I thought of switching the STR with the WIS and taking weapon finesse, but from early on in this thread I said that people should not try to max just dex and wis, so I followed my own advise here. The attribute bonus at level 4 would have gone into either STR or DEX (one of them started at 15). Also, unlike the 6 CHR and 6 INT fighter (or was it a barbarian?), i tried to make a character I would like to play and imagine I would make over the course of 7 levels. Finally, I tried to make a monk that would be the protector of the catacomb and chose items accordingly, I did not try to maximize his versus a party of 5. Other wise I would have chosen 4 beads of force for my magic items. Feel free to inspect and correct my math. Zo, level 7 human monk. Str 16 Dex 16 Con 12 Int 10 Wis 14 Cha 8 HP 42 AC : 10 + 3 dex + 2 wis + 1 monk = 16 17 w/Dodge 20 Hasted 21 hasted w/dodge BAB +5/+2 AAB +5 +3 str +1 magic kama = +9 +9/+6 or +7/+7/+4 with flurry Feats: Dodge, Mobility, Spring Attack, power attack Saves: Fort +6 Ref +8 Will +7 Skills: Skill points : 50 Listen : 9 + 2 = +11 Tumble : 10 + 3 = +12 Jump : 5 +3 = +8 Hide : 9 +3 = +12 Move Silent : 10 +3 = +13 Climb : 5 + 3 = +10 Swim : 2 + 3 = +5 Items: Kama +1 : 2302 gp Cloak of Arachnia: 6000 gp Brooch of Shielding : 1500 gp Monk's Belt: 9000 2 potions of Cure light wounds : 100 gp 1 potion of jumping : 50 gp total : 18952 gp Tactics: The cloak and the brooch provide protection from two spells that might otherwise put a quick stop to the monk. The Cloak will cast a web as per the spell once per day. This would effectively hold fast the entire party, or at least slow them considerably (-2 to their attacks AND -4 to thier DEX). The cloak allows half speed movement in the web for the wearer. Using the haste from the belt, simply engaging the casters in the web first is probably the best bet. At -2 to thier AC and -2 to their BAB, casters would be beaten in short order. The kama would do 1d6+1+3 (str) for an average of 7.5 per hit. A level 6 wizard with a 14 con and a toad familiar would have on average, 34 HP, that's five hits. Depending on how you would rule, using the improved trip to trip them in the web (if possible) then prone they would be +4 easier to hit, combined with a power attack, they meet their end sooner. There might be some real benefit to using improved trip on everyone he can reach. Simply spring in, trip them, then get a free smack, then spring out. Getting up would be a feat in and of itself inside a web, and they would still not have moved from their start spot. Without the web, this guy would stay behind the group, try to be silent and hide, pick the best time, run in and attack, placing himself at the point where he would be attacked by the fewest number. The extra partial action makes that stunning attempt easier to attempt. Engage for a few rounds, then as HP are dropping, evade then heal himself, and take potions, then come back. Primary targets should be wizards, and/or clerics. Taking out the cleric first might be the easiest way to cripple the party, but it should be harder than taking out the wizard. I chose the magic items I did for a few reasons. First, I wanted to protect my character from a few spells that can really hurt a monk, magic missle, and web. Second, the best advantage of the monk is the mobility, putting others in a web while being able to move about it really helps keep the distace from the barbarian and fighter while allowing access to the wizard and cleric. The haste option from the belt allows that necessary partial action to do so many useful things, like take that extra attack or step back. After this monk is picked apart (which I am sure it will be) I will post alternatives. g! [/QUOTE]
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