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primus380
2014-05-23, 09:13 PM
So for a party i'm in i'm trying to look for a good human monk build. So i need help to raise a monks power level in the party

Juntao112
2014-05-23, 09:22 PM
What sources are allowed?

atomicwaffle
2014-05-23, 09:22 PM
32 pt buy, stats to work with, starting lvl, wbl?

Ellowryn
2014-05-23, 09:25 PM
A good human monk build is unarmed swordsage 20. Or is there a reason you are trying to put monk levels into a good monk build?

Curmudgeon
2014-05-23, 09:26 PM
This is hard to do. I came up with a straight level 19 Monk build to satisfy a specific request here (http://www.giantitp.com/forums/showsinglepost.php?p=8389087&postcount=43), but that was for a Monk King with access to a kingdom's financial resources.

Angelalex242
2014-05-23, 09:30 PM
Error: There is no good monk build.

Just monk builds that pull their weight one time in 5.

Biffoniacus_Furiou
2014-05-23, 10:02 PM
Monk 1 or 2/ Psychic Warrior 19 or 18, with the feat Tashalatora so you get the unarmed damage, speed, AC, and flurry of blows of a single-classed Monk on top of everything a Psychic Warrior gets.

Monk 1/ Wizard 4/ Enlightened Fist 5/ Master of the East Wind 10, with Kung-Fu Genius or Carmendine Monk. That gets 18th level Wizard spellcasting, 16th level Monk unarmed damage, AC, and speed, and can use Greater Mighty Wallop with Improved Natural Attack so your unarmed strike deals damage as though you were colossal+ size without actually making your character bigger.

Unarmed Swordsage 20, acts like a Monk but actually gets special moves from different kung-fu schools.

malonkey1
2014-05-23, 10:18 PM
I was gonna say Swordsage 20 but I got swordsaged...

Well, Tashalatora's been mentioned. Have you tried a Goliath for extra damage? Even if it doesn't count directly for increasing damage, it should work with gauntlets. And even if you're not going Swordsage, ToB has some really handy stuff. Maybe go Monk/Mantled PsyWar (Mantles have some nice stuff, you know), take Martial Study and Instant Clarity + Psychic Renewal. Strike & Psych, then refresh the maneuver next turn, or sooner if you can get extra swift actions. I'm sure it's not optimal, but I'm not a hardcore optimizer.

An alternate/complementary route would be to see if you can use the Pathfinder Monk. It's still not great, but it's (PUN INCOMING) leaps ahead of 3.5 Monk.

Gemini476
2014-05-23, 11:33 PM
Spirit Lion TotemCC Wolf TotemUA Whirling FrenzyUA City BrawlerDr#349 Skilled City DwellerWE (http://www.wizards.com/default.asp?x=dnd/we/20070228a) (trading Ride for Tumble) Street FighterWE (http://www.wizards.com/default.asp?x=dnd/we/20070228a) BarbarianPHB is a pretty great replacement for the Monk, as is the Unarmed Swordsage. The former is more mundane than the latter, but both are generally better at being Monky than the Monk. No, really. Let me make a writeup of the former to show what I mean.
"Monk"

Alignment
Any nonlawful.

Hit Die
d12.

Class Skills
The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Tumble (Dex), Survival (Wis), and Swim (Str).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Table 1-1: the "Monk"


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+2
+0
+0
Pounce, illiteracy, whirling frenzy 1/day, city brawler(Two-Weapon Fighting)


2nd
+2
+3
+0
+0
Improved Trip


3rd
+3
+3
+1
+1



4th
+4
+4
+1
+1
Whirling frenzy 2/day


5th
+5
+4
+1
+1
Track


6th
+6/+1
+5
+2
+2
City brawler(Improved Two-Weapon Fighting)


7th
+7/+2
+5
+2
+2
Streetfighter(critical hit range)


8th
+8/+3
+6
+2
+2
Whirling frenzy 3/day


9th
+9/+4
+6
+3
+3



10th
+10/+5
+7
+3
+3
Streetfighter(turning charge)


11th
+11/+6/+1
+7
+3
+3
Greater whirling frenzy, city brawler(Greater Two-Weapon Fighting)


12th
+12/+7/+2
+8
+4
+4
Whirling frenzy 4/day


13th
+13/+8/+3
+8
+4
+4
Streetfighter(occupied squares)


14th
+14/+9/+4
+9
+4
+4
Evasion


15th
+15/+10/+5
+9
+5
+5



16th
+16/+11/+6/+1
+10
+5
+5
Streetfighter(fast charge), whirling frenzy 5/day


17th
+17/+12/+7/+2
+10
+5
+5
Tireless whirling frenzy


18th
+18/+13/+8/+3
+11
+6
+6



19th
+19/+14/+9/+4
+11
+6
+6
Streetfighter(cleaving charge)


20th
+20/+15/+10/+5
+12
+6
+6
Mighty whirling frenzy, whirling frenzy 6/day


Class Features
All of the following are class features of the "monk".

Weapon and Armor Proficiency
A "monk" is proficient with all simple weapons and light armor.

Pounce (Ex)
A "monk" gains the pounce ability (MM 313) at first level.

Illiteracy
"Monk"s are the only characters (along with barbarians, totemists, and chaacter with the illiteracy trait) who do not automatically know how to read and write. A "monk" may spend 2 skill points to gain the ability to read and write all languages he is able to speak.


A "monk" who gains a level in any other class automatically gains literacy. Any other character who gains a "monk" level does not lose the literacy he or she already had.


Whirling Frenzy (Ex)
A "monk" can fly into a whirling frenzy a certain number of times per day. In a whirling frenzy, a "monk" temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and Reflex saves. While in a whirling frenzy, the "monk" may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the "monk" might make before his next action. While raging, a "monk" cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of whirling frenzy lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A "monk" may prematurely end his whirling frenzy. At the end of the whirling frenzy, the "monk" loses the whirling frenzy modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level "monk", at which point this limitation no longer applies).

A "monk" can fly into a whirling frenzy only once per encounter. At 1st level he can use his whirling frenzy ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a whirling frenzy takes no time itself, but a "monk" can do it only during his action, not in response to someone else's action.

City Brawler (Ex)
A "monk" gains Improved Unarmed Strike as a bonus feat, as well as the effects of the Two-Weapon Fighting feat when fighting unarmed.
At 6th level he gains the effects of Improved Two-Weapon Fighting when fighting unarmed, and at 11th level he gains the effects of Greater Two-Weapon Fighting when fighting unarmed.
He only take a -2 penalty when fighting with improvised weapons (instead of the usual -4 penalty).

Improved Trip
A 2nd-level "monk" gains Improved Trip as a bonus feat, even if he doesn't meet the normal prerequisites.

Track
A 5th-level "monk" gains Track as a bonus feat.

Streetfighter (Ex)
The "monk" gains the ability to swiftly bring the fight to his foe and to hit him hard.

At 7th level, the critical threat range of any charge attack he makes, or any attack he makes against a flat-footed foe, increases by 1. (Thus, a greataxe would threaten a critical hit on a roll of 19 or 20.) This ability stacks with the Improved Critical feat or the keen weapon enhancement.



At 10th level, the "monk" can make a single turn, up to 90 degrees, during a charge.



At 13th level, the "monk" can charge through squares occupied by his allies or by noncombatants.



At 16th level, the "monk" can move up to four times his speed when making a charge attack, rather than double.



At 19th level, the "monk" acquires a "cleaving charge." If he drops an opponent on a charge attack, and he has at least 10 feet of movement remaining, he can immediately make a new charge attack against a second foe. If he drops that foe and still has movement remaining, he can charge a third, and so on until he either fails to drop a foe, or runs out of movement. All the other standard rules for a charge attack still apply, including the fact that he must have at least 10 feet of distance to make the charge.



Even if he somehow gains the ability to make multiple attacks on a charge (such as with the lion's charge spell from the Spell Compendium), he must drop the foe on the first attack to use this ability. Similarly, he cannot use this ability and Cleave or Great Cleave in the same round.


Greater whirling frenzy (Ex)
At 11th level, a "monk"’s bonus to Strength during his rage increases to +6, and his dodge bonus on AC and Reflex saves increases to +3.


Evasion (Ex)
While in a whirling frenzy, a "monk" of 14th level or higher gains evasion. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the "monk" is wearing light armor or no armor. A helpless "monk" does not gain the benefit of evasion.

Tireless Rage (Ex)
At 17th level and higher, a "monk" no longer becomes fatigued at the end of his whirling frenzy.

Mighty Rage (Ex)
At 20th level, a "Monk"’s bonus to Strength during his rage increases to +8, and his dodge bonus to AC and Reflex saves increases to +4.

Add on the Superior Unarmed Strike feat for improved unarmed damage (1d4 at level 3, 2d6 at level 20), buy a Monk's Belt for Wis to AC, get a Fanged Ring for Improved Natural Attack(Unarmed Strike) and a Necklace of Natural Attacks to add magical effects to your fists and hey presto! You are better than a Monk at unarmed fighting.
The Unarmed Swordsage is much the same except he's also better at being a magical mystic than the Monk is. And has less attacks than the "monk" up there, but that's just because +16/+16/+16/+11/+11/+6/+6/+1 is somewhat hard to beat.


Now, for an actual monk your options are a bit more limited as to what makes you actually good, but you'll want a whole lot of Alternate Class Features. Here's a somewhat complete list of the non-Dragon ones, taken from here (http://brilliantgameologists.com/boards/index.php?topic=7908):
Aquatic Monk (SW, p 50): Walk across water at slow fall speed, lose slow fall.

Broken One Substitution Levels (CV, p 36): add Heal and Survival
3rd level: Lay on Hands, replaces still mind
6th level: Tenacious Tracker, replaces bonus feat
7th level: Locate creature, replaces wholeness of body

Dark Moon Disciple Substitution Levels (CV (http://www.wizards.com/default.asp?x=dnd/we/20060327a), web): d6 HD
3rd level: Darkvision: Gain darkvision 60', lose still mind
7th level: Shadow Blend: Gain total concealment in less than full daylight, lose wholeness of body
12th level: Walk the Shadows: Gain dimension door to/from shadow, lose abundant step

Decisive Strike (PHB 2, p 51): Lose flurry of blows, gain ability to make one attack that deals double damage.

Draconic Fist (DrM, p 11): Lose Bonus Feat. Your attacks deal energy damage.

Durable (UA, p 58): Gain damage reduction as barbarian. Lose speed enhancement bonus and bonus to AC (but not wisdom to AC).

Eberron Monk (ECS, p 38)
2nd or 6th: Good or neutral monks may choose Whirling Steel Strike as a bonus feat, evil monks may choose Flensing Strike.

Feign Death (EoE, p 21): lose evasion, gain ability to appear dead

Halfling Monk Substitution Levels (RW, p 158)
1st level: Skirmish (extra damage while moving)
2nd level: Mobility instead of normal bonus feat
7th level: Size Matters Not (bonuses to grapple or use stunning fist on larger creatures), lose wholeness of body

Hin Disciple Substitution Levels (CV (http://www.wizards.com/default.asp?x=dnd/we/20060327a), web): d6 HD, halfling only
1st level: Bonus Feat: Stunning Fist or Underfoot Combat;
2nd level Combat Reflexes or Improved Trip
6th level: Blur of Motion: Gain ability to attack a Large or larger foe while using total defense, lose bonus feat, requires 5 ranks of tumble
9th level: The Harder They Fall: Nearby allies can attack a foe you trip while occupying its square, lose improved evasion (and the ability to gain it from other sources)

Holy Strike (CC, p 48): lose ki strike. When hitting an evil creature, your unarmed strike is considered good and does extra damage. Evil monks can reverse this, applying it to good creatures.

Invisible Fist (EoE, p 21): lose evasion, gain ability to turn invisible, gain blink at 9th level

Kalashtar Monk (RE, p 124): gain autohypnosis and knowledge: psionics as class skills
1st level: Psychic Insight (spend power points to improve grapple and stunning fist attacks), replace flurry blow
2nd level: Can select psionic feat as bonus feat
7th level: Wholeness of Body (can spend power points to augment wholeness of body healing)

Phoenix Discpile Substitution Levels (CV, p 46): must be lawful good
1st level: Purifying Flame (add 1d6 fire damage to unarmed attack 1/day per monk level), replaces bonus feat
3rd level: Resistance to Fire (5), replaces still mind
12th level: Fire Stride, replaces abundant step

Planar Monk (PlH, p 32): gain knowledge: the planes as class skill
5th level: Resistant Body (gain energy resistance), lose purity of body
13th level: Axiomatic Soul (gain spell resistance of class level +15), lose diamond soul
16th level: Ki Strike (unarmed attack treated as cold iron), replaces normal ki strike

Prayerful Meditation (CC, p 48): lose still mind. Gain bonus on saves vs spells and effects from chaotic creatures, or those whose alignment is opposite yours.

Skarn Monk Substitution Levels (MoI, p 47): add intimidate to class skills
1st level: Spine Strike (use arm spines instead of normal unarmed attacks)
5th level: Defensive Insight (+1 insight to AC for each point of essentia invested), essentia pool increases by 1, lose normal AC bonus
10th level: Shape Soulmeld, Chakra Bind (arms), replaces lawful Ki strike

Soulwarp Strike (CM, p34): Lose bonus feat. Once per level, can cause sickness with attack.

Spell Reflection (CM, p 35): Lose evasion, gain the ability to reflect spells targeted at you that miss.

Standing Jump (DS, p 10): Reduce fast movement ability to improve jumping ability.

Wall Walker (DS, p 11): Lose slowfall, gain the ability to run up and down walls.

Variant Fighting Styles (UA, p 52): Exchange bonus feats for select styles of learning.

Warforged Monk (ECS, p.38): Can use wholeness of body to repair damage.

Of particular interest should be anything that trades away your useless class features, like Slow Fall. Generally the Invisible Fist one is also seen as being worth it, and Decisive Strike is pretty awesome if you want to focus on AoOs.

If you don't use ACFs, the Monk class is six levels long.

primus380
2014-05-24, 03:17 AM
What sources are allowed?

What ever sources you have availabe

malonkey1
2014-05-24, 07:49 AM
What ever sources you have availabe

If that's thecase, you may also want to look at the Dragon Magic 324 variant monk, the Wild Monk. They exchange some of their supernatural class features for a few Druid ones, including a somewhat watered-down wildshape.

SpawnOfMorbo
2014-05-24, 07:58 AM
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An alternate/complementary route would be to see if you can use the Pathfinder Monk. It's still not great, but it's (PUN INCOMING) leaps ahead of 3.5 Monk.

Eh, not so sure about that. It is better, but not by much. The Pathfinder monk doesn't get the added on goodies that the 3.5 monk gets and the math for the pathfinder monk doesn't work when trying to use trip or grapple past level... 7 ish? Sure the pathfinder monk has the 2 or 3 good archetypes that boost its power but... I'm not sure if it really comes out that far ahead (sadly).

I love me some pathfinder monk but i wouldn't say it is to much better than the 3.5 monk. Though I've been meaning to look into optimizing the "Touch of Serenity" monk and getting an official ruling for using that ability with touch attacks... I'm playing a Monk 1/Cleric 3 (repose and law domains) character right now that runs around touching everything on the battle field and having a fun old time but most of the fun comes from the cleric side.

A.A.King
2014-05-24, 08:30 AM
So for a party i'm in i'm trying to look for a good human monk build. So i need help to raise a monks power level in the party

You say that you need to raise a monks power level in the party. This raises the question: When you say "good monk" does good mean "as good as can be" or does good mean "good compared to the rest of the party". Because if it is the latter then it all depends on the party.

Urpriest
2014-05-24, 08:34 AM
In general, you never actually want an "x class build" unless you're doing an optimization challenge (at which point you probably shouldn't be asking us for advice :smalltongue:). You want a build that embodies a specific concept, whichever classes serve to do so. Without knowing the concept you're going for, we can't help you.

StreamOfTheSky
2014-05-24, 08:37 AM
Spirit Lion TotemCC Wolf TotemUA Whirling FrenzyUA City BrawlerDr#349 Skilled City DwellerWE (http://www.wizards.com/default.asp?x=dnd/we/20070228a) (trading Ride for Tumble) Street FighterWE (http://www.wizards.com/default.asp?x=dnd/we/20070228a) BarbarianPHB is a pretty great replacement for the Monk...No, really. Let me make a writeup of the former to show what I mean.

Source of the build: The Hao Han (http://www.minmaxboards.com/index.php?topic=5448.0;msg=78308)

Gemini476
2014-05-24, 09:14 AM
Source of the build: The Hao Han (http://www.minmaxboards.com/index.php?topic=5448.0;msg=78308)

Huh. I just got it from second-hand hearsay; it's a somewhat common-ish answer as to what classes make a better unarmed fighter than the Monk.

Come to think of it, would a Fighter with the TWF chain and Weapon Focus chain make a better unarmed fighter than a Monk? Assuming they also have IUS and SUS.
You'd end up with something like a base 2d6+6 damage and +22/+22/+17/+17/+12/+12/+7, if you take Melee Weapon Mastery(Bludgeoning).
Even without MWM you get 2d6+4 damage, which has the same average as 2d10. (With MWM it's equal to 2d12!)

...Medium Monk's don't do much damage.

StreamOfTheSky
2014-05-24, 10:12 AM
The key to boosting monk damage is to make use of the eventual high base dice.

- Monks (and only monks...without rules arguments, at least) can take Imp. Natural Attack
- Enlarge Person
- The Greater Mighty Wallop spell
- Possibly SUS to fast-track the damage progression a bit.
- As always, monk is the one class who absolutely has no business buying a monk's belt; way too pricy for what it does. When you *don't* already add Wis to AC it's quite worth it, though.

137beth
2014-05-24, 10:19 AM
If swordsage isn't an option, look at some builds on This thread. (http://www.giantitp.com/forums/showthread.php?285801-Tippy-s-Terrifically-Terrible-Trial) It was a challenge for a monk build that could solo everything in Elder Evils...

amalcon
2014-05-24, 10:51 AM
There's one vitally important question to how to strengthen a Monk build:

Is the player attached to the idea of using Unarmed Strikes?

The monk's Unarmed Strike ability is actually quite bad, because there's no normal way to enchant your unarmed strike. You're left with a weapon that has a good damage die, and can be used with your hands full (but the Monk doesn't really have other uses for his hands besides wielding a weapon in them). We all know that weapon damage dice don't matter that much. If the player wants to use it, then you need to find some way to make it useful. This is actually quite difficult; it generally involves Polymorph or Wildshape shenanagins.

If the player doesn't care about unarmed strikes, then have them pick up a quarterstaff as a two-handed weapon and buff Strength like crazy. Monks actually get the most attacks with a single weapon of any class (due to Flurry of Blows), so they actually do decent damage. Better if you use one of the Eberron feats or Shou Disciple to flurry with a polearm. At this point, the Monk isn't *good*, but at least he's doing something that can occasionally make a difference.

The next thing the Monk needs is the ability to move and full attack in the same turn. This is important because monks generally have bad melee defenses (AC at low levels, HP at high levels) and lack self-buff spells to compensate for this. They do have a higher movespeed than other mundanes can attain, so the best plan is usually to use that as your defense. The strongest way to do this is the already-mentioned Tashalatora trick, taking the Hustle power to trade your swift action for a move action. The next strongest is to take one level of Cleric for Travel Devotion to move up to your speed as a swift action a moderate number of times per day. The fallback is to buy a Belt of Battle from MIC. The Monk still isn't *good* at this point, but he's doing something that can occasionally make a difference, and he's only being torn in half sometimes. With Tashalatora/Psychic Warrior, he starts to become actively good at some things.

To do better than that, you'll need to start moving away from Monk quite a bit. Monk is actually a very good class for 2 levels even ignoring the AC bonus and Flurry, giving three feats (Improved Unarmed Strike is bad, but the other two are often useful), Evasion, good saves, and decent skills. Two levels of Monk to lead off a Warblade, Crusader, or Swordsage build would break about even, and it actually improves a Paladin due to defensive synergy with Divine Grace. Monk levels are interesting on a divine spellcaster. Though they make those characters weaker on the balance, they actually provide noticeable benefits; the problem there is mainly that divine spellcasters were so powerful to begin with. The drawback to this approach is that the character won't necessarily feel all that Monk-like.

Mato
2014-05-24, 11:09 AM
Broken One Dark Moon Disciple Invisible Fist Holy Strike Passive Way Monk 9 / Shiba Protecter 1 / Psionic Fist 5 / Swordsage 2 / Yourchoice3

PB32
A: Str 16, Dex 14, Con 14, Int 8, Wis 16, Cha 8. <- Superior after Shiba.
B: Str 18, Dex 12, Con 14, Int 8, Wis 14, Cha 8. <- Better for the level 1~5 range.

Feats
Battle jump, knock down, skill focus(bluff), mantis leap, combat reflexes, robilar's gambit, and any one.
Wild talent & alertness from flaws
Improved unarmed strike, combat expertise, improved trip & track from bonuses.
Iron will from a magical location.

Notable items
Four shards of ectoplasmic fist, a wand of greater mighty wallop, fanged ring, a ring of evasion, torc of the titans, normal gear.

Notes
Modeled after the matrix monk.

For offense it starts out as a typical charger. The sandals of tiger's leap and knock-down quickly upscale this for massive damage and a bonus trip attempt with decent bonus (+17 b4 str/size). By the 9th level it upstages this with the ability to charge multiple times per round allowing you clear entire encounters before your turn is even finished. This also allows you to retrain out most, if not all, of the charge-related feats listed for other bonuses. Still not stopping there by the 15th level it has mastered the ability to kill opponent during their turn by delivering up to 64d8 unarmed damage using both your strength and wisdom modifiers for attack and damage each time they attempt to attack you.

For defense you obtain the ability to turn invisible for one round before even a Wizard can cast it. The effect lasts one round and can be used for each Encounter, sometimes more than once (it has a cooldown). Remember, an opponent has to know where you are in order to roll against that 50% concealment chance, if he doesn't know exactly where you are he'll probably never attack your square. At the 7th level this becomes sustained total-concealment that cannot be negated by see invisible, true seeing, or even mindsight. Also remeber no spell can be directly cast on a creature with total-concealment so you're immune to effects like slow or fleshshiver. At the 9th level you gain perpetual blink which gives you a stacking 20% chance to negate or dodge any none-force effect. This is capable of blocking things like blasphemy and holy word. Overall, your starting armor class will be lower, but these miss chances create supperior defense and unlike a tinfoil hat directly prevent spells from killing you. Through psionic fist you can use claws of the vampire to heal half the damage your unarmed strikes deal or use body adjustment to directly heal your hit points as well. Body purification also allows you to heal ability damage too so in the event of obtaining some wear and tear you can still bounce back.

For utility its defense offers ever upgrading unbeatable stealth, right up to the point where it solves THIS (http://www.giantitp.com/comics/oots0656.html) (by being able to walk through walls). It also has the ability to track key NPCs since the DCs are so low you won't need more than a rank or two. Since you don't need ranks in hide or really anything, as part of the feat retraining you can pick up planar touchstone for the kobold domain and acquire trapfinding. Sink two of your three skills in search and disable to replace the rogue/factotum of the party. Other than having the offense of a barbarian's dream, stealth like a rogue's wish, and survivability like persist using cleric you don't have too many tricks so equipment equipment equipment.

Tweak as desired.

Curmudgeon
2014-05-24, 12:08 PM
There's one vitally important question to how to strengthen a Monk build:

Is the player attached to the idea of using Unarmed Strikes?

The monk's Unarmed Strike ability is actually quite bad, because there's no normal way to enchant your unarmed strike.
I'm afraid you're entirely wrong.

Firstly, there is a good, normal way to enhance an unarmed strike, right here (http://www.wizards.com/default.asp?x=dnd/fc/20060707a) (bottom of the page): a Necklace of Natural Attacks. Any enhancement you can add to a melee weapon can be added to your unarmed strike, for the same cost (though your equivalent masterwork base "weapon" cost is 600 gp, a bit more than your typical MW greatsword at 350 gp).

Secondly, there's all sorts of power available if you've got a Sorcerer/Wizard in your party to cast Greater Mighty Wallop on you (once daily), which will turn your 2d10 Medium Monk 20 damage into 12d8 base damage instead. Add the Improved Natural Attack (unarmed strike) feat and this becomes 16d8. That's before any weapon enhancements. Buy a level 3 Pearl of Power for your friendly arcane caster and they'll reclaim even that small spell expenditure.

Unarmed strikes are the way to go if high base damage is your goal. That's not the problem with the Monk class. (It's pretty nearly everything else that's wrong. :smallsigh:)

primus380
2014-05-24, 01:09 PM
You say that you need to raise a monks power level in the party. This raises the question: When you say "good monk" does good mean "as good as can be" or does good mean "good compared to the rest of the party". Because if it is the latter then it all depends on the party.

Good as can be, sorry i kind of confused my wording

Rubik
2014-05-24, 07:05 PM
Error: There is no good monk build.

Just monk builds that pull their weight one time in 5.Au contraire, Miss Lex. (http://www.giantitp.com/forums/showthread.php?285801-Tippy-s-Terrifically-Terrible-Trial/page19&p=15474863#post15474863)

You just have to optimize really, really hard.

Granted, it'd be 20x better as the aforementioned monk 2/Tashalatora psywar 18, but still.


I'm afraid you're entirely wrong.

Firstly, there is a good, normal way to enhance an unarmed strike, right here (http://www.wizards.com/default.asp?x=dnd/fc/20060707a) (bottom of the page): a Necklace of Natural Attacks. Any enhancement you can add to a melee weapon can be added to your unarmed strike, for the same cost (though your equivalent masterwork base "weapon" cost is 600 gp, a bit more than your typical MW greatsword at 350 gp).

Secondly, there's all sorts of power available if you've got a Sorcerer/Wizard in your party to cast Greater Mighty Wallop on you (once daily), which will turn your 2d10 Medium Monk 20 damage into 12d8 base damage instead. Add the Improved Natural Attack (unarmed strike) feat and this becomes 16d8. That's before any weapon enhancements. Buy a level 3 Pearl of Power for your friendly arcane caster and they'll reclaim even that small spell expenditure.

Unarmed strikes are the way to go if high base damage is your goal. That's not the problem with the Monk class. (It's pretty nearly everything else that's wrong. :smallsigh:)There are actually a LOT of ways to stack magic onto a monk's unarmed strike. Most of the ones I could find are in the above build, actually.

cosmonuts
2014-05-24, 07:18 PM
What's wrong with something like monk/cleric/sacred fist? That's a good monk build. Or is it not monky enough?

Rubik
2014-05-24, 07:18 PM
What's wrong with something like monk/cleric/sacred fist? That's a good monk build. Or is it not monky enough?Monkeys throw poo. It needs to be wizard because: Fireball.