ruy343
2015-12-15, 01:18 PM
Hey all,
As you likely know from my other posts on this forum, I'm playing a 4-elements monk, and having a grand time. We just leveled from level 14-15, and I was severely disappointed by what monks get upon gaining that level: 1 more ki point, one more hit dice, and... immunity to magical aging...? I mean, it's really flavorful, and it means that my monk will never grow weaker as he grows older (though I always envisioned him as an old man from the start), but it's rather... niche.
I'm debating whether to multiclass. Is it worth it to tack on another class to monk this late, or should I just finish it out?
Also, a story from our latest gaming session:
After interacting with a deck of many things, our rogue has apparently made himself an inadvertent enemy of a very, very powerful demon. As a result, we were ambushed by a lesser demon that was sent to destroy him. our party was already in a shambles thanks to that deck of many things, so things weren't going too well. It didn't help that the demon was only attacking the rogue (since that was the only person he really needed to kill).
The rogue was down, with one death saving throw failure, and was likely to die next round, since the demon was hovering over him. Fezim up until this point has been attempting to stun the enemy with his punches with no success (high-CR monsters always have really high bonuses to their saves). Seeing the desperate situation, Fezim, my monk, does the only thing a sensible monk would do; run like the dickens. He uses a bonus action to disengage, picks up the unconscious rogue (with a STR 16 monk, this is a cakewalk), and dashes 110 feet. All the party has to do is slow the demon (ray of frost) or knock it prone, and I can run away from it forever. Suffice, to say, we succeed, the rogue survives, and everyone's happy.
Later, our party of heroes is searching for a magical gem, and we have a map that indicates the position thereof, as well as the position of a gem we currently possess. following the map, we come to a small lake, 300 feet across that appears quite deep. The area around the lake has few trees left standing, as they appear to have all been broken by some terrifyingly powerful monster, though we don't know what.
To ensure that the stone is in the lake, my monk grabs the stone that we have, and tells the others to watch the map as he runs around the perimeter of the destruction zone around the lake (which is an additional 300 feet beyond the shores of the lake on all sides). He returns shortly thereafter (yay monk movement speed!) and we successfully ascertain that the stone is, in fact, in the lake.
Fezim, runs out across the lake (monks can run on water) and peers down inside the lake to spot any sort of shrine or other protective, submerged edifices. Once in the middle of the lake, 150 feet away from the shore, a huge green dragon erupts form the water and severely damages Fezim. However, Fezim, who is fearless (and who succeeded on his save against fear), rolls a 27 on an acrobatics check to leap onto the dragon as it takes off into the air.
Now, Fezim has a problem: he's a long ways away from the party, a dragon isn't likely to be affected by a stunning strike, he's low on hit points, and a few punches aren't likely to deal significant damage against a dragon of this size. What's a monk to do?
Help action.
Fezim "helped" the archer fighter get a clear shot (we joked that Fezim tickled the dragon's wings to grant the fighter advantage), allowing him to deal 92 damage in one round (6 shots - sharpshooter -5/+10, action surge, and advantage), and then he used his bonus action to dodge. The dragon didn't like that. However, when the dragon attempted to bite me, I reminded the DM that monks are immune to poison, which is more than half of the damage that it deals with a bite attack.
In the end, we defeated the dragon (barely), but that initial surge of damage is really the only thing that made it possible, since we barely scraped away with that victory at the end (three of our party went down against it, some multiple times).
In short: monks are fun. Then end.
As you likely know from my other posts on this forum, I'm playing a 4-elements monk, and having a grand time. We just leveled from level 14-15, and I was severely disappointed by what monks get upon gaining that level: 1 more ki point, one more hit dice, and... immunity to magical aging...? I mean, it's really flavorful, and it means that my monk will never grow weaker as he grows older (though I always envisioned him as an old man from the start), but it's rather... niche.
I'm debating whether to multiclass. Is it worth it to tack on another class to monk this late, or should I just finish it out?
Also, a story from our latest gaming session:
After interacting with a deck of many things, our rogue has apparently made himself an inadvertent enemy of a very, very powerful demon. As a result, we were ambushed by a lesser demon that was sent to destroy him. our party was already in a shambles thanks to that deck of many things, so things weren't going too well. It didn't help that the demon was only attacking the rogue (since that was the only person he really needed to kill).
The rogue was down, with one death saving throw failure, and was likely to die next round, since the demon was hovering over him. Fezim up until this point has been attempting to stun the enemy with his punches with no success (high-CR monsters always have really high bonuses to their saves). Seeing the desperate situation, Fezim, my monk, does the only thing a sensible monk would do; run like the dickens. He uses a bonus action to disengage, picks up the unconscious rogue (with a STR 16 monk, this is a cakewalk), and dashes 110 feet. All the party has to do is slow the demon (ray of frost) or knock it prone, and I can run away from it forever. Suffice, to say, we succeed, the rogue survives, and everyone's happy.
Later, our party of heroes is searching for a magical gem, and we have a map that indicates the position thereof, as well as the position of a gem we currently possess. following the map, we come to a small lake, 300 feet across that appears quite deep. The area around the lake has few trees left standing, as they appear to have all been broken by some terrifyingly powerful monster, though we don't know what.
To ensure that the stone is in the lake, my monk grabs the stone that we have, and tells the others to watch the map as he runs around the perimeter of the destruction zone around the lake (which is an additional 300 feet beyond the shores of the lake on all sides). He returns shortly thereafter (yay monk movement speed!) and we successfully ascertain that the stone is, in fact, in the lake.
Fezim, runs out across the lake (monks can run on water) and peers down inside the lake to spot any sort of shrine or other protective, submerged edifices. Once in the middle of the lake, 150 feet away from the shore, a huge green dragon erupts form the water and severely damages Fezim. However, Fezim, who is fearless (and who succeeded on his save against fear), rolls a 27 on an acrobatics check to leap onto the dragon as it takes off into the air.
Now, Fezim has a problem: he's a long ways away from the party, a dragon isn't likely to be affected by a stunning strike, he's low on hit points, and a few punches aren't likely to deal significant damage against a dragon of this size. What's a monk to do?
Help action.
Fezim "helped" the archer fighter get a clear shot (we joked that Fezim tickled the dragon's wings to grant the fighter advantage), allowing him to deal 92 damage in one round (6 shots - sharpshooter -5/+10, action surge, and advantage), and then he used his bonus action to dodge. The dragon didn't like that. However, when the dragon attempted to bite me, I reminded the DM that monks are immune to poison, which is more than half of the damage that it deals with a bite attack.
In the end, we defeated the dragon (barely), but that initial surge of damage is really the only thing that made it possible, since we barely scraped away with that victory at the end (three of our party went down against it, some multiple times).
In short: monks are fun. Then end.