Post by Azalin on Feb 11, 2004 12:24:31 GMT -5
This is a guide to monk creation. Basically, its a collection of personal opinions on how to make a good monk, complied and edited from posts I've made on the subject. Post any questions and I'll edit and respond as appropriate.
This guide should be totally v3.5 compliant and up-to-date as of the publishing of Complete Warrior. Several references are made to various supplements: Players Handbook (PHB), Monster Manual (MM), Book of Exalted Deeds (BoED), Oriental Adventures (OA), Sword and Fist (SaF), Arms and Equipment (AaE), Forgotten Realms Campaign Setting (FRCS), Dragonlance Campaign Setting (DLCS), Underdark (UD), Complete Warrior (CW), Miniatures Handbook (MH).
SECTIONS --
Introduction
Holistic Description of Monk Minmax
Races
Attributes
Feats
On Multiclassing
Items
Vow of Poverty
Some Examples
Questions and Answers
...
INTRODUCTION
Monks are an intermediate class, having the same relationship to the fighting classes as the Bard does to spellcasters. Noting that no fighting class wants to ever be compared to a Bard, it is safe to assume that a Monk is weak and needs lots of help to keep pace with his more brawny and skilled companions. The role of this guide is to assist in planning a monk's feats in order to maintain a maximum capability and to minimize the various weaknesses of the monk class.
...
HOLISTIC DESCRIPTION OF MONK MINMAX
Monks require planning - they have few feats to use and are generally expected to perform well in combat to some degree. Unlike a Fighter who can 'waste' a feat or two, the Monk has to be extremely careful about what to do with those valuable and too-limited feat choices.
First, recognize the limitations of your statistics. With moderate to good stats, you'll be best served taking several related feats with a few non-synergistic side feats to maintain versatility. With great stats, you can probably take two feat trees and allow your stats to make up for the depth you'd otherwise have by concentrating on only a single specialization.
Second, don't operate alone. You're not built to accept a lot of punishment, and will generally have a low AC and only moderate HP total. If you're in melee, stay close to the fighter-types and hope that they absorb the majority of the attacks. If you have a rogue in the party, encourage him to stick close enough to employ his sneak attacks against opponents you happen to Stun.
POINTS WORTH MENTIONING
Be sure that you discuss your Monk build with your GM prior to gametime. In OA, you can swap out any of the level 1, 2, and 6 feats, but it was written when v3.0 had no swapping. With the v3.5 monk rules, there's some question in my mind whether the OA feat swapping remains valid in all games. In any case, ask first: building a monk usually requires some planning, and you don't want to be surprised by a misunderstanding at level 9.
It is unclear in v3.5 how or if the Monk's Flurry ability can be increased by taking levels of Monk-based PrCs (Red Avenger, Shintao Monk, Ninja of the Crescent Moon). I assume that if the v3.0 class adds to Monk UBAB, then the v3.5 version of the class would add to Monk levels to determine the capability of your Flurry. You need to clear this ambiguity with your GM before embarking on any multiclassing with your monk.
...
RACES
Monks benefit from lots of Feats, high STR, high CON, and being Large size. Little else helps, though a good DEX bonus is fine to have (though not at the expense of CON!).
This makes good race choices for Monks rather clear: Human, Dwarf, and Half Orc from the base races. Dependent on DM and setting, these other races make for great Monks: (Forgotten Realms) Wood Elves, (Savage Species) Half Ogres, and (Krynn) Minotaurs.
The other races are suboptimal choices, and therefore won't really be dealt with in this guide.
In general, there are few ECL races worth taking as a Monk. Most Monk abilities are level-dependent (as opposed to Fighters, who only gain a feats and BAB rather than abilities with new levels), meaning that maintaining the highest level possible is your goal. Githzerai (ECL +2) give great benefits, but the +2 ECL makes me wary. Monks have low survivability at low levels - high ECL Monks are best played as characters joining at a high level already, rather than starting at level 1.
The exception that defines the rule is that as the level of the party increases, ECL races become more attractive. A 25th level (starting) campaign is much easier to get through as a 22nd level Monk Lycanthrope than it would be to survive levels 1-5 as such a character. Basically, I wouldn't touch an ECL greater than +1 unless you were absolutely assured of being in a high level game.
This guide should be totally v3.5 compliant and up-to-date as of the publishing of Complete Warrior. Several references are made to various supplements: Players Handbook (PHB), Monster Manual (MM), Book of Exalted Deeds (BoED), Oriental Adventures (OA), Sword and Fist (SaF), Arms and Equipment (AaE), Forgotten Realms Campaign Setting (FRCS), Dragonlance Campaign Setting (DLCS), Underdark (UD), Complete Warrior (CW), Miniatures Handbook (MH).
SECTIONS --
Introduction
Holistic Description of Monk Minmax
Races
Attributes
Feats
On Multiclassing
Items
Vow of Poverty
Some Examples
Questions and Answers
...
INTRODUCTION
Monks are an intermediate class, having the same relationship to the fighting classes as the Bard does to spellcasters. Noting that no fighting class wants to ever be compared to a Bard, it is safe to assume that a Monk is weak and needs lots of help to keep pace with his more brawny and skilled companions. The role of this guide is to assist in planning a monk's feats in order to maintain a maximum capability and to minimize the various weaknesses of the monk class.
...
HOLISTIC DESCRIPTION OF MONK MINMAX
Monks require planning - they have few feats to use and are generally expected to perform well in combat to some degree. Unlike a Fighter who can 'waste' a feat or two, the Monk has to be extremely careful about what to do with those valuable and too-limited feat choices.
First, recognize the limitations of your statistics. With moderate to good stats, you'll be best served taking several related feats with a few non-synergistic side feats to maintain versatility. With great stats, you can probably take two feat trees and allow your stats to make up for the depth you'd otherwise have by concentrating on only a single specialization.
Second, don't operate alone. You're not built to accept a lot of punishment, and will generally have a low AC and only moderate HP total. If you're in melee, stay close to the fighter-types and hope that they absorb the majority of the attacks. If you have a rogue in the party, encourage him to stick close enough to employ his sneak attacks against opponents you happen to Stun.
POINTS WORTH MENTIONING
Be sure that you discuss your Monk build with your GM prior to gametime. In OA, you can swap out any of the level 1, 2, and 6 feats, but it was written when v3.0 had no swapping. With the v3.5 monk rules, there's some question in my mind whether the OA feat swapping remains valid in all games. In any case, ask first: building a monk usually requires some planning, and you don't want to be surprised by a misunderstanding at level 9.
It is unclear in v3.5 how or if the Monk's Flurry ability can be increased by taking levels of Monk-based PrCs (Red Avenger, Shintao Monk, Ninja of the Crescent Moon). I assume that if the v3.0 class adds to Monk UBAB, then the v3.5 version of the class would add to Monk levels to determine the capability of your Flurry. You need to clear this ambiguity with your GM before embarking on any multiclassing with your monk.
...
RACES
Monks benefit from lots of Feats, high STR, high CON, and being Large size. Little else helps, though a good DEX bonus is fine to have (though not at the expense of CON!).
This makes good race choices for Monks rather clear: Human, Dwarf, and Half Orc from the base races. Dependent on DM and setting, these other races make for great Monks: (Forgotten Realms) Wood Elves, (Savage Species) Half Ogres, and (Krynn) Minotaurs.
The other races are suboptimal choices, and therefore won't really be dealt with in this guide.
In general, there are few ECL races worth taking as a Monk. Most Monk abilities are level-dependent (as opposed to Fighters, who only gain a feats and BAB rather than abilities with new levels), meaning that maintaining the highest level possible is your goal. Githzerai (ECL +2) give great benefits, but the +2 ECL makes me wary. Monks have low survivability at low levels - high ECL Monks are best played as characters joining at a high level already, rather than starting at level 1.
The exception that defines the rule is that as the level of the party increases, ECL races become more attractive. A 25th level (starting) campaign is much easier to get through as a 22nd level Monk Lycanthrope than it would be to survive levels 1-5 as such a character. Basically, I wouldn't touch an ECL greater than +1 unless you were absolutely assured of being in a high level game.
...