2 monk questions [Archive] - Wizards Community

Post/Author/DateTimePost
reesecal

02-25-06, 08:33 PM
hi everyone, 2 questions.

can you combine the feats flying kick and leap attack? i'm playing a monk that's pretty focused on charging - so far i have fleet of foot to be able to make the turn durning the charge, furious charge to grant the +4 instead of +2 to attack at the end, and flying kick to add the d12 damage. do you see anything besides the general principle of what they are to keep me from doing both flying kick *and* leap attack to add even more damage to the opponent?

--

2nd question is just general basic monk - which feat do you reccomend for me here at lvl 12. i was going to take freezing the lifeblood - seems very nasty, until i saw i don't have the BAB pre req. so far i have

lvl 1 furious charge, run, stunning fist
lvl 2 deflect arrows
lvl 3 fleet of foot
lvl 6 improved trip
lvl 6 power attack
lvl 9 flying kick

do you reccomend something simple like improved initiative,
something to add into what i can do with stunning fist like fists of iron (doesn't seem worth it to me) or pain touch (doesn't seem worth it to me),
another charging feat to keep with how i'm going like frightful presence or powerful charge,
or something i'm missing altogether or aren't aware of?

thanks!
Sly_Vans

02-26-06, 04:26 AM
1. As far as i know you can combine Flying Kick and Leap Attack.
2. If your DM allows it, you could take the Improved Natural Attack- Feat from MM.
klode_me

02-26-06, 04:58 AM
2. If your DM allows it, you could take the Improved Natural Attack- Feat from MM.
It is now official you know. It is in the Rules FAQ.

Cheers
klode_me
psylo

02-26-06, 09:17 AM
depending on how it would work you could also take the two weapon fighting chain. I say that cause I am not sure how that would work with unarmed attacks
reesecal

02-26-06, 12:03 PM
It is now official you know. It is in the Rules FAQ.

Cheers
klode_me


wow...just read that one - so currently i'm a monk level 12 with the monk's belt so i'm doing 2d8 damage...that feat would let me treat those attacks as if being a large monk - normally at lvl 12 3d6 but with the belt lvl 17 damage of 3d8...holy bajoles, a feat to add an extra d8 damage to every attack?

wow, that's a definite. just gota see it in the faq
FangsofChaos

02-26-06, 12:37 PM
Wild talent + psionic body + the feats that add damage to unarmed attacks and lets you do touch attacks

with psionic body, you can get a nice boost in hp

that's why my 10th level human psion had almost 90 hp.
Bob Loblaw

02-26-06, 10:43 PM
Here's a bunch of other feats to consider:

Battle Jump - Treat jumping down on someone a charge
Cheetah Tribe Sprint - Once per hour you may move 4x normal speed when charging
Circle Kick - If you hit with an unarmed attack you can make a second attack against a different opponent
Dash - Increase movement by 5 feet
Run (I think you need this for Fleet of Foot)
Greater Powerful Charge - Deal +2d6 damage (instead of the +1d8 for Powerful Charge)
Powerful Charge - deal +1d8 damage
Hammer Fist - Deal +1.5 Strength when using an unarmed strike
Hurling Charge (you need to take Quickdraw for this) - May throw a weapon when you charge
Improved Circle Kick - As Circle Kick but more targets
Improved Trip (you need Combat Expertise)
Knock-Down - If you deal 10 points of damage you may make a free trip attack
Lion Tribe Warrior - You may make a single attack with a light weapon when charging in addition to your normal attack
Mantis Leap - Deal double Strength on a charge
Power Charge - +2 to hit when charging
Reckless Charge - +2 to hit, -2 AC when charging
Reckless Offense - +2 to hit, -4 AC
Roundabout Kick - If you crit with an Unarmed attack, you may make an additional attack against the same opponent with same attack bonus
Zen Archery (only if you take Hurling Charge) - Use Wisdom for ranged attacks.

You may have to take some levels of fighter to take some of these feats because you won't have enough slots. Also, if you can take flaws you may want to consider them. You can take 2 flaws at 1st level and every 5 levels thereafter. Each time you take a flaw, you gain a bonus feat.
reesecal

02-26-06, 11:37 PM
thanks a bunch - i have some of these, some i have to look up of course, some look very promising.

i think im going to stay on the monk path for the full 20 regular levels - empty body at 19 for the etheral and damage reduction and being an outsider at 20 is pretty good, and increasing the monk levels for certain other abilities too - unarmed damage, ac bonus, quivering palm dc, diamond soul SR, dimension door caster level, wholeness of body healing/day, and stunning fist dc.

i'll have to weigh my options between a few of these

right now i think at lvl 12 im leaning towards improved natural attack, and at level 15 the freezing the lifeblood feat, and level 18 i'll go with that knockdown feat. sorta breaks out of line of the supreme charging monk bunch of feats, but you only get to charge so much, and for the rest of it you're stuck there or have to tumble away and wait for another round.

preciate it!




Here's a bunch of other feats to consider:

Battle Jump - Treat jumping down on someone a charge we don't use too much varying terrain so probably not

Cheetah Tribe Sprint - Once per hour you may move 4x normal speed when charging - already have a base speed of 70 right now and 140 on a charge (with the turn during the charge from the one feat) so i'm probably ok with that

Circle Kick - If you hit with an unarmed attack you can make a second attack against a different opponent i need to find that one - i didn't see it but that would definitely be great. i use it when i play neverwinter nights

Dash - Increase movement by 5 feet again, already have more than enough speed

Run (I think you need this for Fleet of Foot) got it

Greater Powerful Charge - Deal +2d6 damage (instead of the +1d8 for Powerful Charge) was considering these if i didnt find anything better

Powerful Charge - deal +1d8 damage was considering these if i didn't find anything better

Hammer Fist - Deal +1.5 Strength when using an unarmed strike extra 2 points of damage right now (18 str) - wondering if that's worth it or not. the improved natural attack gives me an extra d8

Hurling Charge (you need to take Quickdraw for this) - May throw a weapon when you charge don't use weapons so that's ok

Improved Circle Kick - As Circle Kick but more ta rgets again, i gota check these out

Improved Trip (you need Combat Expertise) have it as a monk feat

Knock-Down - If you deal 10 points of damage you may make a free trip attack this looks very interesting - i should def be doing that damage easily with 4 attacks from flurry doing 3d8 + 4 damage

Lion Tribe Warrior - You may make a single attack with a light weapon when charging in addition to your normal attack not sure i'm reading how this works, gota look into it. if you count my unarmed attack as a light weapon and this means one free extra attack on a charge, then definitely good stuff

Mantis Leap - Deal double Strength on a charge extra 4 damage on charge - can be good

Power Charge - +2 to hit when charging i have one called furious charge, is a forgotten realms regional feat

Reckless Charge - +2 to hit, -2 AC when charging i think my to hit on charge is enough

Reckless Offense - +2 to hit, -4 AC heh thats ok

Roundabout Kick - If you crit with an Unarmed attack, you may make an additional attack against the same opponent with same attack bonus looks nasty but i only crit on 20 righ tnow

Zen Archery (only if you take Hurling Charge) - Use Wisdom for ranged attacks. thats ok

You may have to take some levels of fighter to take some of these feats because you won't have enough slots. Also, if you can take flaws you may want to consider them. You can take 2 flaws at 1st level and every 5 levels thereafter. Each time you take a flaw, you gain a bonus feat. what is a 'flaw' and what books are they in? i've never ehard of them.
klode_me

02-27-06, 12:25 AM
wow...just read that one - so currently i'm a monk level 12 with the monk's belt so i'm doing 2d8 damage...that feat would let me treat those attacks as if being a large monk - normally at lvl 12 3d6 but with the belt lvl 17 damage of 3d8...holy bajoles, a feat to add an extra d8 damage to every attack?

wow, that's a definite. just gota see it in the faq

4d8... It was an error.

Cheers
klode_me
Red_Decker

02-27-06, 08:10 AM
Take a look at raptor school in CW. You should easily have the prereq's 5 jump, 13 wis, and +6 BAB.

This Tactical feat allows you to add more damage based on a Jump Check.

http://www.geocities.com/customsmiliesbyswordmaster/inthered.txt
Bob Loblaw

02-27-06, 09:41 AM
You can find flaws in Unearthed Arcana. If you don't have the book, you can find the information here (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm). There's a ton of good stuff at this site and it's well organized.
reesecal

02-27-06, 10:06 AM
4d8... It was an error.

Cheers
klode_me

bit confused - do you mean that i should be doing 4d8? how so?
klode_me

02-27-06, 12:46 PM
bit confused - do you mean that i should be doing 4d8? how so?

...
My bad thought you where level 20th monk. But next time you get a dice increase it becomes 4d8.

Cheers
klode_me
Sir Knight

02-27-06, 12:58 PM
Improved Natural Attack (unarmed strike) is what I suggest. You'll use the "Large Monk" table and when you are 20th (or 15th w/Monk's Belt) you'll do 4d8 damage. It is a legal feat to take.

In addition, our Monk went the TWF chain and is going to get Greater TWF next level.

Basically the way it works, you figure out your normal Flurry. Let's say: +12/+12/+9 or something. Okay, now you add the TWF rules (-2 to all attacks, extra attack at highest BAB). +10/+10/+7/+10. Etc. It's pretty sweet though he misses a lot.

In addition, the TWF attacks are treated as "off-hand" and only get .5 STR bonus so you have to calculate a little less STR bonus damage on the extra attacks from TWF.

But it is VERY cool. Our Monk is up to six attacks doing 3d6 dmg now and will hit eight at the end doing 4d8 I believe.
reesecal

02-27-06, 01:10 PM
Improved Natural Attack (unarmed strike) is what I suggest. You'll use the "Large Monk" table and when you are 20th (or 15th w/Monk's Belt) you'll do 4d8 damage. It is a legal feat to take.

In addition, our Monk went the TWF chain and is going to get Greater TWF next level.

Basically the way it works, you figure out your normal Flurry. Let's say: +12/+12/+9 or something. Okay, now you add the TWF rules (-2 to all attacks, extra attack at highest BAB). +10/+10/+7/+10. Etc. It's pretty sweet though he misses a lot.

In addition, the TWF attacks are treated as "off-hand" and only get .5 STR bonus so you have to calculate a little less STR bonus damage on the extra attacks from TWF.

But it is VERY cool. Our Monk is up to six attacks doing 3d6 dmg now and will hit eight at the end doing 4d8 I believe.


yeah, sounds good, i'll definitely be going with the increased damage from improved natural attack,
i'm debating now of level 15 when i get there between freezing the lifeblood and knockdown.

knockdown is very nondescript, is there a thread/faq on it alone.

what if, on my first attack, i do at least 10 points of damage on that opponent, and then use knockdown to make my free trip attack -
- do i get the free attack if my trip succeeds ?
- if that's on my first attack, what about the rest of my attacks?
- with flurry?
- more than one knockdown in a round?
- re-try against the same guy if i fail?
Bob Loblaw

02-27-06, 04:06 PM
With Knock-Down, you don't get an extra attack after you trip your opponent (it's in a 3.0 FAQ for Sword and Fist). You can use Knock-Down as often as you deal 10 points of damage from a single attack. It is useable against multiple opponents and can be an excellent way to get more attacks if you use Combat Reflexes since standing up from prone will provoke an Attack of Opportunity.
Shaudes29

02-27-06, 11:15 PM
you wnat to do realy nasty damadge. get a wizar to cast mighty wollap, greater (duration 1hour/lv) on your munks unarmed atacks. Lv 12 wizard will improve your unarmed damadge by 3 sizes

so 12 lv monk monk belt+5 lv +3 sizes=8d6 if i did my math right.

of cors a pare of gloves that cast it on you 1/day at 12lv caster woudl work too.